View Full Version : Open field rvr, and keeps
lifesink
11-04-2007, 07:47 PM
Hey guys, I've been thinking a lot after reading that post, and while they might already have this idea, I figured it might be worth posting. So here is today's topic! If it is already implemented into the game, just let me know!
After reading the most recent post on Warhammer Alliance about Mark's call to Gathilk, one thing that really grabs my attention is Open field RvR and Keeps.
Now the thing is with keeps, and controlling areas, we all know that the designers have already stated that there will be zone bonuses when controlling an area.
Now in Dark Age of Camelot, while keeps were fun to siege from time to time, it was not a big point in the game truthfully unless one realm was taking over a relic or when trying to draw out another enemy realm.
So the question how do you consistently draw players to points on the map by offering them truly good benefits to RvR for?
An easy logical solution could be after capturing a zone or keep, make the entire area (if the entire zone is captured, all keeps or points of interests are captured by one race/alliance.) give a RvR point bonus.
For keeps, or points of interests (lore based areas such as bridges, fields, historical areas) make the point of capture contain a condition that must be fulfilled (capture the keep, kill so many enemies in the area before another race does, etc) and then have a radius around that area in which bonus RvR exp points are given.
Now of course, the bonus wouldn't be unreasonable, but it would be high enough to perk an interest and to have players continuously return back to that point of interest that was lore based or keep.
This is how you could perpetually keep players interested in an area when RvRing, especially important ones.
Thanks for reading,
Charlie
vanza001
11-04-2007, 08:10 PM
I'd like a bonus if you control all objectives... a +% VP (Victory Points) gain once you control them all. Killing enemies and Scenarios would both be affected thus players in those modes of play (as opposed to trying to capture objectives) would be motivated to help keep those objectives captured.
Right now each objective gives a chunk of VP's but does not accumulate. That will not change. However, once you have all those captured the other ways of gaining VP's which are accumulation based methods will pay more because of the percentage add from controlling the battlefield.
That is the most logical thing which I actually think is their plan.
mikku
11-04-2007, 08:55 PM
I'd like a bonus if you control all objectives... a +% VP (Victory Points) gain once you control them all. Killing enemies and Scenarios would both be affected thus players in those modes of play (as opposed to trying to capture objectives) would be motivated to help keep those objectives captured.
Right now each objective gives a chunk of VP's but does not accumulate. That will not change. However, once you have all those captured the other ways of gaining VP's which are accumulation based methods will pay more because of the percentage add from controlling the battlefield.
That is the most logical thing which I actually think is their plan.
Excellent idea. I also agree that the objectives need an incentive to be help. VPs would be the best. I would really take anything though a +% hp/dmg/exp monetary drops from mobs. Even something such as lower prices/higher sale price.
lifesink
11-04-2007, 09:10 PM
I'd like a bonus if you control all objectives... a +% VP (Victory Points) gain once you control them all. Killing enemies and Scenarios would both be affected thus players in those modes of play (as opposed to trying to capture objectives) would be motivated to help keep those objectives captured.
Right now each objective gives a chunk of VP's but does not accumulate. That will not change. However, once you have all those captured the other ways of gaining VP's which are accumulation based methods will pay more because of the percentage add from controlling the battlefield.
That is the most logical thing which I actually think is their plan.
Aye exactly, same point just worded differently ;)
ChosenOne
11-04-2007, 09:16 PM
When they closed beta, one of the reasons specified was that the testers resoundedly stated that there was more need for Open field RvR incentives. The fact that the control points were a base number of VP's and there was no bonus for time controlling them or controlling all of them was a major issue. So in this break supposedly Mythic is going to be working on that.:D
Scenarios will always be played. WoW made that possible:rolleyes:
I just want to be sure that those of us who hate those and want to do mainly open world RvR will be able to make a major difference by doing just that and that we arent actually hindering ourselves by staying away from scenarios.
lifesink
11-05-2007, 12:13 AM
When they closed beta, one of the reasons specified was that the testers resoundedly stated that there was more need for Open field RvR incentives. The fact that the control points were a base number of VP's and there was no bonus for time controlling them or controlling all of them was a major issue. So in this break supposedly Mythic is going to be working on that.:D
Scenarios will always be played. WoW made that possible:rolleyes:
I just want to be sure that those of us who hate those and want to do mainly open world RvR will be able to make a major difference by doing just that and that we arent actually hindering ourselves by staying away from scenarios.
Agreed, World pvp in wow was the best when the honor system first came out.
I also loved running my minstrel through Emain and smashing into the Hib zerg or the Mid gank groups lol.
Best times ever was in open field rvr.
Money! keeping a strategic objectives in Daoc (a Tower or a Keep), costed Bounty Points (u earned em while RvRing).
I would like to see a turnaround of tables in regard of this concept.
Give money to Guilds who claims objectives and to all people that actually defend those objectives.
The incentive to pack the robes and move to defend an objective in Daoc was so low that people preferred to let the enemies take a tower and retake it with ease at a later hour, go figure.
Averardus
11-05-2007, 09:22 AM
The ideas you guys have are great, this is something I am very concerned about. If they dont fix the open world pvp, this game will be nothing but a WoW clone.... ya I know you didnt want to hear that but its true.
Money and economics seem to be the key. In order for a world to be alive and moving constantly, there needs to be a reason for all the movement. There must be an economy of some kind, a need for people to travel to and fro.
It works in other games like EVE and Anarchy Online and they are trying to do similiar stuff in AoC and Vanguard.
I mean crap, if there is always gunna be some kind of grinding, then let it be something that effects the whole world and not just your own stats. This will drive the economy and therefore drive people around the map, so I can kill them :p
vanza001
11-05-2007, 12:19 PM
RvR objectives should not pay money.
The bonus that we are suggesting should NOT affect the players ability to fight. That would not be ideal. If a realm is winning (thus controlling all points) then giving them a +% hit points, damage, etc. would not be fair or very motivating.
The bonus should go towards the final goal. Capturing the city. If those objectives help AND hinder the way towards that players will pay attention to them.
It could even be made that the bonus % VP gained would grow as you control more points, not just when all are under your control. +1% for 1/5 points, but the other team is getting +15% for 4/5. Those points would constantly be going back and forth as both teams want the advantage of getting more VP for scenarios and regular kills.
lifesink
11-05-2007, 12:20 PM
The ideas you guys have are great, this is something I am very concerned about. If they dont fix the open world pvp, this game will be nothing but a WoW clone.... ya I know you didnt want to hear that but its true.
Money and economics seem to be the key. In order for a world to be alive and moving constantly, there needs to be a reason for all the movement. There must be an economy of some kind, a need for people to travel to and fro.
It works in other games like EVE and Anarchy Online and they are trying to do similiar stuff in AoC and Vanguard.
I mean crap, if there is always gunna be some kind of grinding, then let it be something that effects the whole world and not just your own stats. This will drive the economy and therefore drive people around the map, so I can kill them :p
Yeah, I know a lot of us feel the same way you do too about getting rewards. I mean going to instanced pvp can be alright every now and then, but personally I just enjoy the open field pvp much better.
There can be a lot more strategy and things to it as well. But most importantly, in open field pvp, you never know who or what you'll run into. Your adrenaline is always pumping especially when you run into a good fight you didn't expect.
It is always a new experience in world pvp, and since it is that, its randomness ensures that it will never be the same fight twice, keeping it fresh to all the players that RvR on a hardcore level.
I really do hope they make some good incentives to drive people back into it. Needs to be an incentive you just can't stock up on and then say, oh alright I quit. It needs to be perpetual so the Points, or RvR experience points you gain from capturing, as well as keeping it would be a fantastic way to solve this.
lifesink
11-05-2007, 12:22 PM
RvR objectives should not pay money.
The bonus that we are suggesting should NOT affect the players ability to fight. That would not be ideal. If a realm is winning (thus controlling all points) then giving them a +% hit points, damage, etc. would not be fair or very motivating.
The bonus should go towards the final goal. Capturing the city. If those objectives help AND hinder the way towards that players will pay attention to them.
It could even be made that the bonus % VP gained would grow as you control more points, not just when all are under your control. +1% for 1/5 points, but the other team is getting +15% for 4/5. Those points would constantly be going back and forth as both teams want the advantage of getting more VP for scenarios and regular kills.
Ya, I never really found the stat bonuses a real big whoop in Dark Age of Camelot.
They really need to focus on the gaining of Victory Points (VP points) instead, that way it will always draw players back.
Who doesn't want to get more VP points for fighting? Every player in the game has a continuous use for VP points, and such would make a fantastic reward that keeps on giving.
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