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#1 | |
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WAR Soldier
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T4 RVR re-design
from the US forum:
Step 1) "Earn your medals!" repeatable RvR quest's --Available at level 31 *Always repeatable* Slaugther the Enemies!: Players must kill 100 players of the opposing faction rank 31 or higher. After completion of this quest may be turned in at altdorf / IC, in exchange for 1 Officer medallion-- 1.- "Earn your medals!: Slay the sergents" : Can be obtained upon reaching Renown rank 40. Players must kill 200 players of the opposing faction of renown rank 40 or higher. After completion of this quest may be turned in at Altdorf / IC , in exchange for 1 Conqueror's crest 2.- "Earn your medals!: Slay the commanders": Can be obtained upon recahing Renown rank 50. Players must kill 200 players of the opposing faction of renown rank 50 or higher. After completion of this quest may be turned in at Altdorf / IC, in exchange for 1 Invader's Crest 3.- "Earn your medals!: Slay the Warlords": Can be obtained upon reaching Renown rank 60. Players must kill 200 players of the opposing faction of renown rank 60 or higher. After completion of this quest may be turned in at Altdorf / IC, in exchange for 1 Warlords Crest. 4.- "Earn your medals!: Slay the Generals": Can be obtained upon reaching Renown rank 70. Players must kill 200 players of the opposing faction of renown rank 70 or higher. After completion of this quest may be turnd in at Altdorf / IC, in exchange for 1 Royal crest. ***Note: These quest's are repetable however, a player may only do the RvR kill quest of his renown rank "Teir" and the one prior to it. For example (a renown rank 62 player, may only do "Slay the warlord's" , and "Slay the Commander's" this ensure's that players can both earn crest's of the prior teir to finish their prior set, as well as work towards their current renown "teir" of armor, without giveing the player the ability to farm much lower renown rank player's to have a nearly unlimited supply of officers medallion's / prior teir crest's Purpose : This questline is to slowly but steadily reward players of ONLY the proper renown rank, to work towards their renown ranks RvR armor set, without involeing master looting, or getting crest's by luck, while at the same time not excluding lower rank player's from the ability to roll on dropped crest's. Goal : The goal of these quest's are simple and can be outlined in a few simple points Increase the amount of active RvR, as players are no longer tied to the luck of the draw to get their crest's this "Kill counter" quests should instill the bloodlust that both sides should have to ensure a steady amount of chaos and killing.... errr i mean healty pvp that this game should have. Make earning the set's more attainable, without makeing them horrendously comman. As well as ensure that only players of the proper renown rank can earn higher end crest's. Gives very high Renown rank players a reason to play, while looseing a warlord/royal crest to a much lower level / renown rank player may be bothersome, they have a alternative that INVOLVES them into the RvR process so they may get their armor, while not makeing them feel excluded as the "Glass ceiling" effect due to random rolls and random rare drops, is removed. Step 2) Introduction of RvR Vendor purchasable weapon's Introduce RvR weapon's for every class, and every renown "teir" it would not be very hard infact lets spell it out.... A - is for Annhilator's Chaos Deathaxe -2hander 77dps , 26str, 32wounds, 42 toughness, 1% melee crit *x2 empty tali slots* Requires renown rank 40 <Cost: 200 Officer medallions> C - is for Conqueror's Chaos Deathaxe -2hander, 82dps, 28str, 36 wounds, 46 toughness, 3% melee crit *x2 empty tali slots* requires renown rank 50 <Cost: 300 officer medallions, 10 Conqueror crset's I - is for Invader's Chaos deathaxe - 2hander , 87dps , 32str, 40 wounds, 50 toughness, 6% melee crit *x2 empty tali slots* requires renown rank 60 <Cost: 400 officer medallions, 15 Invader crest's> W - is for Warlord's Chaos Deathaxe - 2hander, 92dps, 36str , 44wounds, 54 toughness, 7% melee crit, +15 melee power *x2 empty tali slots* Requires renown rank 70 <Cost: 500 officer medallions, 20 warlord crest's> S - Soverign Chaos Deathaxe - 2hander, 97dps, 40str, 48wounds, 58 toughness, 8% melee crit, +30 melee power "x2 empty tali slots* Requires renown rank 80 <Cost: 600 officer medallions, 25 royal crests> ***NOTE: these are mearly examples or possible "Place holder names, stat's, and cost's" Although the stat's are very inline with what PvE and a player of proper rank should be able to attain (Invader is right on par with weapons from LV) warlord is inbetween LV and the mythic weapons from the LotD world boss, and Sov is on par with the mythic weapons *as it requires renown rank 80*. There would be weapon's , chalices, and such for all classes Purpose : The purpose of the RvR weapons is to give players a easy to use, easy to understand choice, while never forceing a player to PvE for top end gear if he does not want to... however it does not make PvE OBSOLETE that is NOT the purpose of the RvR weapons, for some players, doing a quick run of LV and by luck of the draw getting a couple weapons for their party can be MUCH faster than earning enough crest's and medallions for said player to get a Invader weapon, But at the same time it does not limit the player to PvE for his weapons, players that are unlucky no longer are forced to run LV over and over again untill they are luck enough to have their weapon drop. Instead they have a viable option to pvp ALOT in order to earn comparable or in some cases better weapons Goal : Again the goal is simple. The introduction of the RvR weapon's can be easily seen To increase the amount of medallion's and crest's player's need to get "all" their gear, with the introduction of step 1, you will of course see many players getting more and more crest's as pvp activty and inevitably death's occur, but this does not "Devalue" the armor set's, simply introduces yet another item to spend pvp currency on, making players need to kill increasingly more and participate in pvp more as they desire to earn their armor and weapons Gives players the viable option between PvP and PvE for earning weapon's, while not making PvE content obsolete or pointless, as attaining PvP weapons can take some time to accumilate the required currency and PvE weapons can sometimes be earned very quickly if lucky Step 3) RvR Purchasable Accessories, trophies, and special potions While step 1 both increases the availability and access for players to earn their crests/medallions, and step 2 creates a viable alternative to earning pvp weapons as well as increasing the amount of pvp currency players will need to stay on top of their game to offset the increase from step 1. Step 3 takes it another step further. With the introduction of RvR vendor purchasable accessories, trophies, and special potions, takes it yet another step further. This step is to ENSURE that players will almost always be deficent on crest's/medallions, by giveing them even more things to earn, attain, and purchase with their pvp currency. However not all of step 3 is simply to "Equal out the descrepency between PvE and PvP" attainable gear slots, while indeed jewlery accessiory peices ARE to close the gap between Lotd accessory sets and pvp accessory sets. This step also includes other usefull but not permanent or combat oriented things to purchase with pvp currency. 1) Accessory pvp purchasable items for all classes, this will be seperate from the set's they will simply be a medium priced item of appropriate stats and cost for the renown teir they are in. This is to ensure players who work hard can earn ALL equipment slot upgrades and are not limited to the luck of random number generators in PvE and PQ cheast rolls / drops. 2) Trophies: special pvp only trophies this is a minor visual / character customization thing, but can put in some REALLY badass looking trophies, that a player might want with spare medallions / crest's they have lying around in order to "pimp" out their character 3) pvp Pocket items: Nothing game breaking, alot of players still dont like LotD pocket items, im one of the lucky ones and have LotD pocket items, but I feel this would be a non issue if these where available to everybody and not just super lucky drops from pve encounters. Again this increases the amount of thing's players have to spend medallion's crest's on, to further increase the "I want it" trigger as players continue to actively pvp in order to earn their items 4) pvp Linaments: This would be extremly easy to implement, and would give something for all the high RR players to spend the vast quantities of medallions they have laying around on. Instead of continually PvE farming for linaments. Basically you could have every or perhaps only a select few of the games Linaments available for officer medallions via a pvp vendor. this similar to the officer health potions/AP potions, is mostly meant as a staple item, something players can spend extra medallions just laying around on, so they dont feel "Hey I have 2thousand worthless officer medallions laying around" Instead Hey I can have linaments and potions for the next few months and not grind any pve or pay gold on the AH!!! Purpose : This stage is mostly to increase the amount of items, players have to spend medallions, and crest's on, as earning crest's and medallions becomes easier, the amount of things available to spend said currency on are expanded upon. This is done so that crest's and medallions are not devalued, but instead valued as they no matter their renown "teir" they are still a viable currency for something relevant to the player. Even a renown rank 80 player may like some of the invader or warlord trophies / pocket items / or accessory items, and Although he is mainly concerned with Royal crest's would still need some warlord or invader crest's for said lower "teir" items. Goal : 1 - Further increase the amount of action pvp, as more rewards become available and players need more and more currency to attain everything they "want" pvp action is increased. 2 - Close the gap of PvE, and random luck at earning top of the line accessory slot gear items and pocket items vs. PvP earned said items. 3 - Add's pvp linaments, making medallions never irrelevant along side with officer health/ ap potions, it adds to the conveniance and lessens the load a pvp player must farm or have mule toons to supply them with linaments. Step 4) The "Underdog" system Nobody likes to loose all the time. Currently I play on volkmar destro, in which we are in Altdorf multiple times a day, however I have also suffered through the same situation order are currently when I played destro on Vortex, it was the same story, except flipped, Order outnumbered destro or destro simply had diffrent "prime times" and destro could never get to Altdorf, while IC was a daily occurance. However on the other coin, 1 side winning ALL the time is not fun for either side either. We can gloat and showmanship all we want but if you wacthed a football game in which 1 team won ALL the time, it wouldnt be much point or even fun wacthing it would it? My vision of the Underdog system is by no means a "Free ticket handicap" and it still rewards the team that puts forth more effort more often than making it easier for the underdogs 1) Everytime a side's City is contested, after the city seige is over it becomes 10% easier for the looseing side to capture zone's via VP, and bfo / keep countdowns are also decreased by 10%. This is cumilitive, and while it should NEVER reach 10 stacks, if it does the side that is constantly winning instantly has their city flip into a contested state as their city is overrun by a "Warhungry Unrest of civil disobediance" *yea i know LOL sortalame but had to come up with something 2) Stage 2, is made easier to attain (for both sides of course) However, stage 2 can only be done once every 72 hours, any city pushes within the 72 hour lockdown are still possible however pushing them into stage 2 is not possible, it will simply cap the VP but not flip if contested again within the 72 hour lockout ***Looseing your city into stage 2 is no longer punitive, players should not be punished simply because they tryed their hardest but lost**** , If a city is lost into stage 2 , after stage 2 is over *if it does not flip into stage 3, the looseing realm it will become 20% easier to capture zones via VP , bfo/keep timer lockdowns 3) Stage 3 also made easier to attain (for both sides of course) once in stage 2, however this can only be done once per Calander week. The king *If defeated* is ransomed back on Monday's if a capture did occur. Players of the winning realm get a 3d +5% to renown earned buff as they celebrate their victory, while players of the looseing side will earn a 3d +5% damage and healing, buff as their king is angered and seeks revenge on the other side, as well it will become 40% easier to capture zones via VP, bfo/keep lockdown timers, for the looseing side. Goal : The goal of this is simple, to ensure one side is never "nerd with lunch money" and continually beaten on while never getting to see the other sides city. On a personal note, Do I want Order invading IC even if my faction is on their game and doing really well? No not really, but at the same time I dont find it fair either, they are playing a game just as much as I am perhaps my team is more organized or simply has greater numbers thats all debatable, but that doesnt mean 1 side should be condemned to looseing ALL the time. Do I think they deserve a free meal ticket for doing a poor job? No, but they need equal playing feild if its apparent that we are dominating them over and over again in order to keep the game interesting.
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Crimson Redek | BW RR80 | Karak-Norn Redik | WP RR7X | Karak-Norn Reden | KOTBS RR6X | Karak-Norn
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#2 | |
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WAR Soldier
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Interesting!
I like points 1, 2 & 3, but the last point needs more work in my opinion.
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Vilhelmine - RR51 Witch Hunter - KA Jenaefe Beals - R40 BlackGuard - KN Vilhelmbok - R33 KotBS - KA Josilinde - R27 WP - KA Skubnart - R22 Squig Herder - KN |
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#3 | |
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WAR Soldier
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Are these actual plans or just suggestions from players?
If they are actual plans I will be very pleased. Edit: BTW, this is more fitting in the rvr section yes?
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Karak Norn: Vayra - r40/rr7x Sorc Suicidal Filthy Bomber Forkrul - r40/rr6x DoK Schizofrenic healbot/melee DoK |
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#4 | |
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WAR Soldier
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I support these ideas and healthy changes to Open RvR. I will submit this post in the in-game feedback.
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The forums are filled with negativity and various personal agendas, take everything you see here with strict criticism, because nothing can outwiegh actual gameplay experience. |
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#5 | |
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WAR Veteran
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At first I thought that the 200 kills per crest was a bit too low, yet for the highest end set piece; Sovereign Chestpiece requires 35 royals I believe. So to get your chest piece alone that's 7000 rvr kills. While it could be seen as a grind I do believe that it would be a good system to implement to increase rvr participation.
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Aurilian Sol'ethiar: Swordmaster - CR40 RR80 Aranithar Sol'ethiar: Archmage - CR 40 RR18 Shaquile O'heal: Warrior Priest - CR 10 RR0 It takes an army to drag Aurilian away from WAR
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#6 | ||
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WAR Veteran
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Quote:
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ma petit chou fleur |
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#7 | |
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WAR Soldier
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Yep it should be tome based not quest based.
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Demonborger - Shaman - lvl 40 - RR 77 - Ironclaw Solo Gorak Kill Count: 2 Lollwut - Archmage - lvl 40 - RR 43 - Volkmar Fail PVE Runs With Slaymo Count: 2 До свида́ния - retired |
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#8 | |
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WAR Soldier
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Very interesting ideas, I think it would work fine. Of course the number of kills per crest is debatable but the general idea of having crest rewards for killing x numbers of players in different RR brackets is good.
I don't know if the restriction of being in the same or one higher RR bracket is necessary though - getting one medallion/crest per 200 kills seems not enough to make people farm for them; 10000 kills is 50 medallions/crests of different denominations, which translates to one or at most two set pieces. Just have the ToK keep track of how many 40-49, 50-59, 60-69, 70-79, and RR80 players you've killed and hand out a corresponding crest per 200 kills (or however many the target is set at).
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There's no experience in the game like playing the Squig Herder. |
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#9 | |
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WAR Soldier
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I like the ideas...
But you know, better the ideas are and less mythic reads
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“I never think of the future - it comes soon enough.” -Albert Einstein TULOSKI (MAGUS 40/71 FULL ANNIHILATOR)(RETIRED 20/7/2009 FOR NO LOVE) TULOSKIF (OP SHAMMY 40/47 FULL DEVASTATOR) |
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#10 | |
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WAR Soldier
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I really like your ideas and think they would be very beneficial to improving RvR in T4. Also, its interesting how everyone who has responded thus far agrees and likes the changes, maybe we're on to something here?
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Veni, Vidi, Vici - Julius Caesar -
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#11 | |
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WAR Recruit
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Hey I like this Idea.
Pretty well detailed.
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Dutin --IB 40/7X Mutin --SL 40/6X Rutin -- RP 40/4X Torgue -- ENG 40/4X |
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#12 | |
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WAR Soldier
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Number 4 needs a major revision, but the first 3 are good ideas.
The game should not penalize you for doing well and reward incompetence to the point that the city automatically locks for the other realm. A system that makes it a little easier to lock the city is ok (5-10 fewer VPs or something for zone locks), but handing it over on a silver platter to an incompetent or lazy realm is no good at all. |
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#13 | |
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WAR Soldier
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We are talking about new weapons/items for crests for months now. Great ideas, to bad mythic doesnt read forums.
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Meloku 70+RR BW The Forsaken
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#14 | |
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WAR Soldier
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Seeing as how Mythic just canned 80 people, mostly from the creative department and WAR now is in "maintenance mode", I guess we can just stop with these suggestion threads.
It's a shame, it really is. Sources: http://uk.games.ign.com/articles/104/1043422p1.html http://www.gamasutra.com/php-bin/new...hp?story=25999 http://www.quartertothree.com/game-t...38#post1961738 http://www.marketwatch.com/story/ele...row-2009-11-09
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There's no experience in the game like playing the Squig Herder. |
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#15 | |
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WAR Soldier
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Corenn Nuavar - Warrior Priest Blackrose - Bright Wizard Erarukas - Knight of the Blazing Sun Moristeta - Witch Hunter |
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