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http://herald.warhammeronline.com/warherald/NewsArticle.war?id=395
So, the real question is...do you think it will help and will you now try to battle in open RvR more often?
They have offered the carrot so I am wondering what it will take to draw people out of their isolated playgrounds.
Comments
a step in the right direction i guess now if they did away with diminishing returns and added a renown boost
i don't see this as something someone having to have 10 tons of brain damage not to want to do
Well and here is the thing.. People who are using the lack of enthusiasm for RvR can see that Mythic sees it and is addressing it.. Meaning OMG THEY LISTEN! So now it is up to the players to get this rolling.. I mean ther is only so much the Devs can do.. If the players dont bother to type.. Advertise or even try.. Of course no one is going to participate.. What do we need.. GM's holding our hands saying.. "Come here and kill your enemies" LOL
Its starting to drive me a bit nuts that so many here are complaining about the comunity but are any of them doing anything about it? My BF and I started shouting for pq's.. Within 10 min we had a full group (teir 3) and in 2 hours we had done 3! pq's this was in the middle of the day on a THURSDAY and the group took 2 breaks.. So dont tell me that its everyone.. Some just need to take the initiative.. Stop being so shy.. Open up and yell for groups :P
This is spot on, I hear so many complaints about lack of RvR, its up to the players, not Mythic to get out there and do it. I know the scenario queue button has spoiled a lot of people.
My guild does keep sieges all the time, and people show up for it. Its not hard, that is unless you are an apathetic person who would rather complain than try to proactively solve the problem.
Having participated in multiple keep takings and defending I can say that this is only a step forward in trying to give players a concept of "This is WAR". Some might cite that now ganking will only go up, but I would argue that as few and far between as you actually see opposite players this is really more advantageous in keep sieges/defending. I know when I see my faction's keep under attack I try and rally people to defend it, now, knowing that there is sweet succulent experience to be had, and defending a keep will be all the more fun.
Originally posted by GTwander:
How are you an MMO? Or any of us for that matter?
I say we strike all users from the site for not being MMOs.
The problem with RvR wasn't initial Exp.. the problem is that you reach diminishing returns to quickly, and this change still doesn't help renown.
Agreed, defending doesn't gain enough renown in general. If an attacking group takes a keep after and hour+ of fighing not only do they get the renown they gained durring the fight, but they also get renown for killing the keep lord and now controlling the Keep. If a defender succesfully defends a keep after an hour they get only the renown from the fight. It seems to me defenders get caught in this hairy issue of "When is the fight technically over" or "When have we succesfully defended" and since those two questions can't realistically be answered there is no way of rewarding a defender "after" a fight.
Originally posted by GTwander:
How are you an MMO? Or any of us for that matter?
I say we strike all users from the site for not being MMOs.
I understand what you are saying (especially about the diminishing returns) but this is a step in the right direction. More exp for open RvR without "nerfing" scenario experience.
I think neodavie has it right in terms of affecting siege battles however.
Edit: Hehe, he posted again and stated it better than I :P
Unfortunately the main draw of Open World PvP is also what makes it hard to balance XP gains for. i.e it is not fully predicatable.
The anit-framing code makes this even harder to predict since you have no idea what the flwo of new and old players is out of a conflict.
They need to get rid of the anti-farming code or the whole thing will appear crazy to people. They also need to figure out some way to add in reliable and preidctable XP gains into RvR lakes.
Lastly they need to get rid of every single mechanism that encourages peopel to leave RvR lakes such as:
1) Scenarios contributing to zone control
2) PvE contributing to zone control
3) Being "done" with BFO. As soon as you take all points entire zone is abandoned by that side.
Equivalent to a bandaid on a decapitation victim.
The scenarios should not have been instanced the way they were.The pvp zones should have been bigger,and scenarios should have been missions taking place inside said zones.With any requiring instancing being accessable only from specific points inside the RvR zone
With exit from one placing you back in the RvR zone.
The RvR zones should have large invasions of npcs that attack the points in the zone,when PC population of a faction in said zone gets too low.These npcs should give out rewards eqaul to those you get when you defeat the npcs to gain control.
This way there is always a good sized force attacking, and always a reason to defend.This way there would ALWAYS be a war battle to join.
Honestly, I could care less about the xp or renown involved with orvr lakes. I frequently wander around inside them....the problem is, other than that orvr town in nordland, I've only once, ever, seen an enemy player in any other rvr lake. And once I killed him, he didn't return. The town is well done, because it feels like there is a reason to be there - it's an actual town you are trying to take/defend, as opposed to a huge open patch of boring land with a few random "objectives" (usually ruins), and a keep which is unassailable except by larger groups than I usually see online during my times.
Now, the one keep siege I was in (which is also the only one I've seen happen while I was online.) did get like 2 or 3 defenders after a while, but I don't include those in my statement. They were merely responding to the "event", as opposed to actively seeking pvp in the area (or so it seemed to me, considering they showed up late) And while we lost that siege, it had virtually nothing to do with those couple enemy players. It was lack of tanks to handle the keep lord and the other champions.
All in all, I think keeps should be larger, more like castles, and the objectives should feel like something with purpose.
For example, a catapult on a hill overlooking the keep. That way you'd have to own the objective to have a catapult to shoot at the walls and blast your way in, as opposed to buying a backpack-sized battering ram to put in place on a nice little interactable disc in front of the door.
Or like a secure camp, from which would flow npc reinforcements for an attack/defence, depending who was in control of it. Somewhat like how Alterac Valley (in WoW) used to be back in the old days, where it made a huge difference in a fight if you managed to trigger the flight commander or other reinforcements.
That would perhaps make rvr zones get used a bit more. Maybe make them a bit smaller too. Seriously, even if a bunch of enemies was running around looking for a fight, there's a good chance I might never see any of them simply because the lake is so large and empty of purpose, in most cases.Again, that town in Nordland (New Emskrank I think?) - small, easy to get to, 2 objectives close to each other, and it feels like there's a reason to be there. I've seen lots of players in there, and been in much rvr there.
That's my two cents.