Hello everyone.
From what I've seen, most discussions about casual RvR evolve around the idea of solo and smallman players. However, casual RvR in its core is based predominantly on players who are not fully optimized to compete, yet still participate in RvR.
You could come up with a tier list of those who enter RvR zones as follows:
E - Players who venture out to do PvE in the Frontiers.
D - Solo players under 50 or without a template / specialized gear (pots, charges etc). (=sub-optimized players)
C - Solo level 50 RvR players.
B - Smallman level 50 RvR players.
A - Fullgroup level 50 RvR players.
A+ - 2+ Fullgroups and Zergs.
S - Fully organised and optimised dedicated, competitive guild groups (8 or more).
Every single tier in the RvR ecosystem feeds on the lowest 2 tiers, or players who feed off those tiers.
So in order to create a healthy, sustainable RvR ecosystem you need a consistent natural influx of players in the lower tiers.
As we know, players don't voluntarily opt to be in these tiers because they want to support the 'Phoenix Server RvR Ecosystem'. They simply venture out with a goal of character progression in mind which makes the it worth it to risk being eaten by sharks.
These players are facing the worst risk vs reward odds there are in RvR. In order to entice players to take those risks, the server has to have implemented measures which will award these choices properly.
At the same time, this offers an opportunity to think about a character progression trajectory which is based on a full RvR career (Thid from 20ish, all the way to 50 doing primarily RvR). I'm absolutely positive that should the server mechanics support this playstyle, plenty of people will opt for it.
Right now, you would be foolish not to hunt for anything but the killtask items, narrowing down the viable character progression playstyles...
I've already made a suggestion which focuses on the lowest (E) tier here: https://playphoenix.online/viewtopic.php?f=10&t=1237
Additionally, making sure each realm has a potential killtask item trajectory from ~20 to 50 in the BGs and Frontiers would definitely help.
However, tier D especially is, at this point in time, severely lacking in rewards as well.
Here's my suggestion:
A) VASTLY increase the XP gained for player kills.
Right now the XP is increased by a margin but it's absolutely trivial. Actual kills are so scarce that meaningful XP progression through RvR is unthinkable. Especially killing higher level players should grant tremendous XP rewards.
An ideal balance would be where you could start at the beginning level of a BG and end up around the highest level of a BG by the time you get RR capped. This amount of XP rewards should carry through in the Frontiers so that this playstyle remains supprted.
B) Grant a 75% capped Class Template upon RR capping BGs or later for hitting milestone RRs.
Upon reaching the maximum RR for a BG, you can go to your trainer to collect a full set of armor and weapons of 99% Quality which will grant you a full coverage of stats up to ~75% of the maximum. Keep in mind that jewelry is not included here. This way, jewelry can be used to cap out the desired stats and resists without turning it into a fully capped template. The procs are appropriate for RvR (no reactive DoTs, DDs or DMG shields on armor).
For RR capping Thidranki for instance, you would get a level 28 armor and weapon set.
For Abermenai, a level 34 set.
For Caledonia, a level 38 set.
Once you reach milestone RRs in the Frontiers or DF you can progress on to level 42, 46 and eventually level 51 sets. The level ranges are retroactive, meaning that if you make a lucky kill at a low level and cap out a BG you can still choose the reward that is appropriate for your level, instead of getting a level 42 set at level 28 for instance. You can not choose a set that is more than 8 levels above yours.
Keep in mind that you still need to collect the appropriate jewelry to make sure you end up with stats that are reasonable to you. The amount of stats on the armor should be calculated so that a player can relatively easily end up with a ~%90 capped template when he has the appropriate jewelry. Of course, capping key stats is and leaving others at 75% is an option if you choose to do so through your jewelry choices.
This set of armor should not replace all other drops or crafted pieces. It should simply be a sub-optimal, yet decent set of gear which makes you just satisfied enough to participate in RvR with confidence, yet prevent you from seeing this as your final kit of armor and weapons towards the future. Obviously, this set should beat the random collection of PvE RoG drops most of the time.
The idea is to reward RvR style character progression in a way that allows players to focus on RvR, rather than the necessary farming that it usually requires. Once players can comfortably choose RvR first and farming second, we will see a serious increase in RvR participation accross the board. Ideally, this influx would be driven by the lowest tiers.
C) Increase the chance of Jewelry RoG drops in the Frontiers and BGs.
Combined with the above, this makes for a logical feature which is helpful for both E and D tiers.
It is my strong belief that this server should absolutely invest into the playstyles which generate players in tiers E and D. This is the core of what keeps RvR fresh and welcoming. If you fail to invest in these players and playstyles, the server will quickly become stale and the playerbase rigid, setting in motion a spiral of decay.
PS: I remain in favor of granting a small, castable (10s) speed boost for all players (value ~130).
PPS: I've read somewhere that Alchemy still forces players to farm to craft the desired recipes. An RvR based alternative should be considered imo. Or the removal of those requirements altogether.
From what I've seen, most discussions about casual RvR evolve around the idea of solo and smallman players. However, casual RvR in its core is based predominantly on players who are not fully optimized to compete, yet still participate in RvR.
You could come up with a tier list of those who enter RvR zones as follows:
E - Players who venture out to do PvE in the Frontiers.
D - Solo players under 50 or without a template / specialized gear (pots, charges etc). (=sub-optimized players)
C - Solo level 50 RvR players.
B - Smallman level 50 RvR players.
A - Fullgroup level 50 RvR players.
A+ - 2+ Fullgroups and Zergs.
S - Fully organised and optimised dedicated, competitive guild groups (8 or more).
Every single tier in the RvR ecosystem feeds on the lowest 2 tiers, or players who feed off those tiers.
So in order to create a healthy, sustainable RvR ecosystem you need a consistent natural influx of players in the lower tiers.
As we know, players don't voluntarily opt to be in these tiers because they want to support the 'Phoenix Server RvR Ecosystem'. They simply venture out with a goal of character progression in mind which makes the it worth it to risk being eaten by sharks.
These players are facing the worst risk vs reward odds there are in RvR. In order to entice players to take those risks, the server has to have implemented measures which will award these choices properly.
At the same time, this offers an opportunity to think about a character progression trajectory which is based on a full RvR career (Thid from 20ish, all the way to 50 doing primarily RvR). I'm absolutely positive that should the server mechanics support this playstyle, plenty of people will opt for it.
Right now, you would be foolish not to hunt for anything but the killtask items, narrowing down the viable character progression playstyles...
I've already made a suggestion which focuses on the lowest (E) tier here: https://playphoenix.online/viewtopic.php?f=10&t=1237
Additionally, making sure each realm has a potential killtask item trajectory from ~20 to 50 in the BGs and Frontiers would definitely help.
However, tier D especially is, at this point in time, severely lacking in rewards as well.
Here's my suggestion:
A) VASTLY increase the XP gained for player kills.
Right now the XP is increased by a margin but it's absolutely trivial. Actual kills are so scarce that meaningful XP progression through RvR is unthinkable. Especially killing higher level players should grant tremendous XP rewards.
An ideal balance would be where you could start at the beginning level of a BG and end up around the highest level of a BG by the time you get RR capped. This amount of XP rewards should carry through in the Frontiers so that this playstyle remains supprted.
B) Grant a 75% capped Class Template upon RR capping BGs or later for hitting milestone RRs.
Upon reaching the maximum RR for a BG, you can go to your trainer to collect a full set of armor and weapons of 99% Quality which will grant you a full coverage of stats up to ~75% of the maximum. Keep in mind that jewelry is not included here. This way, jewelry can be used to cap out the desired stats and resists without turning it into a fully capped template. The procs are appropriate for RvR (no reactive DoTs, DDs or DMG shields on armor).
For RR capping Thidranki for instance, you would get a level 28 armor and weapon set.
For Abermenai, a level 34 set.
For Caledonia, a level 38 set.
Once you reach milestone RRs in the Frontiers or DF you can progress on to level 42, 46 and eventually level 51 sets. The level ranges are retroactive, meaning that if you make a lucky kill at a low level and cap out a BG you can still choose the reward that is appropriate for your level, instead of getting a level 42 set at level 28 for instance. You can not choose a set that is more than 8 levels above yours.
Keep in mind that you still need to collect the appropriate jewelry to make sure you end up with stats that are reasonable to you. The amount of stats on the armor should be calculated so that a player can relatively easily end up with a ~%90 capped template when he has the appropriate jewelry. Of course, capping key stats is and leaving others at 75% is an option if you choose to do so through your jewelry choices.
This set of armor should not replace all other drops or crafted pieces. It should simply be a sub-optimal, yet decent set of gear which makes you just satisfied enough to participate in RvR with confidence, yet prevent you from seeing this as your final kit of armor and weapons towards the future. Obviously, this set should beat the random collection of PvE RoG drops most of the time.
The idea is to reward RvR style character progression in a way that allows players to focus on RvR, rather than the necessary farming that it usually requires. Once players can comfortably choose RvR first and farming second, we will see a serious increase in RvR participation accross the board. Ideally, this influx would be driven by the lowest tiers.
C) Increase the chance of Jewelry RoG drops in the Frontiers and BGs.
Combined with the above, this makes for a logical feature which is helpful for both E and D tiers.
It is my strong belief that this server should absolutely invest into the playstyles which generate players in tiers E and D. This is the core of what keeps RvR fresh and welcoming. If you fail to invest in these players and playstyles, the server will quickly become stale and the playerbase rigid, setting in motion a spiral of decay.
PS: I remain in favor of granting a small, castable (10s) speed boost for all players (value ~130).
PPS: I've read somewhere that Alchemy still forces players to farm to craft the desired recipes. An RvR based alternative should be considered imo. Or the removal of those requirements altogether.