The player experience of the current ask system basically feels like: 1. between lvl 35 and 49 suicide on keep guards to get a free bubble of xp every 30 min and 2. at lvl 50 get free rp every 30 min, more if you got some kills. I am vaguely aware that there are objectives that maybe increase the free rp somewhat, but i dont really care. Also if i play stealther i can sometimes camp flags in stealth and kill newbs porting there. Usually i ignore tasks and just go to emain like everyone else.
To sum it up, rvr tasks are currently not a very engaging and fun experience.
Id like to propose a concept for a task overhaul that combines some pieces of the old task systems that were fun for me with the idea that tasks play as an invasion of an enemy realm. Its a very rough draft that needs some more work, feel free to add your ideas.
Design goals:
- Tasks should motivate players to partake in objectives
- Winning tasks should feel good and have a noticable effect
- Reduce incentives to suicide
Basic Design:
- Tasks are only in one realm
- There is only one objective per task
- The next task is determined by which realm wins the current task
- Winning a task gives a tactical benefit for the next task
- Winning a series of tasks rewards a noticable realmwide benefit
- Task credit requires level 40 and successful participation in a task objective
- Remove all XP rewards from realm tasks, but keep XP reward for the 5/5 realm tasks etc
- As supply masters are no longer required, the items should be granted for any PvE or RvR in any frontier zone and reward bonus XP if handed to a trainer
Steps:
- Step 1 is fight in Emain Macha/Odins Gate/Hadrians Wall
-- Killing enemy players in the task zone counts towards completion and gives task credit
-- If defending realm wins (most kills), the task moves to step 1 in another realm (least kills)
-- If one of the attacking realms wins, the task moves to step 2
- Step 2 is dominate Breifine/Jamtland/Pennine Mountains
-- Capturing a flag or defending a flag (killing enemy players in capture range) counts towards completion and gives task credit
-- If defending realm wins (most points), the task moves to step 1 in another realm (least points)
-- If one of the attacking realms wins, the task moves to step 3
- Step 3 is capture any keep in Breifine/Jamtland/Pennine Mountains
-- Killing keep lord or defending a owned keep (killing enemy players in the vicinity of the keep) counts towards completion and gives task credit
-- Winner of step 2 may port to flags (no supplies needed)
-- If defending realm wins (getting a keep back or not loosing a keep for 15 min), the task moves to step 1 in another realm (random)
-- If one of the attacking realms captures a keep, the task moves to step 4
- Step 4 is capture one of the keeps in border zones (Gorge or Collory/Uppland or Yggdra/Sauvage or Snowdonia)
-- Killing keep lord or defending a keep (killing enemy players in the vicinity of the keep) counts towards completion and gives task credit
-- Winner of step 3 may port to owned keeps in Breifine/Jamtland/Pennine Mountains
-- If defending realm wins (getting a keep back or not loosing a keep for 15 min), the task moves to another realm (random)
-- If one of the attacking realms captures a keep, this realm wins the task series, the task moves to step 1 in another realm (the attacking realm which didnt win)
-- Winning a task series rewards the successful realm with a relic of the defending realm, relics are set to 5% bonus damage/healing
To sum it up, rvr tasks are currently not a very engaging and fun experience.
Id like to propose a concept for a task overhaul that combines some pieces of the old task systems that were fun for me with the idea that tasks play as an invasion of an enemy realm. Its a very rough draft that needs some more work, feel free to add your ideas.
Design goals:
- Tasks should motivate players to partake in objectives
- Winning tasks should feel good and have a noticable effect
- Reduce incentives to suicide
Basic Design:
- Tasks are only in one realm
- There is only one objective per task
- The next task is determined by which realm wins the current task
- Winning a task gives a tactical benefit for the next task
- Winning a series of tasks rewards a noticable realmwide benefit
- Task credit requires level 40 and successful participation in a task objective
- Remove all XP rewards from realm tasks, but keep XP reward for the 5/5 realm tasks etc
- As supply masters are no longer required, the items should be granted for any PvE or RvR in any frontier zone and reward bonus XP if handed to a trainer
Steps:
- Step 1 is fight in Emain Macha/Odins Gate/Hadrians Wall
-- Killing enemy players in the task zone counts towards completion and gives task credit
-- If defending realm wins (most kills), the task moves to step 1 in another realm (least kills)
-- If one of the attacking realms wins, the task moves to step 2
- Step 2 is dominate Breifine/Jamtland/Pennine Mountains
-- Capturing a flag or defending a flag (killing enemy players in capture range) counts towards completion and gives task credit
-- If defending realm wins (most points), the task moves to step 1 in another realm (least points)
-- If one of the attacking realms wins, the task moves to step 3
- Step 3 is capture any keep in Breifine/Jamtland/Pennine Mountains
-- Killing keep lord or defending a owned keep (killing enemy players in the vicinity of the keep) counts towards completion and gives task credit
-- Winner of step 2 may port to flags (no supplies needed)
-- If defending realm wins (getting a keep back or not loosing a keep for 15 min), the task moves to step 1 in another realm (random)
-- If one of the attacking realms captures a keep, the task moves to step 4
- Step 4 is capture one of the keeps in border zones (Gorge or Collory/Uppland or Yggdra/Sauvage or Snowdonia)
-- Killing keep lord or defending a keep (killing enemy players in the vicinity of the keep) counts towards completion and gives task credit
-- Winner of step 3 may port to owned keeps in Breifine/Jamtland/Pennine Mountains
-- If defending realm wins (getting a keep back or not loosing a keep for 15 min), the task moves to another realm (random)
-- If one of the attacking realms captures a keep, this realm wins the task series, the task moves to step 1 in another realm (the attacking realm which didnt win)
-- Winning a task series rewards the successful realm with a relic of the defending realm, relics are set to 5% bonus damage/healing