Referring to Frigzy's post, I will paste here the tier list of those who enter RvR zones, which I found interesting :
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 group (edited)
I would suggest to do something about what was a problem on uthgard : when S meet A
If both are about the same realm rank, S would often win and I see no issue about it since the most organized group should get rewarded. Group A might change its tactics, adapt and eventually sometimes win.
However, the reality after a few months will be that S will have much higher realm ranks than A groups. The previous scenario will be then that A will loose, adapt, but never win because S can dump RAs when situation gets worst. Winning every fights, S will even more increase the realm ranks gap with A.
This is one of the reason we saw so few A groups on uthgard after a few months, leaving fz with mostly S and A+.
Then, what could be done to incentive A to go back on the battlefield ?
I see 2 ways :
A - Avoid that the rr gap to becomes unfair after a few months
B - Bait A with a reward that overshadows a lost fight
**The next are proposals and open for debate**
Proposal 1 (for A) :
The current realm ranks progression is a bit awkward : for each realm rank you get, you need less and less of your current amount of rps to achieve the next.
e.g. you need about the same amount of your current rps when your are 5L to achieve 6L (x1,9 factor), but you only need half of you amount of rps when you are 9L to achieve 10L (x1,5 factor). Players can therefore gain realm ranks quite fast. Mythic/EA understood how awkward it is and applied a fixed 2,84 factor after 11L.
We could change it to make to the curb a bit steeper (say a x1,8 factor after 5L), which would make it the following :
5L0 513500
6L0 924300 (1010625)
7L0 1,6M (1,7M)
8L0 2,9M (2,7M)
9L0 5,3M (4M)
10L0 9,7M (5,9M)
11L0 17M (8M)
12L0 31M (23M)
13L 56M (66M)
14L 101M (187M)
This would make it a bit easier to reach 6L, then increasingly harder until 12L (and then easier for 13 and 14L that were ridiculously high).
I am not in favor of this change tho, as the rr progression is too "historic" and anchored in players mind.
Proposal 2 (for B) :
In most games, a challenge succeeded will be followed by a slightly more difficult one (or then, if the challenge and reward are the same, it is called farming ).
For all rps that a player gained since last death or log in, if this player gets killed, half of those rps would be added as bounty rp reward.
E.g. : JohnDoe manage to kill 4 fg in 50 minutes with his group. He got 5000 rps from it. JohnDoe's group dies to the next group. Each member of this group is rewarded with (1000 //base rp reward for killing JohnDoe + (5000/2) //bounty rp reward)/8 = 437rps for killing JohnDoe
Therefore, a thriving group will attract bounty hunter groups who will be interested by the reward of killing them.
While I like the idea of bounty hunter groups, I think it would lead to successful groups getting added a lot. This either could work as intended (if you are so successful, your challenge could be that you have to kill more than one group in a fight) or we could say that bounty rps are only rewarded in a no add situation (only one group has removed 100% of player's health).
Proposal 3 (for A and B) :
Change the rp reward calculation. It currently depends on your group size and (a bit) on player killed's realm rank.
I would adjust it to :
- Reward your group when defeating a higher rr group
- Lower your rp gains when defeating a lower rr group
So, if :
- superPuG1 group kills JohnDoe (reducing 100% of its hp) outside of a keep
- JohnDoe belongs to a superPuG2 group of the same size or larger than superPuG1
Then :
- If the average realm rank of superPuG1 group is 5L and superPuG2 group is 8L, each superPuG1 player will get x1,6 (8/5) factor on rp gains - i.e. 200 rps instead of 125.
- If the average realm rank of superPuG1 group is 8L and superPuG2 group is 5L, each superPuG1 player will get x0,6 (5/8) factor on rp gains - i.e. 75rps instead of 125.
Note : If a 1L wants to add to get a 8x bonus on JohnDoe, nor superPuG1 group nor the 1L will have reduced 100% of JohnDoe's hps, therefore the rule above applies for no one and JohnDoe is worth 1x factor (same as current rule)
I personally prefer last proposal as it is quite simple.
It seems all proposals could also apply to solo players.
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 group (edited)
I would suggest to do something about what was a problem on uthgard : when S meet A
If both are about the same realm rank, S would often win and I see no issue about it since the most organized group should get rewarded. Group A might change its tactics, adapt and eventually sometimes win.
However, the reality after a few months will be that S will have much higher realm ranks than A groups. The previous scenario will be then that A will loose, adapt, but never win because S can dump RAs when situation gets worst. Winning every fights, S will even more increase the realm ranks gap with A.
This is one of the reason we saw so few A groups on uthgard after a few months, leaving fz with mostly S and A+.
Then, what could be done to incentive A to go back on the battlefield ?
I see 2 ways :
A - Avoid that the rr gap to becomes unfair after a few months
B - Bait A with a reward that overshadows a lost fight
**The next are proposals and open for debate**
Proposal 1 (for A) :
The current realm ranks progression is a bit awkward : for each realm rank you get, you need less and less of your current amount of rps to achieve the next.
e.g. you need about the same amount of your current rps when your are 5L to achieve 6L (x1,9 factor), but you only need half of you amount of rps when you are 9L to achieve 10L (x1,5 factor). Players can therefore gain realm ranks quite fast. Mythic/EA understood how awkward it is and applied a fixed 2,84 factor after 11L.
We could change it to make to the curb a bit steeper (say a x1,8 factor after 5L), which would make it the following :
5L0 513500
6L0 924300 (1010625)
7L0 1,6M (1,7M)
8L0 2,9M (2,7M)
9L0 5,3M (4M)
10L0 9,7M (5,9M)
11L0 17M (8M)
12L0 31M (23M)
13L 56M (66M)
14L 101M (187M)
This would make it a bit easier to reach 6L, then increasingly harder until 12L (and then easier for 13 and 14L that were ridiculously high).
I am not in favor of this change tho, as the rr progression is too "historic" and anchored in players mind.
Proposal 2 (for B) :
In most games, a challenge succeeded will be followed by a slightly more difficult one (or then, if the challenge and reward are the same, it is called farming ).
For all rps that a player gained since last death or log in, if this player gets killed, half of those rps would be added as bounty rp reward.
E.g. : JohnDoe manage to kill 4 fg in 50 minutes with his group. He got 5000 rps from it. JohnDoe's group dies to the next group. Each member of this group is rewarded with (1000 //base rp reward for killing JohnDoe + (5000/2) //bounty rp reward)/8 = 437rps for killing JohnDoe
Therefore, a thriving group will attract bounty hunter groups who will be interested by the reward of killing them.
While I like the idea of bounty hunter groups, I think it would lead to successful groups getting added a lot. This either could work as intended (if you are so successful, your challenge could be that you have to kill more than one group in a fight) or we could say that bounty rps are only rewarded in a no add situation (only one group has removed 100% of player's health).
Proposal 3 (for A and B) :
Change the rp reward calculation. It currently depends on your group size and (a bit) on player killed's realm rank.
I would adjust it to :
- Reward your group when defeating a higher rr group
- Lower your rp gains when defeating a lower rr group
So, if :
- superPuG1 group kills JohnDoe (reducing 100% of its hp) outside of a keep
- JohnDoe belongs to a superPuG2 group of the same size or larger than superPuG1
Then :
- If the average realm rank of superPuG1 group is 5L and superPuG2 group is 8L, each superPuG1 player will get x1,6 (8/5) factor on rp gains - i.e. 200 rps instead of 125.
- If the average realm rank of superPuG1 group is 8L and superPuG2 group is 5L, each superPuG1 player will get x0,6 (5/8) factor on rp gains - i.e. 75rps instead of 125.
Note : If a 1L wants to add to get a 8x bonus on JohnDoe, nor superPuG1 group nor the 1L will have reduced 100% of JohnDoe's hps, therefore the rule above applies for no one and JohnDoe is worth 1x factor (same as current rule)
I personally prefer last proposal as it is quite simple.
It seems all proposals could also apply to solo players.