The Ultimate RvR Task System

Started 25 Feb 2019
by genchaos9
in Suggestions
Each realm should have three tasks going at all times, with a chance for a fourth task.

(Hibernia recapture a home keep)
Hibernia defend Dun Crauchon
Hibernia attack Bledmere Faste
Hibernia attack Caer Benowyc

(Midgard recapture a home keep)
Midgard defend Bledmere Faste
Midgard attack Dun Crauchon
Midgard attack Caer Benowyc

(Albion recapture a home keep)
Albion defend Caer Benowyc
Albion attack Dun Crauchon
Albion attack Bledmere Faste

There is a 15:00 minute timer that doesn't stop counting down.

Once the timer reaches zero the defenders will receive credit. Defending a relic will net the most reward while defending the first keep will give the least.

If the attackers take a keep they get credit and the task changes to the next closest keep. and increased rewards.

This continues until all keeps are taken and then a relic is assigned as a task with a huge bonus.



This will allow the people that like to play as a part of a large RvR raid to work together for rewards.

Smaller eight man groups can still participate in defenses and cutting off reinforcements.

Even the lone wolf types have more options without having a constant army on top of them.



While creating multiple incentives this will open up so many different options in RvR that there will be battles all over the many frontiers.
Wed 27 Feb 2019 6:20 PM by semadin
This does seem like the kind of system which would give those pointed objects that tasks do (and the rewards that go along with them), while still giving individuals agency as to where they'd like to direct the war. It should also reward realms that are more organized and focus a deep strike through one of the other realms.

Perhaps the domination style task could be included in this, and the zone of focus shifts along with the keep(s) that are under attack.

The deeper you get into a realm, the greater the rewards.
Thu 28 Feb 2019 6:55 PM by Turtle006
The problem with multiple tasks, is that you get Zergs PvEing for RPS. For example, why would anyone do anything except defend their own keep, since they get RPS every 15 minutes no matter what they do? I have seen several of this type of suggestion that say that it would be more fun and spread out the zerg, but the current tasks (and previous) have shown that people are going to take the path of least resistance to get RPs. In this case, that is park in your own defend keep and never leave.
Thu 28 Feb 2019 7:02 PM by semadin
That camp for RPs only works from a defensive perspective if people actually attack the keep (and you do something about it).

Having multiple keeps open for attack means you can't just sit in one and expect to get RPs.

It also would mean that if one realm was being pushed by a zerg, the other realm (or other groups in the defending realm) would have the option to counter push on a different front if they wanted. Sounds like interesting dynamics could develop through this sort of thing.

Yea you might end up with a case where zergs/groups just avoid each other entirely only going for empty keeps (pretty much what happens on live), but there's enough population here and a bit more in-built realm pride perhaps that this may be entirely different.

(as a side note, I think it makes sense to restrict the RP rewards for task participation to something like levels 48+ who can actually make an impact on RVR).
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