Max Realm Rank?

Started 27 Aug 2018
by Frigzy
in Ask the Team
With the level of organisation and dedication some players put forth I can see them climbing in Realm Rank fast when the server launches.

I was wondering what the projected RR cap was going to be for Phoenix.

Any official decisions made on this yet?
Mon 27 Aug 2018 11:53 PM by Dis
there are many reasons why they climp that fast.

first of all, small man giving tons of rps what should be lowered EXTREMLY, solo kills = 2k rps, i mean what?

2nd - pvp / rp farm events with stuff like 5vs5 or even 8vs8 are just farmfests for setgrps, on the last pvp event some of the hibs got like 600+k in one weekend, that almost rr6 in 2 days, that cant be real.

3rd - rp gain should be nerved by alot, climbing slow is way better for the rvr faction of player, high rr should be something unique. for solo and for setgroups.
after 3 weeks of phoenix i saw the first minstrel rr6 and he is just soloing.

so please guys, close that extreme gap between solo/small man farming rps and groupfarming, i mean yeah, give solos 100rps more then groupkills, but thats it. if the RR is significant higher then the lower ones, u can add some kind of bonus to rp gain.

i think that would be overall a good change of the rvr part and what makes this game so great.

max realmrank should be 12, but if you wanna hit rr12, u should be playing long long time to get it.

thx
Tue 28 Aug 2018 3:24 AM by gruenesschaf
RP gain in fg per kill is about the same as it was in 1.65, maybe a bit less even. Instead of a group bonus we have the base RP doubled and divide that by the group size -> solos and small man get more.

The reason why we have high rrs already is that the small zones made non stop inc instead of spending 70%+ of the time uselessly running around without any kind of inc as it would be the case in the open fz.

The max rr is 13 currently.
Tue 28 Aug 2018 6:53 AM by Dis
yeah but that doesnt make things better, when the server goes live and some guys are rr10 after 2 months...
Tue 28 Aug 2018 6:55 AM by Uthred
We will not have events every 2 weeks like we have now when the server goes live. We now have so many events as we test things and want to have them implemented correctly.

When the server goes live, events will be something special and rare.
Tue 28 Aug 2018 7:48 AM by Frigzy
I think solo and smallman RvR should indeed be as rewarding in terms of rp gain as it is now.

The only other element that I believe is worth looking into for smallman RvR is the time-to-action. Especially on low activity hours the walking distance to enemy players quickly becomes too large. In the long run (no pun intended) this will make our players less and less likely to invest their time in DAoC over other (entertainment) options as they are facing 6+ minutes of investment wihtout return every run. This adds up.

We've seen that the bigger the groups get the larger the impact of organizational and optimization factors become. In other words, the stronger the strongest groups become and the less likely it is that you see PUGs forming since they are facing relatively worse odds.

Obviously these highly organized players can just as good run in smallmans, but for some reason this does not tend to happen as often.

If this trend continues I believe the current implementation and vision is great.

With that in mind however, I believe that the reworking of keeps should also provide stronger and more convincing incentives for non-50, non-templated players to participate in raids. These players can then form the bulk of the mass of numbers needed to face highly organized set groups and still come out on top.

If we can incentivize all playstyles properly without forcing a certain mold onto our RvR minded population I believe we can create a truly healthy RvR ecosystem for all parties.

Thanks!
Tue 28 Aug 2018 10:42 AM by Uthred
Just wait some more minutes and you will see our first big RvR changes.
Tue 28 Aug 2018 10:58 AM by Uthred
See also this Update: https://playphoenix.online/viewtopic.php?f=40&p=10191#p10191
Tue 28 Aug 2018 11:36 AM by Dis
Frigzy wrote:
Tue 28 Aug 2018 7:48 AM
I think solo and smallman RvR should indeed be as rewarding in terms of rp gain as it is now.

The only other element that I believe is worth looking into for smallman RvR is the time-to-action. Especially on low activity hours the walking distance to enemy players quickly becomes too large. In the long run (no pun intended) this will make our players less and less likely to invest their time in DAoC over other (entertainment) options as they are facing 6+ minutes of investment wihtout return every run. This adds up.

We've seen that the bigger the groups get the larger the impact of organizational and optimization factors become. In other words, the stronger the strongest groups become and the less likely it is that you see PUGs forming since they are facing relatively worse odds.

Obviously these highly organized players can just as good run in smallmans, but for some reason this does not tend to happen as often.

If this trend continues I believe the current implementation and vision is great.

With that in mind however, I believe that the reworking of keeps should also provide stronger and more convincing incentives for non-50, non-templated players to participate in raids. These players can then form the bulk of the mass of numbers needed to face highly organized set groups and still come out on top.

If we can incentivize all playstyles properly without forcing a certain mold onto our RvR minded population I believe we can create a truly healthy RvR ecosystem for all parties.

Thanks!

i have to tell you but thats daoc. i like the way it is, running around, sometimes met setgrps, sometimes met pugs, sometimes run around and get 10 minutes of nothing. special zones for 8vs8 or solo/small man should only be arranged by the groups himself but not by the devs or server worldbuilder. setgrps can met in odins for example, but that should be an arrangengement between the setgrps and not by forcing it from the staff or phoenix team.

and the realmpoints for solokills/small man isnt good at all, it should be rewarded by 500rps should be enough for solokills+tasks etc. its fair enough.

@uthred the mainreason why this server lags in rvr at the moment is the starting of these kind of rp farm events + i30 cale. all things started with that. u could start doing some testing stuff for 1 day instead of let these kind of events open for 48h or even more. now everybody are just waiting for the next event to pop or asking to open events instead of just group and go out open rvr.

thats no daoc anymore...i liked the way things were in the past. form a grp and run outside. i dont need a special zone for 8vs8, pugs or some solo/smallman action, just let daoc as it was.
Tue 28 Aug 2018 11:57 AM by Nehm
gruenesschaf wrote:
Tue 28 Aug 2018 3:24 AM
RP gain in fg per kill is about the same as it was in 1.65, maybe a bit less even. Instead of a group bonus we have the base RP doubled and divide that by the group size -> solos and small man get more.

The reason why we have high rrs already is that the small zones made non stop inc instead of spending 70%+ of the time uselessly running around without any kind of inc as it would be the case in the open fz.

The max rr is 13 currently.

I don't think the RP gains are in any way even close to what it was in 1.65 era. Kills with fg gave around 200-250, solo kills (lvl 50) around 900-1200. Can probably dig up thousands of screenshots to prove it. Here it's more like 350-450 in fg and 2000(!!) for solo kills and that's insane. With the current rate all 8-mans and dedicated players will be rr10 within 6 months and it will be like Live/NF all over again which is the one thing we want to get away from by playing "classic". I mean I like many of the custom settings on this server, but everything is already too easy. You can be lvl 50 and have the best items in the game in 7 days, rr5 within a month etc. This will have a strong negative effect in the long run because people will lose interest very fast.
Tue 28 Aug 2018 12:19 PM by gruenesschaf
It's 2000 for a solo kill and 2000 / group size, 250 in case of fg of 8, assuming same rr.
Tue 28 Aug 2018 1:11 PM by Rabbitstew
Nehm wrote:
Tue 28 Aug 2018 11:57 AM
You can be lvl 50 and have the best items in the game in 7 days, rr5 within a month etc. This will have a strong negative effect in the long run because people will lose interest very fast.

Getting this stuff done marks the start of me having my fun, as I play DAOC for the RvR gameplay.

Maybe some people are just coming to grind through content/progression and then immediately leave (think they're termed 'locusts'. But you can never satisfy those kind of people anyway, and there's tons of better grind games out there for them.

It's sad to think that some people only play because they have some kind of artificial "ding" or some statistic rising, and not due to DAOC's gameplay.
Tue 28 Aug 2018 1:19 PM by Dis
Rabbitstew wrote:
Tue 28 Aug 2018 1:11 PM
Nehm wrote:
Tue 28 Aug 2018 11:57 AM
You can be lvl 50 and have the best items in the game in 7 days, rr5 within a month etc. This will have a strong negative effect in the long run because people will lose interest very fast.

Getting this stuff done marks the start of me having my fun, as I play DAOC for the RvR gameplay.

Maybe some people are just coming to grind through content/progression and then immediately leave (think they're termed 'locusts'. But you can never satisfy those kind of people anyway, and there's tons of better grind games out there for them.

It's sad to think that some people only play because they have some kind of artificial "ding" or some statistic rising, and not due to DAOC's gameplay.

the leveling thing is pretty good, i hate the kind of grind on uthgard. it was retarded as fuck, but rvr whise could slow down a bit.
Tue 28 Aug 2018 1:39 PM by Ganaka
Maybe cap the max RR to 4 or 5 for the first 6 months or so? Raise the cap again for 6 months and then have no more caps?
Tue 28 Aug 2018 3:03 PM by Frigzy
Ganaka wrote:
Tue 28 Aug 2018 1:39 PM
Maybe cap the max RR to 4 or 5 for the first 6 months or so? Raise the cap again for 6 months and then have no more caps?


This is actually not such a bad idea?
Tue 28 Aug 2018 4:14 PM by Dis
thats a pretty bad idea yes, people wont play if thats a rule lol xD
Wed 29 Aug 2018 11:06 AM by Leith
Well maybe not for 6 months, as this is pretty long. But 2+ would not bei that bad of an idea
Wed 29 Aug 2018 6:24 PM by Frigzy
Perhaps not a hard cap, but a soft cap on RR5 would not be too bad. RPs are halved or 1/4th during this period...
Thu 30 Aug 2018 4:58 AM by Uthred
Please keep in mind, that the reason why there are already many players which are high RR, is because of the events and the concentrated action/rps in such. As I stated before, we will have events but not that many in such a short time like we have in Beta. Also there were/are still some balancing issues with rps for keep take and rvr tasks.

It is intended that low RR (1-3) get a lot rps from those tasks (to close the gap to the high RR a little faster) but the higher you get, the less rps you will receive for tasks. Our idea behind this is, that it will be "quite" easy to become RR 4/5 which is a nice basic for RvR. After that it will take the "normal" amount of time to raise your RR.
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