Ok, so I understand that the premise is twofold:
A) Incentivize lower RR and suboptimized players to participate in RvR through clear goals and rewards.
B) Establish a way for these players to catch up to an RvR-ready Realm Rank (around RR4 - 5) so that from then on they can compete. Higher RRs therefore get less RPs from these tasks.
I think this premise close what it should be, however, I see some flaws in the current design which I believe are vital. In the second part I write down my own ideas.
1. The initiative is being completely erased from RvR. With the current implementation, the zerg has gained an extra dimension of mindlessness. Due to the fact that the tasks are determined for you, every new task is the same thing on a new location.
There is are almost zero tactical decision left to be made to the players and there is no strategical planning in attacking enemy keeps anymore. Keeps are now simply tools for RP gain. All the rest has become irrelevant. People are leaving keepdoors open because there is a new task that tells them the next keep is suddenly very important for no reason whatsoever.
Also, because the RP benefits are so strong, people's attention is geared almost solely towards it. People go AFK in keeps because they know the task will be completed at some point or another and they will get their precious RPs.
The whole thing is quite frankly brainless. Go there, attack x or defend y, wait around for 30 minutes, get RPs, rinse repeat. The entire system gets old very fast. No initiative, no tactical decisionmaking, no dynamic reward. Also, the only keep in the game that matters is the one that the task evolves around...
At the same time, the value of RPs is being tampered with.
This is not RvR. This is RP farming.
2. Due to its massive RP reward, the current implementation offers an alternative to regular RvR playstyles (and perhaps some feather farming). However, it does not just offer an alternative, the rewards are so great that no other RvR playstyle is viable anymore.
There is no point in trying to roam as a solo, smallman or even full group if you get a steady flow of RPs which beats anything but the very best possible roaming runs. As a result, there are no more (lower rank) groups roaming and the entire RvR dimension now revolves around keeptask zerging where the realm with the largest numbers wins.
Yes, you could still try to go against the grain and stick to your preferred playstyle, but your will simply become frustrated by the fact that while you are trying to enjoy yourself, you know that you are missing out on the vast amount of character progression you could get by giving up your preferred playstyle. You're constantly facing the desire to progress and its struggle against the desire for your own playstyle. This creates unhealthy frustration, especially over longer periods of time.
3. The issue of non-50 character progression through RvR is not addressed.
I think the concept of tasks can be a great way to address this. However, as it stands now, there simply is no reward built in for people who prefer to participate in RvR instead of grinding mobs or even killtasks.
Ideally, these tasks would prove beneficial to those who prefer to RvR AND to those who like to mix it up. I will write more on this below.
5. Killing keep guards should not grant RPs in any way whatsoever.
I believe killing keep guards should grant their own type of benefits. RPs for any sort of PvE is a direction which I think we should absolutely and resolutely avoid. It undermines the entire spirit of RvR.
4. The 10 realm points per minute should not be in the game.
People are suiciding to be in range of this bonus only to go AFK to do something else. It's provoking unwanted behaviour and the plus side of this implementation does not weigh up to the benefit at all.
My suggestions for RvR incentivization, character progression and overall RvR gameplay experience:
1. Make the rewards even more dynamicly geared towards the player's stage in the game. The primary goal is not for players to gain RPs, but to gain relevant character progression without interfering with the normal RvR playstyles.
These rewards do not necessarily have to come from tasks; some can be applied in general;
General:
- Keeplords drop 1 lvl 51 RoG drop per participating player. Functions like a one-time-drop. Everyone gets one which is potentially relevant to his character, no loot hassle.
- Guards and Keeplords drop a great amount of XP and a moderate amount of gold.
- Implement a killtask NPC in keeps which allows you to hand in killtask items from the zone in which the keep is located. If the keep is in enemy territory, you gain 25% extra XP for your hand-ins since your loot dropped in the enemy frontiers and you had to take the keep in order to hand it in.
- A newly conquered (or defended!) keep grants a 25% XP bonus in that zone for the coming 36 hours. This bonus is removed if the keep is taken during that time.
- A keep defense or siege not only creates an RP pool, but also creates an XP pool which functions in the same way.
- XP gain for killing enemy players should be increased further than it currently is (doubled would be about right).
Tasks:
- Non-50 players are granted a great amount of XP, a good amount of gold and a moderate amount of RPs (also based on RR).
- Level 50 players are granted a moderate to low amount of RPs based on RealmRank, a good amount of gold and a small amount of feathers and bountypoints.
- Level 50 players above RR5 gain zero RPs, a good amount of gold and a good amount of bounty points and feathers.
Moderate amount of RPs could be around 1500, low amount around 500.
Good amount of gold could be around 250g.
Great amount of XP could be around equal to 5 bubs at level 45 (obviously only talking about the task rewards here).
Rewards should be based also on the difficulty of the task. The ones just described could be an appropriate minimum. (see below)
2. Allow porting to Dun Crimthain, Caer Erasleigh and Nottmoor Faste (respectively only possible by the home realms).
Porting to these keeps is not possible if:
- The keep is under attack.
- 2 other keeps in your realm are not in your realm's possesion.
3. Make the tasks more general so that it leaves more room for interpretation, initiative and tactical decision making. Inevitably, these tasks will also be harder to complete and rewards should vary on the level of difficulty and time invested.
Examples:
- Gain control over Darkness Falls
(The realm which holds DF must keep control. 2 Succesful keep defenses will complete this task for them.)
- Purge Darkness Falls from invaders
(15 minutes of no player from your realm attacked by enemy players = task complete. All players inside DF get the reward. If task is not completed within x minutes, enemy realm(s) which had DF 1 hour before the task starts get rewards if they are located in DF or Frontier zones) (An additional bonus here could be creative, such as increased droprate for 12 hours once this task is completed.)
- Conquer your primary frontier zone
(Emain, Hadrian's, Odin's, only applies to your home realm zone) (Capture your keep and block enemy player passage at the milegates for 10 minutes. Allies killed in the primary zone due to players coming from the other homeland zones reset the timer. Enemy realm wins when they can take any keep in the frontier in which the task is active.)
- Disable Porting to Keep for an enemy realm.
(This task cannot be completed simply by putting it in an 'under attack' state. Only through actually taking the keep or taking 2 other keeps so that porting becomes disabled will this task be completed.)
- Conquer a power/strength relic / Defend the relic.
(These should be rare. This type of task could be unlocked if your realm has possession of all 7 home keeps and 5 keeps in the enemy frontiers (regardless of which realms). Obviously if a relic keep's (which holds relics) doors are breached regardless of what was going on before, this task becomes active.)
Darkness Falls warfare or a long Relic siege can take up several hours. Obviously these tasks should grant increased rewards once completed.
Also, partial participation should grant partial rewards. For instance; logging out during the task could grant 1/3rd of the reward when the character logs in again after the task is completed. This is crucial to make casual players feel at ease with the fact that they can not sit the task out to its completion.
Lastly, I want to stress that these are just my ideas on how to make the entire RvR participation work in a way that is not interfering with the normal flow of RvR. I believe this is THE key aspect in which this server can distinguish itself and claim the top spot for Classic DAoC. What's important to me is that it just works. Not just for a week or a month, but for the coming years. Obviously this will take time and finetuning, but strong fundamentals are essential.
The general attitude and concern of the staff regarding this topic is what stems me hopeful for a bright future. Thank you for that!
A) Incentivize lower RR and suboptimized players to participate in RvR through clear goals and rewards.
B) Establish a way for these players to catch up to an RvR-ready Realm Rank (around RR4 - 5) so that from then on they can compete. Higher RRs therefore get less RPs from these tasks.
I think this premise close what it should be, however, I see some flaws in the current design which I believe are vital. In the second part I write down my own ideas.
1. The initiative is being completely erased from RvR. With the current implementation, the zerg has gained an extra dimension of mindlessness. Due to the fact that the tasks are determined for you, every new task is the same thing on a new location.
There is are almost zero tactical decision left to be made to the players and there is no strategical planning in attacking enemy keeps anymore. Keeps are now simply tools for RP gain. All the rest has become irrelevant. People are leaving keepdoors open because there is a new task that tells them the next keep is suddenly very important for no reason whatsoever.
Also, because the RP benefits are so strong, people's attention is geared almost solely towards it. People go AFK in keeps because they know the task will be completed at some point or another and they will get their precious RPs.
The whole thing is quite frankly brainless. Go there, attack x or defend y, wait around for 30 minutes, get RPs, rinse repeat. The entire system gets old very fast. No initiative, no tactical decisionmaking, no dynamic reward. Also, the only keep in the game that matters is the one that the task evolves around...
At the same time, the value of RPs is being tampered with.
This is not RvR. This is RP farming.
2. Due to its massive RP reward, the current implementation offers an alternative to regular RvR playstyles (and perhaps some feather farming). However, it does not just offer an alternative, the rewards are so great that no other RvR playstyle is viable anymore.
There is no point in trying to roam as a solo, smallman or even full group if you get a steady flow of RPs which beats anything but the very best possible roaming runs. As a result, there are no more (lower rank) groups roaming and the entire RvR dimension now revolves around keeptask zerging where the realm with the largest numbers wins.
Yes, you could still try to go against the grain and stick to your preferred playstyle, but your will simply become frustrated by the fact that while you are trying to enjoy yourself, you know that you are missing out on the vast amount of character progression you could get by giving up your preferred playstyle. You're constantly facing the desire to progress and its struggle against the desire for your own playstyle. This creates unhealthy frustration, especially over longer periods of time.
3. The issue of non-50 character progression through RvR is not addressed.
I think the concept of tasks can be a great way to address this. However, as it stands now, there simply is no reward built in for people who prefer to participate in RvR instead of grinding mobs or even killtasks.
Ideally, these tasks would prove beneficial to those who prefer to RvR AND to those who like to mix it up. I will write more on this below.
5. Killing keep guards should not grant RPs in any way whatsoever.
I believe killing keep guards should grant their own type of benefits. RPs for any sort of PvE is a direction which I think we should absolutely and resolutely avoid. It undermines the entire spirit of RvR.
4. The 10 realm points per minute should not be in the game.
People are suiciding to be in range of this bonus only to go AFK to do something else. It's provoking unwanted behaviour and the plus side of this implementation does not weigh up to the benefit at all.
My suggestions for RvR incentivization, character progression and overall RvR gameplay experience:
1. Make the rewards even more dynamicly geared towards the player's stage in the game. The primary goal is not for players to gain RPs, but to gain relevant character progression without interfering with the normal RvR playstyles.
These rewards do not necessarily have to come from tasks; some can be applied in general;
General:
- Keeplords drop 1 lvl 51 RoG drop per participating player. Functions like a one-time-drop. Everyone gets one which is potentially relevant to his character, no loot hassle.
- Guards and Keeplords drop a great amount of XP and a moderate amount of gold.
- Implement a killtask NPC in keeps which allows you to hand in killtask items from the zone in which the keep is located. If the keep is in enemy territory, you gain 25% extra XP for your hand-ins since your loot dropped in the enemy frontiers and you had to take the keep in order to hand it in.
- A newly conquered (or defended!) keep grants a 25% XP bonus in that zone for the coming 36 hours. This bonus is removed if the keep is taken during that time.
- A keep defense or siege not only creates an RP pool, but also creates an XP pool which functions in the same way.
- XP gain for killing enemy players should be increased further than it currently is (doubled would be about right).
Tasks:
- Non-50 players are granted a great amount of XP, a good amount of gold and a moderate amount of RPs (also based on RR).
- Level 50 players are granted a moderate to low amount of RPs based on RealmRank, a good amount of gold and a small amount of feathers and bountypoints.
- Level 50 players above RR5 gain zero RPs, a good amount of gold and a good amount of bounty points and feathers.
Moderate amount of RPs could be around 1500, low amount around 500.
Good amount of gold could be around 250g.
Great amount of XP could be around equal to 5 bubs at level 45 (obviously only talking about the task rewards here).
Rewards should be based also on the difficulty of the task. The ones just described could be an appropriate minimum. (see below)
2. Allow porting to Dun Crimthain, Caer Erasleigh and Nottmoor Faste (respectively only possible by the home realms).
Porting to these keeps is not possible if:
- The keep is under attack.
- 2 other keeps in your realm are not in your realm's possesion.
3. Make the tasks more general so that it leaves more room for interpretation, initiative and tactical decision making. Inevitably, these tasks will also be harder to complete and rewards should vary on the level of difficulty and time invested.
Examples:
- Gain control over Darkness Falls
(The realm which holds DF must keep control. 2 Succesful keep defenses will complete this task for them.)
- Purge Darkness Falls from invaders
(15 minutes of no player from your realm attacked by enemy players = task complete. All players inside DF get the reward. If task is not completed within x minutes, enemy realm(s) which had DF 1 hour before the task starts get rewards if they are located in DF or Frontier zones) (An additional bonus here could be creative, such as increased droprate for 12 hours once this task is completed.)
- Conquer your primary frontier zone
(Emain, Hadrian's, Odin's, only applies to your home realm zone) (Capture your keep and block enemy player passage at the milegates for 10 minutes. Allies killed in the primary zone due to players coming from the other homeland zones reset the timer. Enemy realm wins when they can take any keep in the frontier in which the task is active.)
- Disable Porting to Keep for an enemy realm.
(This task cannot be completed simply by putting it in an 'under attack' state. Only through actually taking the keep or taking 2 other keeps so that porting becomes disabled will this task be completed.)
- Conquer a power/strength relic / Defend the relic.
(These should be rare. This type of task could be unlocked if your realm has possession of all 7 home keeps and 5 keeps in the enemy frontiers (regardless of which realms). Obviously if a relic keep's (which holds relics) doors are breached regardless of what was going on before, this task becomes active.)
Darkness Falls warfare or a long Relic siege can take up several hours. Obviously these tasks should grant increased rewards once completed.
Also, partial participation should grant partial rewards. For instance; logging out during the task could grant 1/3rd of the reward when the character logs in again after the task is completed. This is crucial to make casual players feel at ease with the fact that they can not sit the task out to its completion.
Lastly, I want to stress that these are just my ideas on how to make the entire RvR participation work in a way that is not interfering with the normal flow of RvR. I believe this is THE key aspect in which this server can distinguish itself and claim the top spot for Classic DAoC. What's important to me is that it just works. Not just for a week or a month, but for the coming years. Obviously this will take time and finetuning, but strong fundamentals are essential.
The general attitude and concern of the staff regarding this topic is what stems me hopeful for a bright future. Thank you for that!