RvR Task Overhaul

Started 17 Feb 2019
by gruenesschaf
in Planned Changes
The change is planned to go live sometime this week. You can expect quite a few changes to this system over the coming week or two.

We’re going to overhaul the short term rvr task system (kill in zone x, keep task, dominate x) a bit, the basic gist is that kill and dominate will be merged into one task and the keep task will go away but keep takes as well as other things will count towards the participation in this new task.

In general, we’re happy with the realm rotation as thereby nobody is at a severe disadvantage wrt the time to action, we’re also happy with the amount of rvr action / player participation the system generates, the only thing we’re slightly unhappy with is the extremely concentrated zergs that happen in the kill / keep tasks or the standing around / suiciding into the keeps in the keep task.

The intention of the new task is to give people options / multiple objectives and thereby slightly split the action while keeping it mostly in rather close proximity and also to make winning have some effect.

The new task will be invade / defend realm x with 3 phases, each phase mainly focusing on a specific zone (phase 1 would be the TK zones Emain, OG and HW, phase 2 the center zones and phase 3 both inner most zones at the same time). Each phase will count as a task for the reward purposes. The task advances to the next phase if the invader “win”, if the defender “win” it moves on to the next realm.

Many parts of this are not finalized yet and can and will change based on feedback, for example is it just a simple 3 way scoring system like the domination / kill task is right now and a defender win is when they have more than 33% of the total score or do invaders have an amount of “lives” / supply that when exhausted before the invader reach a certain score / objective it counts as a defender victory. To start with we’re going with a simple 3 way scoring and the >33% for the defender = defender win.

We also intend to add additional random objectives that may or may not trigger in a given zone, an obvious if boring example would be some named mob that when killed / protected counts towards the invasion score.

The time to completion per phase should be slightly longer than the current kill tasks and it would also be expected that it usually advances to phase 2.
Sun 17 Feb 2019 10:28 PM by Drolkrad
Sounds like a step in the right direction.
Sun 17 Feb 2019 10:30 PM by Tavi
You guys keep delivering well thought out changes!
Sun 17 Feb 2019 10:30 PM by Kaosfury
agreed. looking forward to seeing it in action.
Sun 17 Feb 2019 10:35 PM by Raunz
Good stuff, Hi Kaosfury!
Sun 17 Feb 2019 10:35 PM by Dimir
Let me say that I am so glad that you are listening!
I am very glad you're removing the keep takes!

However, I don't think this changes the fundamental problem of being super zergy. Maybe it will without keeps but I foresee being stuck behind a lot of mile gates

That being said, you guys have shown you are receptive to feedback, so let's see this in action and go from there.
Sun 17 Feb 2019 10:43 PM by rotharek
Anything to help with underpopulated realms? It won't be fair as they won't be able to defend as well which means rvr tasks are going to be unevenly distributed and more commonly in the lower population realm
Sun 17 Feb 2019 10:43 PM by keen
Good work, In my opinion there should be seasonal realm tasks, changing maybe every month. Time enough to come with a new idea for tasks and implementing that >
would keep the RvR spiced up, and players will be curios about new missions every season if they are well designd.
Sun 17 Feb 2019 10:45 PM by Senti
I honestly think that the task rvr system is completely up for grabs, it looks more like zerg than anything else, people follow the task like sheep and then the area is completely empty, eg task on emain = mass world next change task on alb or mid and boom more nobody on emain. There is more free will of the players, we forces to go to a specific area is really bad
Sun 17 Feb 2019 10:55 PM by Numatic
What if a "conquered" zone becomes a "defend" for the invaders? (As well as still moving to invade the next zone) It would allow an underpopulated realm to take back a zone and force the invaders to fall back. It would also cause a bit more spread with a zerg as some may stay to continue to invade while others go back to retake the previous zone. Just a thought.
Sun 17 Feb 2019 11:01 PM by hend
Good to read !
Sun 17 Feb 2019 11:20 PM by Timberwolf
You may want to consider making the defenders get a plurality to successfully defend rather than 33%. If they need 33% it's possible, however unlikely, that the defenders have much less score than another realm but still win anyway. Ex: Defender = 33%, Attacker 1 = 15%, and Attacker 2 = 52%. Should attacker 2 lose the invasion with a majority score in this case?
Sun 17 Feb 2019 11:26 PM by Natebruner
Would like to see the task be to actually take the keep.

On the other side of the coin- an incentive of defending said keep.
Sun 17 Feb 2019 11:30 PM by gruenesschaf
Timberwolf wrote:
Sun 17 Feb 2019 11:20 PM
You may want to consider making the defenders get a plurality to successfully defend rather than 33%. If they need 33% it's possible, however unlikely, that the defenders have much less score than another realm but still win anyway. Ex: Defender = 33%, Attacker 1 = 15%, and Attacker 2 = 52%. Should attacker 2 lose the invasion with a majority score in this case?

That's basically the reason for the alternative with the supply count and some objective. An obvious objective would be the keep(s) to advance it but for also obvious reason we can't reset the keep ownership after the task is all done and when you're not doing that what should happen if the keep is already owned by an invading realm for the next rotation. My guess at this stage is that a supply count for the invader that decreases on invader death / defender doing objectives is sensible and combined with a score the invader have to reach to win the phase where kills / other objectives count towards. Basically the invader score goes up and the defender have to reduce some score to zero to win. But we'll see how it plays out / if there are better solutions.
Sun 17 Feb 2019 11:32 PM by LrdRahl
It sounds like RvR in Albion land 24x7
Sun 17 Feb 2019 11:37 PM by suicide19
1) Dominate tasks are the most entertaining, I'm hoping the flag capture mechanics remain, encourages roaming around zones.
2) People dislike the defend/attack <keep> tasks? So with these removed all 3 realms can go back to ignoring keeps? There have been some really good fights around these objectives. They allow for 8-man, small-man, solo's to participate easiest, no?
3) The idea of adding tasks to the inner RvR zones is awesome, can't wait to see how that plays out, hope it's dominate with flag mechanics.

P.S. To prevent the toxic responses, regarding the fact that keep takes will go towards score and me not understanding that. I'm confident they'll be ignored, PvE 12 guards with a ton of HP or kill Lurikeens at intersection from Briefine to Emain? Which would you choose?
Sun 17 Feb 2019 11:38 PM by florin
gruenesschaf wrote:
Sun 17 Feb 2019 11:30 PM
Timberwolf wrote:
Sun 17 Feb 2019 11:20 PM
You may want to consider making the defenders get a plurality to successfully defend rather than 33%. If they need 33% it's possible, however unlikely, that the defenders have much less score than another realm but still win anyway. Ex: Defender = 33%, Attacker 1 = 15%, and Attacker 2 = 52%. Should attacker 2 lose the invasion with a majority score in this case?

That's basically the reason for the alternative with the supply count and some objective. An obvious objective would be the keep(s) to advance it but for also obvious reason we can't reset the keep ownership after the task is all done and when you're not doing that what should happen if the keep is already owned by an invading realm for the next rotation. My guess at this stage is that a supply count for the invader that decreases on invader death / defender doing objectives is sensible and combined with a score the invader have to reach to win the phase where kills / other objectives count towards. Basically the invader score goes up and the defender have to reduce some score to zero to win. But we'll see how it plays out / if there are better solutions.
Perhaps instead of deaths which are skewed by suicidal lowbies, you track base rps given up (before bonus)

Having 2 active zones can spilt up the zerg - basically 2 auto zerg leaders instead of 1- but the tasks need to be exclusive of each other. Ie don’t let people get tagged for both and suicide back and forth.

Considering there are 3 realms - each realm can have a task in both opposing realms. The zerg can splits its forces or concentrate on one task. The defending realm can get hit by two forces, can choose to defend or go on the offensive.

I actually prefer keep take over dominate but hey it’s all good
Sun 17 Feb 2019 11:51 PM by MacPrior
I am glad you are reworking RvR tasks. At the moment the only task interesting for me personally are Fight in Zone and Dominate. Why? They are simpel, transparent, and they offer exact what we are normally doing in RvR - fights. The 3rd and 4th task now are annoying - for lot of players its just to stay in a huge number of solos, small groups, greycons at the keep and hope to land a hit at somewhat within the Keep range or even simple suizid at the keep. Both are unnatural and boring.

Redesign last two tasks, but take them easy, dynamic and transparent and not as complex please.

Other thing - there are plenty of low levels just running around for tasks. Its fine, they are interesting in RvR, but move them with special tasks in BGs. There they are competitive and can really do anything together and against players in same level range, not only leech and dye like now.

Third problem - all tasks are very zerg oriented. Huge part of task participants even doesnt care about grouping, taktiks and such things. Just running solos , in duos or trios hand by hand with other non-organized solos and chaotic smallmens. What about task like, build a 8er group run in the Zone x and defeat there another full group? Or something like that.
Sun 17 Feb 2019 11:57 PM by Drikai
It would be great to help with the zerging to have tasks going on all 3 realms at once.
Mon 18 Feb 2019 12:46 AM by mwayhart
I really appreciate the time and thought you guys put into changes
Mon 18 Feb 2019 1:04 AM by relvinian
You guys are killing it. GJ
Mon 18 Feb 2019 1:05 AM by dante`afk
great direction going there.

Can we have tasks for 8 man rvr, small man rvr, solo rvr?


the current system is really flawed. the big mob is just running from one zone to another and back again and repeat. It's like a mobile Emain zerg. If all go to point A, all other zones become instantaneously empty, every time.

This is really bad for small man players, solo players and stealthers.
Mon 18 Feb 2019 1:17 AM by Vlalkor
So does this mean people will ignore keeps now? I hope not, there has to be incentive for keep taking/defending... especially defending, a lot of people dont do that as is. The current task system helped with this....
Mon 18 Feb 2019 1:38 AM by defiasbandit
gruenesschaf wrote:
Sun 17 Feb 2019 10:19 PM
The change is planned to go live sometime this week. You can expect quite a few changes to this system over the coming week or two.

We’re going to overhaul the short term rvr task system (kill in zone x, keep task, dominate x) a bit, the basic gist is that kill and dominate will be merged into one task and the keep task will go away but keep takes as well as other things will count towards the participation in this new task.

In general, we’re happy with the realm rotation as thereby nobody is at a severe disadvantage wrt the time to action, we’re also happy with the amount of rvr action / player participation the system generates, the only thing we’re slightly unhappy with is the extremely concentrated zergs that happen in the kill / keep tasks or the standing around / suiciding into the keeps in the keep task.

The intention of the new task is to give people options / multiple objectives and thereby slightly split the action while keeping it mostly in rather close proximity and also to make winning have some effect.

The new task will be invade / defend realm x with 3 phases, each phase mainly focusing on a specific zone (phase 1 would be the TK zones Emain, OG and HW, phase 2 the center zones and phase 3 both inner most zones at the same time). Each phase will count as a task for the reward purposes. The task advances to the next phase if the invader “win”, if the defender “win” it moves on to the next realm.

Many parts of this are not finalized yet and can and will change based on feedback, for example is it just a simple 3 way scoring system like the domination / kill task is right now and a defender win is when they have more than 33% of the total score or do invaders have an amount of “lives” / supply that when exhausted before the invader reach a certain score / objective it counts as a defender victory. To start with we’re going with a simple 3 way scoring and the >33% for the defender = defender win.

We also intend to add additional random objectives that may or may not trigger in a given zone, an obvious if boring example would be some named mob that when killed / protected counts towards the invasion score.

The time to completion per phase should be slightly longer than the current kill tasks and it would also be expected that it usually advances to phase 2.

Cool. It is cool that its being changed, but it is still going to be a total zergfest in the portal zones. It is good that there will be more objectives/things to kill around the task zones though.

Have tons of mobs to kill/capture points/ etc.. all around the task zones. Give players bonus score for doing these things and spread them out a lot. Put these in far corners and up obscure hillsides. The more score players contribute, the more RP they get from the pool. The more points of interest on the map the better. Create zerg objectives like capture the flag in the center zones.

Don't have portal zone tasks. Have the tasks in the other 3 zones and all them going on at the same time. The invading realm with the lowest score gets invaded next.

Realm invasion? AMG is whats getting invaded.

What does the winning realm of the task earn? If the defending realm loses, lower the levels of their Relic Keeps.
Mon 18 Feb 2019 2:43 AM by WeaselSoup
This doesn't seem like it will solve any problems, except people suiciding on keeps, and just screws over players who have either re-rolled or are new because we won't be able to take advantage of the systems the higher RR players have been 'utilizing'
Mon 18 Feb 2019 4:02 AM by Prometheus
I'll have to see for myself how this pans out, I hope the tasks aren't going to be too much different.
Mon 18 Feb 2019 4:07 AM by defiasbandit
The realm task system on Phoenix has been a big improvement over the frontier RvR of classic DAOC. The participation RP, the action across all 3 frontiers, and focusing RvR in specific zones have all been pretty great. However, it is encouraging to see that the devs are considering improving the realm tasks. Part of the issue is that they are very zergy, and the milegates and portal zones are usually overrun. Additionally, you have players just suiciding at keeps not really contributing much.

I read the recent planned changes to the realm task system, and I think that there are a lot of improvements addressed in the post. Having more objectives such as mobs to kill is a great change. Mixing PvE with RvR can totally work. Players who want to farm specific mobs or camps in the frontiers during a realm task and contribute realm task score should be welcome to. Encourage PvE players to come participate. Having a score system and a winning realm during the realm task invasion is also pretty neat.

Move the realm tasks out of the portal zones and aways from milegates. The realm tasks would be better in the center and border zones. Make the tasks active in all three zones at the same time. If the task is in Midgard, then have the tasks in Jamtland Mountains, Yggdra Forest, and Uppland. Make them all going on at the same time.
Have tons of mobs to kill/capture points/ etc.. all around the task zones. Have more flags. Put them all over the realm task zones. Even put them in frontier dungeons. Give players bonus score for doing these things and spread them out a lot. Put these in far corners and up obscure hillsides. The more score players contribute, the more RP they get from the pool. The more points of interest on the map the better. Create zerg objectives like capture the flag in the center zones. Have zerg objectives and have small group objectives.


If the defending realm loses the realm task, then lower the levels of their Relic Keeps. The invading realm with the lowest score gets invaded in the following task.

This sounds like Alterac Valley, but having something similar in open world zones could work. The realm tasks need to be more objective based, with more objectives spread across the realm task frontiers. The tasks should be going on in all 3 frontier zones at the same time, and there shouldn't be tasks in the portal zones. Give players more options on how they want to contribute to their realm task score and help their realm win.

I know this sounds like a lot of work, but the realm task system is the key to RvR on Phoenix. It needs to be dynamic, competitive, and be accessible for many playstyles. You would have objectives spread across the three zones and they would all contribute to your realm's task score. Kill x mobs, capture flags, kill frontier boss, loot treasure chests.

This is sort of how it would look.
https://m.imgur.com/a/ZGBjHLK
Mon 18 Feb 2019 4:41 AM by WeaselSoup
the difference is in alterac valley you're capped at 40 people in an area the size of frontiers instead of 600+ ppl in that area. It's going to be a zerg-fest and ignores that people are already zerging outside of the task area in that realm. It will not fix any issues except the one they removed from the game entirely.
Mon 18 Feb 2019 4:50 AM by defiasbandit
WeaselSoup wrote:
Mon 18 Feb 2019 4:41 AM
the difference is in alterac valley you're capped at 40 people in an area the size of frontiers instead of 600+ ppl in that area. It's going to be a zerg-fest and ignores that people are already zerging outside of the task area in that realm. It will not fix any issues except the one they removed from the game entirely.


The 3 frontier zones are definitely bigger than Alterac Valley. The idea is to have the realm task in all 3 zones at the same time. Center zone and 2 border zones with objectives spread out across each. There can be zerg specific objectives like in the center zones to focus the zerg fighting there.


I put this together in Paint 3D. Have flags, mob camps, a pve Boss, and treasure chests across the 3 zones of the realm task.

https://imgur.com/a/ZGBjHLK
Mon 18 Feb 2019 5:28 AM by WeaselSoup
defiasbandit wrote:
Mon 18 Feb 2019 4:50 AM
WeaselSoup wrote:
Mon 18 Feb 2019 4:41 AM
the difference is in alterac valley you're capped at 40 people in an area the size of frontiers instead of 600+ ppl in that area. It's going to be a zerg-fest and ignores that people are already zerging outside of the task area in that realm. It will not fix any issues except the one they removed from the game entirely.

The 3 frontier zones are definitely bigger than Alterac Valley. The idea is to have the realm task in all 3 zones at the same time. Center zone and 2 border zones with objectives spread out across each. There can be zerg specific objectives like in the center zones to focus the zerg fighting there.




https://imgur.com/a/ZGBjHLK

> The 3 frontier zones are definitely bigger than Alterac Valley.

Barely, and not by a factor that it can contain the volume of people. It would need to be at least 10x bigger, (and you'd stil have more population density than AV), and there's no way it's that big.

> The idea is to have the realm task in all 3 zones at the same time.

Except thats not the idea, the idea is that it's at max two zones. And right now groups already roam outside of the task zone to try to get there before the zerg. WE already have this system and it already sucks. None of these changes will fix them

> Center zone and 2 border zones with objectives spread out across each. There can be zerg specific objectives like in the center zones to focus the zerg fighting there.


None of this is what they implemented. It's 'top' zone, then center zone, then the two side zones finally. If they want to discourag zerging this will in no way stop that. By the logic being applied here since the breifine tasks are in breifine then no one will roam to CG or mt collory. Obviously both realms do this, in large numbers, to gank the FGs trying to enter breifine. It's a terrible system and the changes will do nothing to help it and possibly make it worse.

So, in closing, almost everything you said is wrong. Please try again.
Mon 18 Feb 2019 5:51 AM by Vkejai
Most people who suicide at keeps run solo due to not having a group so you cant blame them for that. There is however a lack of keep and relic taking here. The domination task I would like to be removed.
Mon 18 Feb 2019 6:22 AM by defiasbandit
WeaselSoup wrote:
Mon 18 Feb 2019 5:28 AM
defiasbandit wrote:
Mon 18 Feb 2019 4:50 AM
WeaselSoup wrote:
Mon 18 Feb 2019 4:41 AM
the difference is in alterac valley you're capped at 40 people in an area the size of frontiers instead of 600+ ppl in that area. It's going to be a zerg-fest and ignores that people are already zerging outside of the task area in that realm. It will not fix any issues except the one they removed from the game entirely.

The 3 frontier zones are definitely bigger than Alterac Valley. The idea is to have the realm task in all 3 zones at the same time. Center zone and 2 border zones with objectives spread out across each. There can be zerg specific objectives like in the center zones to focus the zerg fighting there.




https://imgur.com/a/ZGBjHLK

> The 3 frontier zones are definitely bigger than Alterac Valley.

Barely, and not by a factor that it can contain the volume of people. It would need to be at least 10x bigger, (and you'd stil have more population density than AV), and there's no way it's that big.

> The idea is to have the realm task in all 3 zones at the same time.

Except thats not the idea, the idea is that it's at max two zones. And right now groups already roam outside of the task zone to try to get there before the zerg. WE already have this system and it already sucks. None of these changes will fix them

> Center zone and 2 border zones with objectives spread out across each. There can be zerg specific objectives like in the center zones to focus the zerg fighting there.


None of this is what they implemented. It's 'top' zone, then center zone, then the two side zones finally. If they want to discourag zerging this will in no way stop that. By the logic being applied here since the breifine tasks are in breifine then no one will roam to CG or mt collory. Obviously both realms do this, in large numbers, to gank the FGs trying to enter breifine. It's a terrible system and the changes will do nothing to help it and possibly make it worse.

So, in closing, almost everything you said is wrong. Please try again.

I think that their proposed changes won't make it much less zergy. It might actually be more zergy. The whole point of my idea is to have 3 realm task zones at the same time in one frontier. Removing the portal task zone, because that is always the zergiest. If you have multiple zones active and tons of objectives spread across those zones, then players can choose where and how they want to complete the task.

You don't have to run to a flag in jamtland Mountains with what I am suggesting. You can run to a flag in the southwest corner of Yggdra or you can kill x mobs in North Uppland. All of these activities and objectives would contribute to the realm tasks.
Mon 18 Feb 2019 6:36 AM by WeaselSoup
yes, there are a lot of easy ways to actually fix the problem. I don't want to concentrate on coming up with some perfect plan just that the proposed changes are terrible and should not be implemented.
Mon 18 Feb 2019 6:41 AM by Ceen
You had 837 players of 3.5k in the frontiers yesterday yet you change the system. I think what ever you do it will make this numbers worse. People liked it obviously.
Mon 18 Feb 2019 6:48 AM by defiasbandit
WeaselSoup wrote:
Mon 18 Feb 2019 6:36 AM
yes, there are a lot of easy ways to actually fix the problem. I don't want to concentrate on coming up with some perfect plan just that the proposed changes are terrible and should not be implemented.

Why don't you like the proposed changes, and what are your thoughts on what I suggested?
Mon 18 Feb 2019 6:49 AM by defiasbandit
Ceen wrote:
Mon 18 Feb 2019 6:41 AM
You had 837 players of 3.5k in the frontiers yesterday yet you change the system. I think what ever you do it will make this numbers worse. People liked it obviously.

yeah and half were afk at player keeps LFG
Mon 18 Feb 2019 6:50 AM by Ceen
defiasbandit wrote:
Mon 18 Feb 2019 6:49 AM
Ceen wrote:
Mon 18 Feb 2019 6:41 AM
You had 837 players of 3.5k in the frontiers yesterday yet you change the system. I think what ever you do it will make this numbers worse. People liked it obviously.

yeah and half were afk at player keeps LFG
So what they did some RvR while looking for group.
And its probably more like 20 % of the keep owning realm. Hence 6 % what a desaster.
Mon 18 Feb 2019 8:36 AM by Durgrim
The question is, does the Staff want definately, by all means, more player in the FZ. Then, how can I lure more people into the war zones to feed all players needs - even those, who don't like RvR
I am primarily a PVE player - I enjoy raiding very much.

The PVE player/farmer does currently not have the need to go to FZ - make it worth for her/him:
One example could be: (Don't shoot me because of numbers..they are just examples...)
Five Step Weekly Task. Every day slaying 25 (or an amount you would consider okay) players. After the 5th day and thus 5/5 tasks, he gets a personal accountwide 24h buff for +100% XP, +25% feather gain, +100% gold gain - so basically during the week, he can prepare himself to have a good buffage for upcoming 2 free days for gaming or weekends.

Or, adding Heroic, Legendary and Epic Versions of Mobs to the FZ:
After killing 1000 Snow Crabs (Server Message+Entry in /task realm regarding the existence of Heroic/Leg/Epic mobs - not the current kill-numbers), a Heroic Snow Crab spawns (+50% Size, FG Encounter), good amount of gold and 500 feathers as reward - fight should take around 5min (HP Pool...)
After killing 10000 Snow Crabs (same info as above), a Legendary Snow Crab spawns (+100% Size, 24 ppl Encounter) with massive HP Pool, having 24 ppl at least fighting for 15min, huge amount of gold and 2000 feathers as reward
After killing 100.000 Snow Crabs (same info as above), an Epic Version of Snow Crab spawns (+1000% Size, Realm Encounter) with billions of HP, having 200 People fighting at least for 45min, granting every account(not char!) who participated in the fight, a reward of 50.000 feathers and 1 platin to his first char who participated in the fight. A reset of the encounter due to wipe kills also the reward-flag ofc
Or simply amend your long term tasks by having a huge random animal spawn after the 248.291 animal kills in this realm, same for plant, magical, dragon, etc...

If you think that the rewards may be too high or too low, just consider how often you actually will see the Legendary/Epic mob especially when no numbers are known and you either only see the spawn message in world chat or see the existence of following Heroic/Legendary/Epic mobs in realm overview....

just thinking...if it is about populating the rvr zones more, lure pve players/crafters into the zone
Mon 18 Feb 2019 12:08 PM by Madfrog
Thx for all your time Team Phoenix.
Mon 18 Feb 2019 12:19 PM by razzim
1) have two or three tasks active at the same time to split up the zergs. 200+ ppl per realm is way too much.

2) reduce rp gain from tasks. the incentive is great, but the rewards are currently too high.
Mon 18 Feb 2019 1:30 PM by MacPrior
I think, the idea to split task in several phases is a wrong way - I log, where is my guild? doing RvR task? I come. Well we are at phase two already! Keep tasks simpel, understandable, transparent. Reduce RP revard, add a Feather reward, grow the gold reward for tasks.
As well as a mix of RvR and PvE task is also not a good idea - it sounds like a TOA-concept : you HAVE TO make PvE in order to be successful in RvR. No, thanks!
Set a min level for Tasks and implement tasks in BGs for Lowies.
Try to create tasks for group formation and for small men groups. At the moment tasks are just huge chaotic zerging. which could be enjoyable, but please try to promote in any way a Group-RvR.

Now the RvR becomes quite boring - its always the same. Run 1st task with zerg, switch to other, switch to the next. No tactics, no strategy, just run and hit.
A positive side - actions are always there, it is easy to find enemy contact. Negative - everything is Zerg-Oriented. Keeps are hard for a 1 Group, so you need a zerg, the task zone is only an active Zone so its just Zerg, so you have to join the Zerg. Keep defence/attack is only in zerg possible, so you join the Zerg.
Mon 18 Feb 2019 4:27 PM by jhaerik
I'd much rather we just scrapped tasking in general so we could move away from AFK stuck zergs of 100+ standing around at zone lines.

I'd much rather just play some Classic DAoC....this feels like live to me.

OF just doesn't work well with tasking. All of the zones have single entry points sopeople just zerg together to block entrance into the task zone. So unless you have your own zerg you can't do a damn thing. Tasking actually would work in NF... but not here. It's always going to be a big clustered zerg fest.

Also the sheer amount of RP that's being handled out for those that just spam these tasks is crazy. You already have folks breaking rr8 on a new classic server...

Too late to fix that though I guess. But task RP rewards should have massively dropped off after RR3/4. Far more than it does now. It should have just been an extra bonus and catch-up mechanic. As it stands now people are cranking out 60-80k a day just running around doing tasks in a zerg. It feels bad.
Mon 18 Feb 2019 4:32 PM by Brymmi
Durgrim wrote:
Mon 18 Feb 2019 8:36 AM
The question is, does the Staff want definately, by all means, more player in the FZ. Then, how can I lure more people into the war zones to feed all players needs - even those, who don't like RvR
I am primarily a PVE player - I enjoy raiding very much.

The PVE player/farmer does currently not have the need to go to FZ - make it worth for her/him:
One example could be: (Don't shoot me because of numbers..they are just examples...)
Five Step Weekly Task. Every day slaying 25 (or an amount you would consider okay) players. After the 5th day and thus 5/5 tasks, he gets a personal accountwide 24h buff for +100% XP, +25% feather gain, +100% gold gain - so basically during the week, he can prepare himself to have a good buffage for upcoming 2 free days for gaming or weekends.

Or, adding Heroic, Legendary and Epic Versions of Mobs to the FZ:
After killing 1000 Snow Crabs (Server Message+Entry in /task realm regarding the existence of Heroic/Leg/Epic mobs - not the current kill-numbers), a Heroic Snow Crab spawns (+50% Size, FG Encounter), good amount of gold and 500 feathers as reward - fight should take around 5min (HP Pool...)
After killing 10000 Snow Crabs (same info as above), a Legendary Snow Crab spawns (+100% Size, 24 ppl Encounter) with massive HP Pool, having 24 ppl at least fighting for 15min, huge amount of gold and 2000 feathers as reward
After killing 100.000 Snow Crabs (same info as above), an Epic Version of Snow Crab spawns (+1000% Size, Realm Encounter) with billions of HP, having 200 People fighting at least for 45min, granting every account(not char!) who participated in the fight, a reward of 50.000 feathers and 1 platin to his first char who participated in the fight. A reset of the encounter due to wipe kills also the reward-flag ofc
Or simply amend your long term tasks by having a huge random animal spawn after the 248.291 animal kills in this realm, same for plant, magical, dragon, etc...

If you think that the rewards may be too high or too low, just consider how often you actually will see the Legendary/Epic mob especially when no numbers are known and you either only see the spawn message in world chat or see the existence of following Heroic/Legendary/Epic mobs in realm overview....

just thinking...if it is about populating the rvr zones more, lure pve players/crafters into the zone

this.. if you want more people in RvR then encourage them.. Start by making all monster classes 400% xp... reduce the high level grind and help us avoid the roach like bomb groups camping every damn hot spot for leveling. You want people to group up then drastically increase the xp gain per different class and put a reduction for having more than one class. You want lowbees out in rvr then enforce a penalty for grey ganking in home frontier zones.. and make it fucking painfull ( run speed reduced by 1000% for 3 hours.. 75% chance to incur the wrath of Thor/god/whatever the hibs revere and be smote for 99.9999% of health and 99.9998% returned as healing to the grey). Then do what this guy said to encourage pvers to occasionally pvp. Don't get me wrong.. I love this game and even more I love what you have done.. but it seems like you take your ideas and then stop just before reaching the goal line. ( like only increasing some of the mob classes xp gain)

and yes, I am being overly dramatic in some of my examples.. take it as frustration in failure to truly meet the potential of this game.
Mon 18 Feb 2019 4:33 PM by WeaselSoup
defiasbandit wrote:
Mon 18 Feb 2019 6:48 AM
WeaselSoup wrote:
Mon 18 Feb 2019 6:36 AM
yes, there are a lot of easy ways to actually fix the problem. I don't want to concentrate on coming up with some perfect plan just that the proposed changes are terrible and should not be implemented.

Why don't you like the proposed changes, and what are your thoughts on what I suggested?

The first step to stopping a bad idea is getting those to recognize it is a bad idea and should not be implemented. The second step is to come up with a better solution.

You are focused on step #2, i am focused on step #1. I have actually given reasons why it is a bad idea, you've even replied to them but clearly you haven't read them.
Mon 18 Feb 2019 4:38 PM by PingGuy
Overall I think it will be a good change. Will have to see it in action to be sure though.
Mon 18 Feb 2019 4:38 PM by Ceen
jhaerik wrote:
Mon 18 Feb 2019 4:27 PM
I'd much rather we just scrapped tasking in general so we could move away from AFK stuck zergs of 100+ standing around at zone lines.

I'd much rather just play some Classic DAoC....this feels like live to me.

OF just doesn't work well with tasking. All of the zones have single entry points sopeople just zerg together to block entrance into the task zone. So unless you have your own zerg you can't do a damn thing. Tasking actually would work in NF... but not here. It's always going to be a big clustered zerg fest.

Also the sheer amount of RP that's being handled out for those that just spam these tasks is crazy. You already have folks breaking rr8 on a new classic server...

Too late to fix that though I guess. But task RP rewards should have massively dropped off after RR3/4. Far more than it does now. It should have just been an extra bonus and catch-up mechanic. As it stands now people are cranking out 60-80k a day just running around doing tasks in a zerg. It feels bad.
Obviously you are not one of those rr8 and have no clue how they get their rank.
Task dont give RP at RR8 its maybe 500 rp every 20 min. They get all those RPs because they kill that many enemies called RvR.
Also I was not blocked at amg a single time for longer than 5 min. Usually lots of albs arrive at this blocking situation + sandwitch from the other side and amg is free.
Mon 18 Feb 2019 4:53 PM by WeaselSoup
Ceen wrote:
Mon 18 Feb 2019 4:38 PM
jhaerik wrote:
Mon 18 Feb 2019 4:27 PM
I'd much rather we just scrapped tasking in general so we could move away from AFK stuck zergs of 100+ standing around at zone lines.

I'd much rather just play some Classic DAoC....this feels like live to me.

OF just doesn't work well with tasking. All of the zones have single entry points sopeople just zerg together to block entrance into the task zone. So unless you have your own zerg you can't do a damn thing. Tasking actually would work in NF... but not here. It's always going to be a big clustered zerg fest.

Also the sheer amount of RP that's being handled out for those that just spam these tasks is crazy. You already have folks breaking rr8 on a new classic server...

Too late to fix that though I guess. But task RP rewards should have massively dropped off after RR3/4. Far more than it does now. It should have just been an extra bonus and catch-up mechanic. As it stands now people are cranking out 60-80k a day just running around doing tasks in a zerg. It feels bad.
Obviously you are not one of those rr8 and have no clue how they get their rank.
Task dont give RP at RR8 its maybe 500 rp every 20 min. They get all those RPs because they kill that many enemies called RvR.
Also I was not blocked at amg a single time for longer than 5 min. Usually lots of albs arrive at this blocking situation + sandwitch from the other side and amg is free.

Lets look at the highest RR on the server

1 Akopra Hunter 50 8L6 3,621,297 5,959 1,274 2,110,986 804,068

804/3621 = 22%

So even the highest RR on the server has still gotten over 20% of all the RPs ever earned through tasks. A 20% bonus carrying all the way to RR9 seems pretty substantial to me.
Mon 18 Feb 2019 5:11 PM by keen
gruenesschaf wrote:
Sun 17 Feb 2019 10:19 PM
and also to make winning have some effect.
With these large scale RvR tasks I dont see why there should be a "winner" with a RP bonus as is right now.
The winning realm is the one with the most players in the task zone. I dont see why the most zergy realm should be awarded with sth for this.
Mon 18 Feb 2019 5:17 PM by Ceen
WeaselSoup wrote:
Mon 18 Feb 2019 4:53 PM
Ceen wrote:
Mon 18 Feb 2019 4:38 PM
jhaerik wrote:
Mon 18 Feb 2019 4:27 PM
I'd much rather we just scrapped tasking in general so we could move away from AFK stuck zergs of 100+ standing around at zone lines.

I'd much rather just play some Classic DAoC....this feels like live to me.

OF just doesn't work well with tasking. All of the zones have single entry points sopeople just zerg together to block entrance into the task zone. So unless you have your own zerg you can't do a damn thing. Tasking actually would work in NF... but not here. It's always going to be a big clustered zerg fest.

Also the sheer amount of RP that's being handled out for those that just spam these tasks is crazy. You already have folks breaking rr8 on a new classic server...

Too late to fix that though I guess. But task RP rewards should have massively dropped off after RR3/4. Far more than it does now. It should have just been an extra bonus and catch-up mechanic. As it stands now people are cranking out 60-80k a day just running around doing tasks in a zerg. It feels bad.
Obviously you are not one of those rr8 and have no clue how they get their rank.
Task dont give RP at RR8 its maybe 500 rp every 20 min. They get all those RPs because they kill that many enemies called RvR.
Also I was not blocked at amg a single time for longer than 5 min. Usually lots of albs arrive at this blocking situation + sandwitch from the other side and amg is free.

Lets look at the highest RR on the server

1 Akopra Hunter 50 8L6 3,621,297 5,959 1,274 2,110,986 804,068

804/3621 = 22%

So even the highest RR on the server has still gotten over 20% of all the RPs ever earned through tasks. A 20% bonus carrying all the way to RR9 seems pretty substantial to me.
So you picked the one out of 100 that supports your clame partially well done. Still the other 80 % are earned by RvR so thats the vast majority.
Mon 18 Feb 2019 5:23 PM by jhaerik
Obviously you are not one of those rr8 and have no clue how they get their rank.
Task dont give RP at RR8 its maybe 500 rp every 20 min. They get all those RPs because they kill that many enemies called RvR.
Also I was not blocked at amg a single time for longer than 5 min. Usually lots of albs arrive at this blocking situation + sandwitch from the other side and amg is free.
[/quote]

Lets look at the highest RR on the server

1 Akopra Hunter 50 8L6 3,621,297 5,959 1,274 2,110,986 804,068

804/3621 = 22%

So even the highest RR on the server has still gotten over 20% of all the RPs ever earned through tasks. A 20% bonus carrying all the way to RR9 seems pretty substantial to me.
[/quote]


Lets not forget how much those classes like stealthers/mini's/skalds get by running around killing green/blue cons on this server in mass as well. Between tasks and farming XP groups it really feels more like a grind than RvR a lot of the time.

We swung by a DL the other night to suicide on the keep (needed to pick up a shammy had been running 7/8 and on the way killed a leveling group. Those greens/blues were giving like 200-300rp each to a group of 7. Seems high to me.

The reason I bring up tasks here is how quickly you can grind out rr4-5 farming tasks, Between that and the xp killers it adds up damn fast.
Mon 18 Feb 2019 5:43 PM by keen
jhaerik wrote:
Mon 18 Feb 2019 5:23 PM
We swung by a DL the other night to suicide on the keep (needed to pick up a shammy had been running 7/8 and on the way killed a leveling group. Those greens/blues were giving like 200-300rp each to a group of 7. Seems high to me.
Either you had a gigantic underpop bonus, or more likely this is just made up fakenews...get your facts straight.
Mon 18 Feb 2019 5:51 PM by defiasbandit
Ceen wrote:
Mon 18 Feb 2019 4:38 PM
jhaerik wrote:
Mon 18 Feb 2019 4:27 PM
I'd much rather we just scrapped tasking in general so we could move away from AFK stuck zergs of 100+ standing around at zone lines.

I'd much rather just play some Classic DAoC....this feels like live to me.

OF just doesn't work well with tasking. All of the zones have single entry points sopeople just zerg together to block entrance into the task zone. So unless you have your own zerg you can't do a damn thing. Tasking actually would work in NF... but not here. It's always going to be a big clustered zerg fest.

Also the sheer amount of RP that's being handled out for those that just spam these tasks is crazy. You already have folks breaking rr8 on a new classic server...

Too late to fix that though I guess. But task RP rewards should have massively dropped off after RR3/4. Far more than it does now. It should have just been an extra bonus and catch-up mechanic. As it stands now people are cranking out 60-80k a day just running around doing tasks in a zerg. It feels bad.
Obviously you are not one of those rr8 and have no clue how they get their rank.
Task dont give RP at RR8 its maybe 500 rp every 20 min. They get all those RPs because they kill that many enemies called RvR.
Also I was not blocked at amg a single time for longer than 5 min. Usually lots of albs arrive at this blocking situation + sandwitch from the other side and amg is free.

Many of the Top RP earnerd are just zerg adders. Players earning 200k rp a day doing this.
Mon 18 Feb 2019 6:18 PM by defiasbandit
WeaselSoup wrote:
Mon 18 Feb 2019 6:36 AM
yes, there are a lot of easy ways to actually fix the problem. I don't want to concentrate on coming up with some perfect plan just that the proposed changes are terrible and should not be implemented.

The proposed changes might make it even more zergy. The first phase is the portal zone task like Emain, which will just be a huge milegate zergfest. Having the tasks in one zone in one frontier will always be a huge zergfest.
Mon 18 Feb 2019 6:37 PM by WeaselSoup
Ceen wrote:
Mon 18 Feb 2019 5:17 PM
WeaselSoup wrote:
Mon 18 Feb 2019 4:53 PM
Ceen wrote:
Mon 18 Feb 2019 4:38 PM
Obviously you are not one of those rr8 and have no clue how they get their rank.
Task dont give RP at RR8 its maybe 500 rp every 20 min. They get all those RPs because they kill that many enemies called RvR.
Also I was not blocked at amg a single time for longer than 5 min. Usually lots of albs arrive at this blocking situation + sandwitch from the other side and amg is free.

Lets look at the highest RR on the server

1 Akopra Hunter 50 8L6 3,621,297 5,959 1,274 2,110,986 804,068

804/3621 = 22%

So even the highest RR on the server has still gotten over 20% of all the RPs ever earned through tasks. A 20% bonus carrying all the way to RR9 seems pretty substantial to me.
So you picked the one out of 100 that supports your clame partially well done. Still the other 80 % are earned by RvR so thats the vast majority.

If you think over 20% of xp even all the way at almost RR9 being made up by task is a small amount then we'll just agree to disagree.
Mon 18 Feb 2019 6:42 PM by defiasbandit
Why not have the realm tasks in all 4 zones of a frontier at the same time with different objectives spread out across each of them, allowing players to contribute to their realms score by taking part in these objectives. Doing the objectives increases your realm score, which give you extra RP from the pool when the task ends. This way players won't feel the need to run directly to Emain AMG, instead they can pick which zone and objective they want to do. The invading realm with the lower score gets invaded on the next task. If the defending realm loses the task, their keep and relic guards are weakened.
Mon 18 Feb 2019 7:58 PM by PingGuy
If you take away the task exp, that 8L6 goes to 8L0. Seems like they are still RR8 based on their ability and the tasks just gave them a little boost.
Mon 18 Feb 2019 8:34 PM by defiasbandit
Underpopulation bonuses should be in effect for winning the realm task and contributing points.
Mon 18 Feb 2019 8:58 PM by moe_Jiller
And here we are again, some People complaining that its too zergy and they cant do their smallman and 8v8 playstyle.

How long until they understand that the current System already is in their favor by telling them where NOT to go to?

How long until they realize they have all the Tools at hand to set up their zones of Choice?

How long until they even realize the staff did say that they didnt like the dynamics of standing around at the keeptasks and not that they didnt like zerging and wanted a Change there.

Btw, i prefer clean 8vX and smallman (which i do) too and i dont see how its hard to get to that.

@staff: Good changes in regard to the tasking Game.
Mon 18 Feb 2019 9:34 PM by Ceen
Right now there are 60 none anon albs like 4 fg hibs and 2 fgm + small man in emain during HW task.
190 albs in FZ so almost 1/3 is in emain.
We can't find inc in none task zones is just fake news repeated again and again so it becomes the trues ^^
Mon 18 Feb 2019 10:07 PM by arc_X
Hi everyone. My first post here and need to run out the door soon so apologize if feedback liek this has already been posted before but I did not have time to read through everyone response so far. That all said....

I am really glad the devs/mods of Phoenix are listening so well to the players. Thanks for that!

In regards to your proposed changes here I think they are a step in the right direction but I do still think there will be the zerg issues b/c you mentioned it will be single zone focused (except for phase 3?)

My initial thought for how to solve this would be instead of it being a rotating task for each faction area, why not make all three phase 1
s occur at same time. Make it to where phase 1 has no time limit but like the objective is to simultaneously have your own keep in your zone (HW,OG,Emain) while also having 1 keep in another factions starting zone. This would help to actually "spread out the zerg" as each faction would have a clear def objective which is expected to have a mini zerg at defending, but also have an option of how to do an attack. It also creates a better feel for a 3 way Free for all versus a 2v1 type scenario, where everyone is just bum rushing a single zone.

Once phase 1 has a clear winner, you could then proceed to a phase 2 and then 3. Now how to do phase 2 and 3 I haven't had time to think on yet but preferably if there is a way to progress it again where it is not just an assault on the losing faction of phase 1 would be great. Like maybe phase 2 is to assault the losing faction of phase 1 (the faction who lost their keep triggering the progression to phase 2) , but also have it where if the losing faction takes back their keep that was initially lost would revert back to phase 1? Again, not sure on it. This whole thing came to mind in like a few minutes.

Anyways just my initial thoughts...

TLR
Great start. My thoguhts are to make the tasks not focused on assaulting single front at any given time. Always keep the task 2 way oriented. This will actually work to get rid of zerging some which I think would be VERY healthy for our community.
Mon 18 Feb 2019 11:09 PM by defiasbandit
I made changes to my prior post. Some of you might remember Alterac Valley. It had lots of zerging, but there were tons of objectives and paths you could take away from the standoffs. Having more RvR options and playstyles in the task zones would be better. The key to open world PvP are the objectives, otherwise it just becomes a zergfest where the larger realm dominates. Also, encouraging the PvE crowd to help their realms win the tasks would be good. They could farm specific mobs or frontier bosses and contribute to their realm's task score.

Have all 4 zones of a frontier be active at the same time in a realm task. This way players can go off in their own direction toward whichever objective they choose to participate in.

Make objectives that are spread out all over the 4 zones. Have Zerg objectives like Glacier Giant and a capture point that caps faster the more players from a realm are near it. Have small man objectives like killing mobs or finding chests or capturing flags. Place objectives inside the frontier dungeons as well. Put them in the remote areas and randomize some if possible.

Completing objectives will lower the score of both enemy realms. The more enemy score you help lower, the bigger contribution RP bonus you earn at the end of the task.

Have underpopulation bonuses, so lower population realms earn extra realm task score.

The last realm with a task score wins the task. They recieve a realmwide siege/guard damage buff. If the defending realm's score reaches 0, then their relic and keeps guards are weakened. If one of the invading realms scores reaches 0, then the next realm task will be in their frontier.

Killing enemy players will lower the score of an enemy realm. Completing objectives will lower the score of both enemy realms at the same time. So you could contribute more by doing the objectives on behalf of your realm.

The objectives would be spread out and there would be tons of them. Some would lower enemy task score more than others. Flags captures, mob killtasks, collection chests, frontier boss kills. More options for players and more ways to RvR and PvE in the frontiers. The goal of the task would be to lower the enemy realm score to zero by doing objectives and killing enemies.

The map could look like this. https://m.imgur.com/a/ZGBjHLK
Tue 19 Feb 2019 9:07 AM by Druth
My only objection to tasks right now, are...:

- Task credit for greys. If you did not get rps, or gave rps, you should not get task credit.
- And the above also goes for dying to guards, no rps gained or given to opponents, no credit.

I would not mind a more dynamic system, so I don't have to run all the way to Bled for task, only to die 500 range from the area and get no credit.
But I can live with that.
Tue 19 Feb 2019 11:36 AM by relvinian
How will new change be effected by milegates. Will it ease pressure on mgs or will they still be choke points?
Tue 19 Feb 2019 2:07 PM by Aronox
Sounds good so far.

I would love to see some changes in terms of the reward to low level chars (which btw makes the bgs kind of useless in my opinion). The reward should depend on the char level (for e.g. lvl 50 = 100%, lvl <50 = <100%) and should only count if youre colored to a lvl50 char. It would be awesome in combination with maybe higher bg rp limits like thidranki = 2L4 (24), caldonia 2L9 (29), abermenai 3L5 (35).

Actually its really annoying to see and deal with rr4 greys! If you kill them, they would get a reward (and you dont, lol). And if you dont, they will add whenever they have the opportunity to.

Please give a like to this post if you wanna support and upvote my idea :p
Tue 19 Feb 2019 2:41 PM by Sepplord
Aronox wrote:
Tue 19 Feb 2019 2:07 PM
Sounds good so far.

I would love to see some changes in terms of the reward to low level chars (which btw makes the bgs kind of useless in my opinion). The reward should depend on the char level (for e.g. lvl 50 = 100%, lvl <50 = <100%) and should only count if youre colored to a lvl50 char. It would be awesome in combination with maybe higher bg rp limits like thidranki = 2L4 (24), caldonia 2L9 (29), abermenai 3L5 (35).

Actually its really annoying to see and deal with rr4 greys! If you kill them, they would get a reward (and you dont, lol). And if you dont, they will add whenever they have the opportunity to.

Rewards already scale with level. A lowlevel does not get 1500RP per task.
A lvl15 in my guild yesterday got 400i believe, he hit 1L4 on his first task.

I haven't seen RR4 greys, but i am not saying it is impossible. Is it a regular occurence? Imo, they are killing their unlimited respeccs early but if it becomes normal to have greys zerging around with higher-realmranks then maybe an adjustment needs to be put in where greys can award realmpoints if they are above a certain rank.


Please give a like to this post if you wanna support and upvote my idea :p

Please, let's not make this a thing...
Tue 19 Feb 2019 4:22 PM by imamo
i dont like changes, i dont like task system at all either. keeps should be more rewarding and taking keep must be main goal beside killing enemies.
but i really appreciate the effort of devs and their vision. they are trying to make things better, they are listening community, this is where i say 'what ever you do i support it'.
good job.
Tue 19 Feb 2019 5:20 PM by Monkies
Consider that the current rotation developed from a significantly smaller population during beta. As I recall, when the tasks were first implemented there were two active at a time. Since it tended to dilute the action with the smaller beta population, changes were made. The population issue is gone now so it may be worth considering running a couple of tasks concurrently.

Monkeys/Dogbyte
Tue 19 Feb 2019 6:58 PM by defiasbandit
The issue with the realm tasks are the bottlenecks.

The realm task is in Emain. The only objective is fight in Emain. So what happens?

Midgard rushes towards AMG. Albion rushes towards AMG. Then here comes Hibernia rushing from DL, running along the same path across Gorge, into Breifine, then into Emain. There are sometimes over 200 players doing this exact same thing. What does that create? An insane zergfest.

The proposed realm task changes are as follow: Phase 1 - Fight in Emain. How does that change the zerg problem? Then if Hibernia wins the task it switches to Hadrian's Wall, which is another total zergfest. All three realms are fighting over one objective, and running the same paths to reach it.
That is why it is so zergy. If you have objectives spread out across each frontier at the same time, then maybe Hibernia won't run straight to Emain fron DL, because instead they can do objectives in Mount Collory.

Removing the keep task means one less portal zone task. This does lessen the zerging, because now rather than another portal zone task, there will be a task in the center zones. However, the center zone task is just a kill task with 5 flags out in the open of the zone. That is all there is. You circle the 5 flags taking the same route, and to no surprise it becomes a zergfest.

I am not against zerging. It is important, but having such limited and static objectives is what is leading to such stale RvR. All three realms are running the same routes across the frontiers. All three realms are fighting over the same few objectives that exist in the same zone.

We have the population to support RvR across an entire frontier. Instead of the same routes to objectives and a task zone, why not have objectives scattered all over a frontier, so players no longer run the same route to the same objective over and over. They can leave their portal keep and go off in whichever direction they want in order to seek out an objective. The realm tasks need to be more creative, dynamic, and varied
Tue 19 Feb 2019 7:51 PM by Roto23
Vkejai wrote:
Mon 18 Feb 2019 5:51 AM
Most people who suicide at keeps run solo due to not having a group so you cant blame them for that. There is however a lack of keep and relic taking here. The domination task I would like to be removed.

Are you nuts? Dominate is the best task.
Tue 19 Feb 2019 8:34 PM by Roto23
I wish there was a thumbs down vote on this forum
Tue 19 Feb 2019 9:29 PM by jhaerik
PingGuy wrote:
Mon 18 Feb 2019 7:58 PM
If you take away the task exp, that 8L6 goes to 8L0. Seems like they are still RR8 based on their ability and the tasks just gave them a little boost.

Except they are also earning more RP per kill because EVERYONE else doing tasks is also worth more RP. Many people running tasks don't even care about RvR and simply suicide for said tasks.

In this particular example we are also talking about a solo class that is going to benefit more noticeably by out RR'ing they target than a grouped character would. Simple having the patience to Zerg down 5-6 RR's in Tasks gives them a huge advantage while soling over the guy that doesn't enjoy the task system and just "went it solo" instead of afk'ing at keeps, shooting guards, and standing on flags for 12 hours a day.

Let's also not forget than archers have a silly easy time either running tasks, or picking up the RP off all the blue cons and suiciders running them than groups do. Even FG's get rolled by the constant zergs on this server trying to task, stealth... no so much.
Tue 19 Feb 2019 9:33 PM by jhaerik
Roto23 wrote:
Tue 19 Feb 2019 8:34 PM
I wish there was a thumbs down vote on this forum

It's 2019. Everyone get's a trophy.

Sadly.

Ya know, RvR tasks are also a lot like participation trophys. You don't actually have to be good at anything. You don't actually have to do anything.

You just get random extra RP for showing up. Which is why it's a terrible system.

If you want to give people more RP for some reason... how about you just make kills worth more RP? Then greatly reduce the RP given on targets involved in combat with more than "x" number of people to lower the reward for zerging.

As for keep taking being a major part of the game..... blah. Let's be frank here, OF keeps sucks. It's just a bunch of guys afk auto attacking a door and some necros trying to figure out the exact spot to wedge their pets to pbaoe exploit. NF keep sieges were at least cool looking. I really just couldn't care less about keeps. If you want an objective based keep siege system.. then at least give us NF so there is more strategy to it than "walk forward to next keep, auto attack doors."
Tue 19 Feb 2019 9:43 PM by jhaerik
Roto23 wrote:
Tue 19 Feb 2019 7:51 PM
Vkejai wrote:
Mon 18 Feb 2019 5:51 AM
Most people who suicide at keeps run solo due to not having a group so you cant blame them for that. There is however a lack of keep and relic taking here. The domination task I would like to be removed.

Are you nuts? Dominate is the best task.

You mean the one that you can farm RP with without ever even seeing an enemy player on a speed class/stealther?
Tue 19 Feb 2019 9:57 PM by Uthred
Going to lock this thread for now. Sick of all the insults and so. Maybe one day some of you will finally realize that there are more ways to play this game and not only your "playstyle" is the correct one.

Anyways. As soon as we have implemented the overhaul, i will unlock this thread for your feedback again. Until then, thank you toxic players for nothing.
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