relvinian wrote: ↑Tue 17 Jul 2018 2:33 PM
So how can we increase solo rvr?
1. Porters to get to action faster.
2. Horse routes in frontier.
3. 20 minute hasteners.
4. Full rps when dead-- 2 solos fight, both about dead, 8 man rolls them both. They get rps for the dmg they did to each other.
5. No rps for greys-- helps because you can go solo when ur lvl 20 in frontier, and 50s get no rps for u.
6. Missions for rvr.
7. Keep take rps.
8. Add your suggestions here.
1. I like this proposal as long as the speed at which people can get back in the action isn't so fast that it trivializes winning fights.
2. This is probably a good feature, but feels clunky. Unfortunately that is the case with most of the changes that have to be made to make OF work.
3. Sounds fine. QoL improvement for when RvR is slow
4. I think this is one of the most important changes. Nothing is worse than running with a duo/small man, finally finding a good fight after 30m of roaming around vast emptiness, getting focused down first, and watching your group mate(s) mop up the rest of the enemies. It is demoralizing and makes the fight feel fruitless even though you may have done/soaked a ton of damage. It is a mechanic that rewards cowardly play and discourages engaging fights for certain classes. I imagine in a zerg situation it makes being a front liner even worse since they are most likely to get focused down and aren't really serving a purpose if they don't engage. Not receiving RPs while dead is a mechanic I think can be categorized as "anti-fun" (much like long duration near sight). It is needlessly harsh and lowers the level of enjoyment across the board for those affected.
5. Easy change. No reason to have greys give RPs.
6. Personally I enjoy RvR tasks-- excluding the ones that have you kill monsters for RPs. No way these should be in the game, or if they are it should be capped at 4L0. I think PvP tasks are a satisfying bonus and can encourage you to seek out different enemies than you might normally fight. This is the type of change that has a relatively minimal effect on the overall game and adds enjoyment and an additional sense of accomplishment which is never a bad thing. I doubt it will encourage any style of play one way or the other though.
7. It looks like the new keep take system will be pretty good if it is well executed. While I'm not a zerger, I acknowledge that a healthy zerg is VITAL to the server's success. It is the most important thing. Period. Without active zergs the server population will die until it is just a few of the most dedicated 8 mans and some stealthers. As far as I can tell their new system should make keep takes a lengthier process and reward people for showing up and participating, which in turn will hopefully facilitate fights over keeps instead of just a PvE rotation. Our small man is even considering rolling ranged alts to zerg surf from time to time.
A healthy RvR ecosystem is one that has active zergs on all realms. This encourages casual/unskilled players to continue to play and roll new characters. They can participate, have fun, and advance their toon within the safety of numbers. Keeping these players interested is the most essential thing to a server's longevity. They don't have fun when they make PuGs and get reamed by skilled 8 mans. Nor do they stay interested when they try to solo and get bodied/cheesed by more skilled & well-equipped players. Even the most solitary and selfish of assassins benefits from zerglings attempting to solo or trying to get to the zerg.
In order to truly increase the overall quality of solo/small man play on Phoenix I think that the layout of OF has to be changed. Even adding additional structures to the map would make a huge difference. What you have right now is terrain that benefits the wolves and hares. Wide-open stretches separated by choke points you are forced to go though. You need speed or stealth to even really survive in this environment. The problem is DAoC was designed with a wide variety of fauna, and most of them aren't meant to survive in the open. They need structure to hide in and around to avoid being prey. They need to be able to avoid the popular paths the predators take since they have no way of escaping once seen.
Some people suggest adding insanely fast horses to the game. This is not a fix. This just makes all these other classes faster, but still slightly slower than the wolves and hares. It is inelegant, clumsy, and does away with the original design of the classes. It also alters fundamental game mechanics and balance. The proper way to do it is to create an environment where all classes can thrive, or at the very least survive for a little bit. This means taking your flat, empty field filled with wolves and adding rocks, trees, and, occasionally, alternate pathways to the watering hole.