I think its time for an overhaul of the current RvR system. This can be seen with the support of having some kind of change with the last poll. Ill try my best to minimize text.
Overview
1-Keep Changes
2-Task Changes
3-Realm Timer
4-BSC idea for EV
(1) Keep Changes
We need a better system that better aligns with high and low populations. Basically right now EU runs 100+ man bg's, dropping 5 rams and burning through keeps in minutes. NA is lucky to fill 2 rams. Asia/pacific won't even take towers much less keeps.
Ultimately the current system does not adequate compensate for the vast differences in population. I believe this has lead to many sitting at task keeps or merchant keeps waiting for something to come to them.
The following proposals are basic concepts to lessen the effects, though not completely remove them, of high abd low population differences.
(A) Limit # of rams that can target a door.
(A1) adjust door hp to desired to compensate
(A2) increase abs of door to lower player damage significantly.
(A Summary) this will lessen the time difference to take a keep between high pop and low pop. If you want 5 mins per door on level 6 keep, set hp accordingly. Or 10 minutes, or 2.
(B) implement guild bp cost to claim/maintain keep.
(B1) wipe current guild bp count
(B2) take the top earning guilds, figure how man bps they would need to earn to hold level 10 keep, and set bp awarded to that level.
(B3) create "improvents" for higher level keeps, ie purple guards, caster guards, guards in lord room. Better defenses like faster oil or trebs, or more hp on oils.
(B4) make towers mean something other than port, example a high level tower provides a tethered guard to the keep lord that's level is dependent on tower level.
(B Summary) the goal is to make higher level keeps better, but also make it more difficult to get higher level keeps. It encourages being part of a guild, and having stronger guilds hold the more important keeps. It brings more strategy to the game. It also allow for weak keeps to still be taken, even during low pop times.
(C) Change RP reward for keeps/towers.
(C1) significantly reduce rps earned for keep captures
(C2) remove or reduce rp reward for towers.
(C3) significantly INCREASE rps rewarded in the rp pool for fighting near keep or tower.
(C Summary) the goal should be to encourage fights, not taking empty keeps. By reducing the value of empty keeps, and increasing the value of defended keeps, if done significantly, we should see less avoiding fights.
(2) Task Changes
This is probably the biggest issue, while i personally love that it centralizes action, it does it too well, and creates a farming location for defenders too sit inside. The goal of the following changes is to utilize the previous rp changes to spur defenses, while removing much of the need to "camp" a keep.
(A) remove current keep system
(B) replace with new "attack only" system
(B1) each realm has 2 new attack tasks. 1 for each realm.
(B2) example, Hib, 1st task Attack Mid, blend OP, 2nd task Attack Alb, berk OP
(B3) the attack tasks will progress from towers to main keep. If main keep is taken, another keep task will begin in that realm.
(B4) there is no "defend" task. The choice to defend will be rewarded in the increased rp pool reward for fighting, not camping a set keep.
(3) Realm Timer
Not a list here, just a plea. Please lower this again. Will it fix population imbalances? No, probably not. Will it hurt population imbalances? Probably not. I'm going to go out on a limb and say, the overall people who switch from high pop to low pop, will be mostly off set by those switching from weak to strong. However the realm timer does adversely affect people. Example, i have plenty of guild members who like playing a different realm, and are torn between playing with each other, and playing the realm of choice. As a compromise we tend to switch realms every so often to give other players the chance to play the realm they want. This sucks because we tend to get stuck into realms that over dominate just so someone can play their thane or nightshade.
I suggest setting the realm switch timer to 30mins.
(4) EV
EV is mostly dead unused zone. Lets spice it up.
(A) add port from relic towns to center keep in ev
(B) center keep has a npc that can flag you as ffa
(C) you can group with, or kill any player from any realm
(D) passing the first mile gates will immediately end ffa status. Players will be immediately removed from groups.
(E) Players can still rvr in this area, if they dont apply the ffa flag in the center.
Overview
1-Keep Changes
2-Task Changes
3-Realm Timer
4-BSC idea for EV
(1) Keep Changes
We need a better system that better aligns with high and low populations. Basically right now EU runs 100+ man bg's, dropping 5 rams and burning through keeps in minutes. NA is lucky to fill 2 rams. Asia/pacific won't even take towers much less keeps.
Ultimately the current system does not adequate compensate for the vast differences in population. I believe this has lead to many sitting at task keeps or merchant keeps waiting for something to come to them.
The following proposals are basic concepts to lessen the effects, though not completely remove them, of high abd low population differences.
(A) Limit # of rams that can target a door.
(A1) adjust door hp to desired to compensate
(A2) increase abs of door to lower player damage significantly.
(A Summary) this will lessen the time difference to take a keep between high pop and low pop. If you want 5 mins per door on level 6 keep, set hp accordingly. Or 10 minutes, or 2.
(B) implement guild bp cost to claim/maintain keep.
(B1) wipe current guild bp count
(B2) take the top earning guilds, figure how man bps they would need to earn to hold level 10 keep, and set bp awarded to that level.
(B3) create "improvents" for higher level keeps, ie purple guards, caster guards, guards in lord room. Better defenses like faster oil or trebs, or more hp on oils.
(B4) make towers mean something other than port, example a high level tower provides a tethered guard to the keep lord that's level is dependent on tower level.
(B Summary) the goal is to make higher level keeps better, but also make it more difficult to get higher level keeps. It encourages being part of a guild, and having stronger guilds hold the more important keeps. It brings more strategy to the game. It also allow for weak keeps to still be taken, even during low pop times.
(C) Change RP reward for keeps/towers.
(C1) significantly reduce rps earned for keep captures
(C2) remove or reduce rp reward for towers.
(C3) significantly INCREASE rps rewarded in the rp pool for fighting near keep or tower.
(C Summary) the goal should be to encourage fights, not taking empty keeps. By reducing the value of empty keeps, and increasing the value of defended keeps, if done significantly, we should see less avoiding fights.
(2) Task Changes
This is probably the biggest issue, while i personally love that it centralizes action, it does it too well, and creates a farming location for defenders too sit inside. The goal of the following changes is to utilize the previous rp changes to spur defenses, while removing much of the need to "camp" a keep.
(A) remove current keep system
(B) replace with new "attack only" system
(B1) each realm has 2 new attack tasks. 1 for each realm.
(B2) example, Hib, 1st task Attack Mid, blend OP, 2nd task Attack Alb, berk OP
(B3) the attack tasks will progress from towers to main keep. If main keep is taken, another keep task will begin in that realm.
(B4) there is no "defend" task. The choice to defend will be rewarded in the increased rp pool reward for fighting, not camping a set keep.
(3) Realm Timer
Not a list here, just a plea. Please lower this again. Will it fix population imbalances? No, probably not. Will it hurt population imbalances? Probably not. I'm going to go out on a limb and say, the overall people who switch from high pop to low pop, will be mostly off set by those switching from weak to strong. However the realm timer does adversely affect people. Example, i have plenty of guild members who like playing a different realm, and are torn between playing with each other, and playing the realm of choice. As a compromise we tend to switch realms every so often to give other players the chance to play the realm they want. This sucks because we tend to get stuck into realms that over dominate just so someone can play their thane or nightshade.
I suggest setting the realm switch timer to 30mins.
(4) EV
EV is mostly dead unused zone. Lets spice it up.
(A) add port from relic towns to center keep in ev
(B) center keep has a npc that can flag you as ffa
(C) you can group with, or kill any player from any realm
(D) passing the first mile gates will immediately end ffa status. Players will be immediately removed from groups.
(E) Players can still rvr in this area, if they dont apply the ffa flag in the center.