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BadSpock's Logical Conclusions.

My random thoughts about MMORPGs. A bit of critique, suggestion, debate, and insanity. Enjoy.

Author: BadSpock

Thoughts on how to revitalize and save WAR RvR

Posted by BadSpock Thursday June 25 2009 at 12:54PM
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Cut from some postings I made, to those who have played/do play WAR let me know what you think.

I believe this game has too much potential to fail.

1. Make the best PvP gear come from gaining influence in Tier 4 open RvR areas, and in city siege/capture.

2. Make it so you can only get certain pieces of the gear sets from attacking and taking objectives/keeps/cities, and certain pieces only from defending and holding objectives/keeps/cities.

3. Make the Renown so the best Renown gear you can get caps out at Renown level 40.

All the rest comes from open world RvR.

4. As for scenariors? Well, you still have 80 renown levels and each level gives you points for improving your characters stats. Scenarios should be a way to help you level and enjoy PvP in small bursts but it should be all about open world RvR.

This will funnel people into open RvR in Tier 4 across the realm and make them focus on attack AND defense equaly, and still give scenarios a reason to be played if you want a quick game to increase your renown rank a bit.

5. Make the highest level Guild Ranks and rewards only available to guilds who take control of keeps. The longer you hold the keep, and the longer you defend it, the more points you build up. Have the keeps only attackable during prime-time hours for that server to prevent ninja ganking of keeps.

It's just like the battlegrounds versus arena in WoW. You want some good, entry level gear you can run scenarios until Renown rank 40 but if you want the REALLY good stuff you have to participate in open world RvR on both offensive and defensive fronts.

You want your guild to get to the max rank you have to organize and batlte over keep control, which btw helps your realm and city and yourself cause open RvR gives best rewards.. etc.

6. I don't think there should be any keeps in Tier 2-3.

Would make the competition over keeps in Tier 4 a little better.

Also.. make Tier control of 1-3 a lot more important to Tier 4 control and city siege, and rely mostly on the battlefield objectives on those tiers.

7. And do so by making character who are high level de-rank to an appropriate level, the opposite of the bolster buff for low level characters, instead of the chicken mechanic. Only use the chicken / chaos chicken if they wander into opposing PvE areas of lower Tiers.

The battling in these lower Tiers for high level players would add to their influence with the Tier 4 area of that racial pairing, the only way to get the best gear as discussed above.

8. Edit - Remove the Healer NPC's! When you die you get a stacking debuff that lowers your stats, it's never an issue because of the silly Healer NPC's you can pay to have it removed. I'd say get rid of it for both PvE and PvP, but if anything just PvP please. Helps prevent the zerg methods of PvP and gives dying some consequence, turns big battles into wars of attrition rather then number zerging.

Guess you can keep the Healer NPC's but they can only heal PvE death related rez sickness.



Arulin writes:

Ok Rush Limbuagh is right on a few points 1 through 5 are dead on...6, excuse me, it too much fun taking forts, it should not be an elitist thing,that's city capping. Number 7 is half right, the chicken mechanic is lame, you should de-grade to the tier's max level....8 is an either way, it fun to nuke the healer npc if you have 50 players who are sync'ed togather to wipe the entire town/warcamp/etc...I could careless, it a nightmare to get done but then again it a pain when it is done to the other side.



That's my say on it, and one of Limbuagh's better post.

Fri Jun 26 2009 2:02PM Report
Arulin writes:

Correction on 8, busy speed reading the post I misread it. 8 is a horrible idea, ok, making it so you can't kill the healer npc is one thing, making it disappear is another since that would entail a open invation to the attacking side to sit and camp inside the city/warcamp/etc....Frankly that isn't something that would help.

Fri Jun 26 2009 2:12PM Report
BadSpock writes:

Wtf are you talking about?

I'm talking about (#8) the little NPC in the warcamp/city that removes the player's stacking debuff from death if you pay them.

What are you talking about? 

Fri Jun 26 2009 2:33PM Report
Arulin writes:

I am talking of the same, excuse me for rushing, I'll try to clear this up.


Without that healer in the warcamps and cities, the game gets off balance. I have seen warbands sit right outside the warcamps and zerg off the opposing side as they run into the open rvr....There are only two threats keeping them out of the opposing warcamps. The npc (laughable in higher tiers if the warband is strong enough) and the fact that rez sickness can be removed and the attacking side can go in and camp the opposing warcamp. I seen it once, wasn't pretty.

Fri Jun 26 2009 2:41PM Report
Arulin writes:

Got a quick in the middle of the road suggestion for you Heerobya. Put the healer in view and allow siege weapons pads around the warcamps to hit the healer (and whomever else you can)?

Fri Jun 26 2009 2:52PM Report writes:
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