Higher RP Bonus for Low RR vs High RR?

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Matrose
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Postby Matrose » Jul 30, 2009 14:10

In an other thread I posted an idea for increasing the RP Bonus
for Low RR player vs High RR players or groups.

Maybe that could help out of the growing problem of Agramon-Frustration.
Noone likes to be smashed to the ground by any High-RR group
or player who is roaming around continously.
But this siutation occurs quite often these times and is increasing.
A lot of players on the edge of 50 stay in Thidranki because of this
and even think about twinking but not of entering Agramon if they reach 50.
The problem is mentioned above.

But if entering Agramon is appealing to Mr. or Mrs. Low-RR and his/her friends
because of gaining much more RPs for a victory if they win against High RR.
It could be possible that there will be change in mentality and more players will enter 50-RvR again.

Only a thought...

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BlackCougar
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Postby BlackCougar » Jul 30, 2009 14:55

or you could just ask the second group, that was wiped 47 times that night just lik yours, to tag along...

oh no wait, that would be "zerging"............

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Satz
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Postby Satz » Jul 30, 2009 14:58

You already get around 1400 rps for killing a rr10 with a rr5 toon....

The problem is, that in most cases, you dont even have the chance to kill a highRR-player because you are smashed down by an fg of high players while you are running solo....

The only chance to stop this, as i see it, would be to change the game so much, that it would not be worth for 2-3 players to kill a solo, or for fg to kill a trio...

While reading your post and writing my reply, ive come up with a really crazy idea!

How about a complete change on RPs?
If you kill 1vs1, you get normal ammount of points, if you kill 2vs2, you get a normal ammount of points aswell... If you kill 8vs8, same, but if you manage to kill a high-RR-toon out of a group, his rps would not be devided by 8 as if is today, but in a different way. Everyone gets RPs as if this was an Xvs1 kill. X would be 8-rr-difference.

Example: rr10 fg vs rr5 fg, if rr5 fg kills rr10, then they get aproximately 2k, and if the rr10 fg kills the rr5 they get aproximately 1,6k now. But if we get this system, each kill for the rr5 fg would count not as 250 rps each, but as if it was a 8-(10-5)= 3 vs 1 kill, so around 500 rps. Therefore, if that rr5 fg manages to kill that rr10 fg, then they would get 4k rps, instead of 2, and the rr10 fg would get their usual 1,6. Group-RR should be measured by average rr(rr=1/X(summ(rr1st+rr2nd+..+rrXth)), and not by highest/lowest char in group. This way, getting high-RR-chars in groups would lower the ammoung of rps one will get, but rise the chances to kill more enemies.

And as a zerg-prevention system, if one is killed by more than 1,25x enemies(all that are grouped, whithin rp-gain-range), one gets the ammount of rps one would get if one killed half of the attackers(average rr, same way as above, (rr=1/X(summ(rr1st+rr2nd+..+rrXth))), then it would not be a waste beeing killed as solo or a duo by FG, aswell as it wont matter much if one or two stealthers or soloes would add in a 8vs8 fight, but getting killed by 2 as solo or by 4 as a duo would still give some little avards. On the other hands, getting killed by 2 fgs vs 1 fg would end up in an avard of roughly 2k rps for loosers and only 1k rps for winners each(ofcourse if 1 rr10 fg looses vs 2 rr5 fgs, then all 3 fgs will get something around 2k rps, because of my previous point).


This way, players wont tire out of rvr soo damned quickly as they do now. Players wont tend to zerg, or zerg down the solos, and we would get a much more livelier situation in agramon(or OF, depending on implementation)!

Comment, flame or whatever, this is an idea that ive came up with upon reading this thread, so correct me on several points if you might think my idea would be bad for rvr, unbalanced or whatever.

jrhadden
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Postby jrhadden » Jul 30, 2009 15:05

Even if a FG just gets 50RP for killing a soloer. They ll do, and if its just for the "mission"...

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Satz
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Postby Satz » Jul 30, 2009 15:10

Ive already noticed a problem...

It might happen that solos would run around agramon feeling safe that fgs wouldnt kill em, and would add in 8vs8 fights to get killed for rps...

How to correct this one?...

Maybe check the ammoung of players the FG is fighting, while killing the adder.... This would solve this problem because it will stop those adders from getting any rewards for getting killed, not killing. And the loosing FG would get bonus-rps in case there are 3 such adders... Ofcourse, if you decrease that 1,25 factor down to 1,2, youll have a bonus upon second adder already. 8vs8 or 9vs8 or 7vs8 would still be fine, but 8vs10 or 7vs9 would already result in a bonus on rps.

Another problem:
fgvsfgvsfg
AvsHvsM
Its 8vs16 for all of em, so this way, loosers would get roughly 2k rps and winners would get roughly 2,5-4 k rps...

Best way to solve this would be to devide the looser-avard rps by an amount... lets rethink this idea...

fg vs fg winner: 2k rps looser: kill-rps

fg+ vs fg winner: 2k/+ rps looser: kill-rps +rps

solo vs fg winner: solo/fg rps looser: kill-rps 6ppl(due to 1vs8 1 gets deleted cuz the enemy is 1 aswell, and due to 1,2 part 1 more player is deleted from that list) rps

fg vs fg vs fg winner: fg rps, looser: kill-rps fg-rps

if the looser-zerg-bonus would get devided by 2 the rps gained would still be acceptable as a reward but not too high for 3vs3/zerg/solo situations.

Any better ideas on this one?

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Methusalem
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Postby Methusalem » Jul 30, 2009 16:36

@ Matrose : rofl

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Rector
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Postby Rector » Jul 30, 2009 17:14

Matrose wrote:The problem is mentioned above.


Problem: 8 people low RR losing against 8 people high RR

Your suggestion for a solution: Improving RP gain IF 8 people low RR WIN against 8 people high RR (I don't see a solution here?!?).

The only solution is getting more people.

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Satz
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Postby Satz » Jul 30, 2009 17:26

My solution is not that 8ppl low rr win vs 8 ppl high rr, but that 8ppl low rr kill 1 of those 8 highrr and get their points for it doubled or even more, read above.

And the second part is for zerg.... without second part, 2 low rr fg kill 1 high rr fg and get 2+k rps each, too much for close to 0 effort... So the high rr fg who lost, get an award aswell for beeing zerged.

First of my points is a reward system for lower RR players/fgs
Second of my points is a reward system for people who were zerged, so that everyone will get moderate amount of rps, and not just go out, get zerged 10 times get no rps logg off.

There should be no rewards for doing nothing, and its always possible to kill 1 out of 8 with an other fg. Just concentrate on assist a bit, kite or whatever.


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