How about a death bonus for RvR?
41 posts
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Create a code that compares the aggregate RR of a dead player's group to that of the enemy who kills him. If the killer group's aggregate RR is significantly higher than the loser's, then the loser receives a message like "You have died fighting against over-whelming odds! Here's xxx RP."
The bonus would only be granted to members of an FG. Trolls? Flames?
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Great Idea! keep it up!
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FG lvl 13 Rangers inc!
![]() In defense of truth-to-experience.
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If i understand right this would be like: building low RR grp, run emain, inc highrr grp, sit for faster death, both grps get rps, port emain, repeat ad absurdum
Uth1: Tuennes HO Merc 8Lx <Nightwatch>, Frendir Dwarf Zerker 6Lx <Svalbard Ravens>
Uth2: |
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![]() Maybe some special task can encourage to attack high RR players. Or if difference is big the high RR could drop some special stuff if killed by low ones. I wouldn't reward dieing as this is not a rewardable action. It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later. "It is an inescapable law of nature that the amount of satisfaction one gains from achieving something is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure." Blue says, "you used macro tools or macro keyboard" Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand" [Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????" BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..." |
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It's called "Kill the Flump, kill the Flump!"
*winks to BA* “DAOC is not about what you can log. It's about what you can play :> ”
Uthgard 1.0: <Die Lettanten> Ivia - 8L8 Nightshade - Lone Enforcer since 8L1. Uthgard 2.0: <Illuminated Stormriders> Oxy - Hero; Ivia - Nightshade. |
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Players should be rewarded for fighting high RR set groups even if they lose. This will encourage people to stay in the frontier, and to keep trying even if they're losing. No one likes to spend hours organizing a group, only to lose three times in a row and not make a single RP. It's very demoralizing, and it keeps people in the BGs. I offer a simple way to keep people playing frontier RvR, and you ![]() ![]() ![]()
That would be feeding, which is already against server rules.
Make the minimum level 49 to receive the bonus. Make it available to visible classes only. Next contestant?
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OR, you could scale the RP rewards for 1 kill in such groups. For instance the lower RR grp kills just one of the higher RR grps, but gets like triple the amount of RPs.
However, if they manage to kill the entire group, they will get the same RPs. The last one they kill will only be worth a third of his RPs for instance. This doesn't involve deaths for the low RRs, but rewards hard work. Anyway, this won't change anything structurally so it doesn't really matter. I'm not against it, I'm just saying i won't change much. In defense of truth-to-experience.
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This complicates the math and doesn't address the core problem, which is that 8v8 fights are often zero sum. You can get an enemy down to 1 hp, but no death blow = no RP. "Rewarding hard work" is a disingenuous statement. A group can work hard and still not kill any enemies, depending on available RAs. The point of my system is to reward participation and persistence, two important aspects of RvR which often go unrewarded. Killing the enemy is already rewarded: you get RPs.
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Then you would need for instance a way of rewarding the third time they die tot the same grp in a row? Then again this reward should be lower than killing 1 of them I presume? In defense of truth-to-experience.
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I will not suggest specific RP values. Hypothetically, for an FG with an aggregate RR of 32 (8 RR4L0s) fighting an FG with an aggregate RR of 80 (8 RR10s) the death reward could be roughly the same as the reward for one or two high RR kills. Just to be clear: in this system, the player receives the death bonus for his own death, not the deaths of his group mates.
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Well, in my case, then for instance the third time they are going to weigh off chances. If they do kill one the third time, but earn more RPs for not killing one at all, they will just /sit.
It's hard to stop abuse of this. The reward would have to be so neglectable it's hardly worth coding it imo. In defense of truth-to-experience.
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You still receive the death reward if you manage to kill an enemy player(s). So it will always be more productive to go down fighting with the chance to kill the enemy for the usual RP benefit. Consider how much time it would take on average to port to Emain, organize, buff up, find a high RR inc, and then sit to let them kill you. Assuming a death reward of 400-600 RP you'd be better off guard tasking. And guard tasking isn't a bannable offense. Intentionally feeding is.
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The better solution is propably additional leveraging the RP bonus for killing higher RR players in a way that its really worth to look for high RR targets.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later. "It is an inescapable law of nature that the amount of satisfaction one gains from achieving something is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure." Blue says, "you used macro tools or macro keyboard" Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand" [Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????" BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..." |
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Players can not selectively choose to fight high RR groups. They fight the inc that finds them. Leveraging up the RP for killing a high RR player is a fine idea, but it does not address the problem we see mentioned so often on these forums: dieing to high RRs and not killing anything because of RA spam, which contributes to a lack of perseverance in Uthgard's end game.
Winning already has its incentive: you gain RP. The problem is that participation alone does not ensure a tangible reward. You could die for hours, but if you don't kill anything it doesn't matter how much the staff jack up the RPs for kills, because zero is still zero. There needs to be an incentive for participation even when participating means losing. Do this and you will have more FGs on the frontier and less QQ in the forum.
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