How about a death bonus for RvR?

Talk about your RvR experience here
Nerzal
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Postby Nerzal » May 25, 2012 15:45

Seyha wrote:wait, wait...

So you still want to reward RPs on death? But attach them to damage as well as difference in RR? :P


Thats what i thought about.

Just to make it clear - no RPs for dieing but RPs for damage dealt over a certain minimum.
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Seyha
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Postby Seyha » May 25, 2012 15:49

Its a neat idea. Go for it. :D
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LindsayLohan
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Postby LindsayLohan » May 25, 2012 15:55

we all started 4L2 , we was zerged , added , but we keep like that and we rp , i started reaver was already all high rr group at emain , drachengarde , mb , requiem and ruin / anguish . we died lot of time , but we made some good fight too , we not needed to have a bonus for rp , we play 2 or 3 evening per week , or even less , and we still run emain vs high rr group , we get killed everyday by requiem who are still running , we killed them not a lot of time , but when we killed them it was an enough reward.i don't understand why they all qq about rp bonus or dunno what , less zerg = more rps @midgard.
this night we rvr'd vs a mid pug , with 3L in group , we was a pug with some rr10 on alb , well we killed them , but they kept trying to kill us and they succeed , they killed us 2 times in a row. it was fun , all was happy and all had rps. the 25% bonus the night is enough
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ZaiQQ
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Postby ZaiQQ » May 25, 2012 16:15

Nerzal wrote:
Seyha wrote:wait, wait...

So you still want to reward RPs on death? But attach them to damage as well as difference in RR? :P


Thats what i thought about.

Just to make it clear - no RPs for dieing but RPs for damage dealt over a certain minimum.


So everyone would really love to fight a real high RR turtle setup, where fights get very long, and alot of damage is being dealt? ^^ give an extra 100 rp for each whole realmrank inbetween instead, and reduce by 100 rps the higher realmrank you are. Would slow the pretty quick rp farming, and would give the lower rr a bit better chance to catch up. As it is now, its not really easy to catch up to a rr11 if you start as rr4, we're talking about very much gametime, while the rr11's still progress even more rapidly (higher rr, easier to kill rr4's, gain more rps)

Even if i would really, really dedicate my time in to becoming #1 rps, its gonna be quiiiiiiiiite a while before I could pass up holsten, especially if he continues playing, he doesnt even have to play much for it to make it so much longer for me to catch up at this point.

maybe it would give people more incentives among high RR's to fight eachother, since a group of rr11 fighting a group of rr11 gets normal, rps, while fighting a rr4 would yield 20% of that rps. Well, its just spitballing, but rp gain is essentially a snowball effect, higher rr you get, easier it gets, mainly you need ~rr9-10 before starting to take ra's like first aid, which would allow you to very quickly be back in the action again after the kill (solo perspective) while as low rr, you have to focus all your points towards the one fight you have leaving it impossible to think about the next one.
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Blue
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Postby Blue » May 25, 2012 16:19

ZaiQQ wrote:while the rr11's still progress even more rapidly (higher rr, easier to kill rr4's, gain more rps)

Wrong logic. RR4 gives a lot less RP compared to a proper RR10 target. Like you get less XP for killing greens. It should give so much less that the high RR is even annoyed getting attacked by that low RR ;)

The leverage bonus/penalty for RR difference could solve this.
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ZaiQQ
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Postby ZaiQQ » May 25, 2012 16:53

Blue wrote:
ZaiQQ wrote:while the rr11's still progress even more rapidly (higher rr, easier to kill rr4's, gain more rps)

Wrong logic. RR4 gives a lot less RP compared to a proper RR10 target. Like you get less XP for killing greens. It should give so much less that the high RR is even annoyed getting attacked by that low RR ;)

The leverage bonus/penalty for RR difference could solve this.


Huh, logic? Well, this is the current state of it, high RR players will kill more then a lower rr player, and you dont really notice killing a rr4 in a fg or a rr11, hence why the proposal of a significant reward for the underdog and a significant decrease for the top dog.
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Panchos
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Postby Panchos » May 26, 2012 20:32

90% of the time the high rr groups steamroll pugs without letting more than 1 person die. You can add all the rps you want but at the end of the day people play to have fun, not rps. And dying over and over is not fun.

You guys aren't thinking about the main problem at hand. This isn't an 8v8 game, it is a realm vs realm game. People go out in bgs over and over because there is an objective at all times and little delay for action after dying.


People prefer bg because of the FUN. They obviously don't care for rps. So what makes you think giving potentially (ONLY potential, not guaranteed) rps would make them come out more often? Dying for no objective won't get suddenly more fun with the mirage of multiplied rps that seemingly cant be obtained.

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Postby Fjott » May 26, 2012 23:07

ZaiQQ wrote:Even if i would really, really dedicate my time in to becoming #1 rps, its gonna be quiiiiiiiiite a while before I could pass up holsten, especially if he continues playing, he doesnt even have to play much for it to make it so much longer for me to catch up at this point.

To put it into perspective.
Rotbart was not played for over 2 years, before a person finally overtook him.


The logic about a high RR getting more RPs now even with the penalty, will probably still be true if the penalty gets bigger.

Currently if you as a rr5 attack a rr10 solo, if the r5 win he get maybe 1250 rps, if the r10 win he gets about 1k.
But the r5 might have to use everything he have to win that fight, and might still die, while the r10 might only have to use 1 toy, if any. Resulting in the r5 having 10-15 min of down-/travel-time to find/stand a chance at another inc, while the r10 can fight right away.
In that 10-15 min the r10 can potentially take down several targets, adding up.

To sum up:
The low rr might get ~7500k rp/hour, while the high rr can do ~20k rp/hour.

Why do you think that bugged assassins that abused viper3 are at the top of the overall lwrp in the hall of fame?

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Postby Orihiime » May 26, 2012 23:13

Fjott wrote:
ZaiQQ wrote:Even if i would really, really dedicate my time in to becoming #1 rps, its gonna be quiiiiiiiiite a while before I could pass up holsten, especially if he continues playing, he doesnt even have to play much for it to make it so much longer for me to catch up at this point.

To put it into perspective.
Rotbart was not played for over 2 years, before a person finally overtook him.


The logic about a high RR getting more RPs now even with the penalty, will probably still be true if the penalty gets bigger.

Currently if you as a rr5 attack a rr10 solo, if the r5 win he get maybe 1250 rps, if the r10 win he gets about 1k.
But the r5 might have to use everything he have to win that fight, and might still die, while the r10 might only have to use 1 toy, if any. Resulting in the r5 having 10-15 min of down-/travel-time to find/stand a chance at another inc, while the r10 can fight right away.
In that 10-15 min the r10 can potentially take down several targets, adding up.

To sum up:
The low rr might get ~7500k rp/hour, while the high rr can do ~20k rp/hour.

Why do you think that bugged assassins that abused viper3 are at the top of the overall lwrp in the hall of fame?


I was on the top of the lwrps without having viper3, but only by playing 12 hour rvr per day :). So like ppl like to say, rr and rps are time played
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LindsayLohan
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Postby LindsayLohan » May 26, 2012 23:16

I was on the top of the lwrps without having viper3, but only by playing 12 hour rvr per day :). So like ppl like to say, rr and rps are time played


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Caemma
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Postby Caemma » May 27, 2012 02:28

Fjott wrote:
ZaiQQ wrote:Even if i would really, really dedicate my time in to becoming #1 rps, its gonna be quiiiiiiiiite a while before I could pass up holsten, especially if he continues playing, he doesnt even have to play much for it to make it so much longer for me to catch up at this point.

To put it into perspective.
Rotbart was not played for over 2 years, before a person finally overtook him.


The logic about a high RR getting more RPs now even with the penalty, will probably still be true if the penalty gets bigger.

Currently if you as a rr5 attack a rr10 solo, if the r5 win he get maybe 1250 rps, if the r10 win he gets about 1k.
But the r5 might have to use everything he have to win that fight, and might still die, while the r10 might only have to use 1 toy, if any. Resulting in the r5 having 10-15 min of down-/travel-time to find/stand a chance at another inc, while the r10 can fight right away.
In that 10-15 min the r10 can potentially take down several targets, adding up.

To sum up:
The low rr might get ~7500k rp/hour, while the high rr can do ~20k rp/hour.

Why do you think that bugged assassins that abused viper3 are at the top of the overall lwrp in the hall of fame?

Quote.
Kill a rr4 if rr10 is not like kill a green btw, LOL!!!!

Panchos wrote:90% of the time the high rr groups steamroll pugs without letting more than 1 person die. You can add all the rps you want but at the end of the day people play to have fun, not rps. And dying over and over is not fun.

You guys aren't thinking about the main problem at hand. This isn't an 8v8 game, it is a realm vs realm game. People go out in bgs over and over because there is an objective at all times and little delay for action after dying.


People prefer bg because of the FUN. They obviously don't care for rps. So what makes you think giving potentially (ONLY potential, not guaranteed) rps would make them come out more often? Dying for no objective won't get suddenly more fun with the mirage of multiplied rps that seemingly cant be obtained.

^^^^ This

OT:
LindsayLohan wrote:
I was on the top of the lwrps without having viper3, but only by playing 12 hour rvr per day :). So like ppl like to say, rr and rps are time played


FIND A MAN

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