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RvR Suggestion


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#1 Alphamojo

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Posted 24 July 2012 - 12:23 PM

I recently played RvR, and feel it's a very weak part of a pretty much fun game overall. I played during CBT, but only got to observe, however I came up with the same conclusions I had even back then after participating. So I decided to talk about would I would think would make good discussion points in regards to RvR Arena.

RvR Arena suggested changes:

1. Team balancing....team cap can be whatever it is currently, but what needs to happen is there needs to be an auto-balance (i.e. smallest faction sets cap balance) so if TK has 20 players, and SG has 12 the team cap is 12( at most +2 for the larger faction!) This would be based on first come first served basis as the queue fills up.

2. Remove (Archer Slaves, Disable Potions in RvR, Respawn Full Health RvR). Removal of Archer Slaves would prevent teams from "turtling" within there base (also adds to melee characters ability to participate more effectively), and disabling potions would make it harder for teams to "camp" the other teams base/respawn point ( if they attempt this, clerics would need to be more proactive on healing injured members otherwise risk easy kills as players respawn with full health. ) Most likely players will not camp around respawn points, as the respawning players would be undoubtebly in better shape within their own base, this will make the agressive team need to pull out to regroup for healing of weakened members.

Balance Suggestion 2:

Still revolves around balance of competing sides, if auto-balancing teams to exact members each is too difficult to facilitate, perhaps spawning extra Archer Slaves(killable) per member the smaller faction is short, they should spawn in random areas which will help in assisting the smaller faction team.

Again this would require the removal of the Archer Slaves within the base/respawn point, as that really kills the arena pvp play of this game for melee character.

I would love to see another variation of RvR as well maybe
Capture The Flag - with flags that spawn random intervals at random points on map. Time Limit 10-15 mins team with most captures wins big DP/XP/GOLD.

Conquer & Control - There are 5 neutral shrine points which teams must pray at for 10 secs to place an altar. At least 3 of these altars need to be placed for the controlling team to gain DP/XP/GOLD per second as long as time remains in the match. The enemy team can destroy the other teams altar, and then pray at the shrine point to raise their own altar.

Bonus DP/XP/GOLD for team that has 3 altars controlled at the end of time limit of 10 mins.

Feel free to add your own comments, or suggestions.
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#2 Alteris

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Posted 24 July 2012 - 04:34 PM

I recently played RvR, and feel it's a very weak part of a pretty much fun game overall. I played during CBT, but only got to observe, however I came up with the same conclusions I had even back then after participating. So I decided to talk about would I would think would make good discussion points in regards to RvR Arena.

RvR Arena suggested changes:

1. Team balancing....team cap can be whatever it is currently, but what needs to happen is there needs to be an auto-balance (i.e. smallest faction sets cap balance) so if TK has 20 players, and SG has 12 the team cap is 12( at most +2 for the larger faction!) This would be based on first come first served basis as the queue fills up.

2. Remove (Archer Slaves, Disable Potions in RvR, Respawn Full Health RvR). Removal of Archer Slaves would prevent teams from "turtling" within there base (also adds to melee characters ability to participate more effectively), and disabling potions would make it harder for teams to "camp" the other teams base/respawn point ( if they attempt this, clerics would need to be more proactive on healing injured members otherwise risk easy kills as players respawn with full health. ) Most likely players will not camp around respawn points, as the respawning players would be undoubtebly in better shape within their own base, this will make the agressive team need to pull out to regroup for healing of weakened members.

Balance Suggestion 2:

Still revolves around balance of competing sides, if auto-balancing teams to exact members each is too difficult to facilitate, perhaps spawning extra Archer Slaves(killable) per member the smaller faction is short, they should spawn in random areas which will help in assisting the smaller faction team.

Again this would require the removal of the Archer Slaves within the base/respawn point, as that really kills the arena pvp play of this game for melee character.

I would love to see another variation of RvR as well maybe
Capture The Flag - with flags that spawn random intervals at random points on map. Time Limit 10-15 mins team with most captures wins big DP/XP/GOLD.

Conquer & Control - There are 5 neutral shrine points which teams must pray at for 10 secs to place an altar. At least 3 of these altars need to be placed for the controlling team to gain DP/XP/GOLD per second as long as time remains in the match. The enemy team can destroy the other teams altar, and then pray at the shrine point to raise their own altar.

Bonus DP/XP/GOLD for team that has 3 altars controlled at the end of time limit of 10 mins.

Feel free to add your own comments, or suggestions.


These are some awesome suggestions. As for RvR modes and suchs, there are definitely more modes coming into Maestia and some are these are already planned for future updates. When we get more information about the new modes, you'll definitely hear from us.
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#3 Alphamojo

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Posted 31 July 2012 - 10:35 AM

Glad to hear, will definitely look forward to upcoming changes!
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