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The main attraction for this game was the open Realm vs. Realm - swaying the outcome, ransacking cities, war everywhere. What we got, instead, was Guild Wars-style PvP. Instanced zones with short objectives which its outcome becomes almost immediately irrelevant after 15 minutes. Granted the points that spill into your realm's bank, nothing exists beyond that.
The glorious visions of an RPG styled after Planetside seem to be missing - keep seiges, massive battles, chaos flourishing on every battleground. Now we sit for 30 minutes at a time waiting for a queue to pop, wondering what happened to the outstanding promises of large scale battles.
So what to do? Let's gather some ideas on how to remedy this issue while avoiding the complete removal of scenarios.
1) Set scenario play on a schedule: Scenarios become available on timers. Perhaps every hour scenarios open up for queue entries? This gives players enough time to form up warbands and contribute to oRVR. So instead of waiting 30 minutes in a warcamp, people take part in oRVR while waiting for scenarios to become available. This means once they do become available, everyone joins at once, and a map immediately pops. No waiting, instantaneous gameplay. Wash, rinse, repeat.
2) Make Warcamps more accessible. Give players a "Port to Nearest Warcamp" spell.
3) Make Renown Tactics and points needed to get them specific to oRVR battle. Or at least make them contribute more to this mechanic.
4) Reduce cost of battlements.
5) Make it easier for both attacking and defending teams to get back to the fight - if you are increasing damage to everyone and making lifespan shorter, at least make it less frustrating for everyone to march all the way to the other side of the map to get back into a keep battle for another 10 seconds of fighting.
6) Give small, yet rewarding items to those who participate in oRVR, rare dyes, titles, achievements.
Feel free to add to this list.
Comments
implementing these 2 is more than enough to revive WAR oRVR.
I can’t see how mythic did not realise that they were on to something with the witching night event? Put a big tasty rewarding PQ in the middle of the ORvR lake and everyone wants to play.
Better yet, make ORVR zones one big public quests with nifty rewards and such.
Why not make the RvR zones less all or nothing?
Open up the buildings, have items hidden around the place, make it easier to solo - as it stands it is just the keep and a couple of BOs and that is all - get in a group and fight basically the same battle over and over again.