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Here's why RvR fails in it's current state...

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  • vingvegavingvega Member Posts: 577

    OMG A FAILURE THREAD!!!!!! AHHHHH!!!!!!

    People are never happy.  Why do you even play MMO's?  The game just came out.  They need to pick up advertising a little bit more.  After AOC left a sour taste in everyones mouth, do you honestly think tons and tons of people are going to jump into the next released MMO right away?  Give it time man.

  • NetzokoNetzoko Member Posts: 1,271
    Originally posted by MrVicchio


     Honestly Netzoko, you have to give the player base time to adjust.  The game is different   and it's gonna take folks time to make that mental adjustment.   As they do, as guilds come together and start working together, as people start seeing that "oh hey, I need to be part of the team, not a solo all star" you'll see things change.
     
    I for one find this process facinating to watch.

    I thnk there's truth to that. Population is THE solution to RvR. As a poster above said, Mythic kind of screwed up by making the 3 sections instead of just one. It separates the player base. That woulnd't be a problem if server populations were at appropriate level (IE, higher).

    If you tripped the population cap for each server, the 3 tier thing isn't an issue because they will all have enough people. The zerg factor is still there in RvR, but it will be a lot more successful if they double, if not tripple each server cap.

    RvR is alot of fun. I'm just saying at the rate its going now, it is doomed to failure. It needs more rewards (open RvR I'm talking about), and it needs more people to be successful.

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  • dougmysticeydougmysticey Member Posts: 1,176
    Originally posted by DarkPony

    Originally posted by Netzoko


    I called myself a fanboy at one point, but the more I play the more I wonder how so many things could possibly go wrong.
    The RvR in WAR is a failed system. It doesn't have bugs, it's design is inhernetly flawed. The key reason? Numbers.
    There's no strategy, no tactics, no organization. Mythic hates communication, that's why there's literally no chat channels. In effect you get a mass of players who decide to run into a RvR zone and kill stuff. Want to take a keep? All you have to do is get enough guys. The fact of the matter is that there are SO many keeps and battlefield objectives, yet so little players. This game suffers from not enough players for server. The amount of content is way beyond the cap of the servers. I try for hours to find a group to do anything, meanwhile my freinds are waiting in a 2 hour queue. Its insane.
    The communication just makes it worse. The only way to evem see if your area is under attack is to open your map and mouse over the keeps. Oh, your keep is under attack? In 99% of cases, I'll run over to try and defend, which ends up in me seeing 500 enemy forces and just leaving. I'm literally the only one there most of the time. The game is based to heavily off numbers, simple as that. You can't just log on and go RvR, no way. Mythic may be traveling the world preaching that, but its garbage. Sure, you can do scenarios, but real RvR is a joke. And even if you manage to get the numbers to take something, what's the point? There is no point. An hour after you leave or log off to go to bed, the other side will just retake it. You wake up to find all that work gone.
    Know why? You had the numbers when you were online, and they had the numbers when you were in bed. Simple as that. This sea-saw of system is utterly pointless, which is why everyone just grinds PQs and scenarios. It needs purpose. "Oh no, our keep is gone, now I can't get RvR armor!" Who cares? It simple doesn't matter.
    Solutions?
    First off, the server caps are outrageous. Most of the world is empty while people wait 2 hours in queue. This means that 90% of the keeps are totally empty, nobody around from either faction. In order for the RvR to work, you NEED enough players to keep every keep polulated on both sides. This means enough players on Destro and Order for each zone. Right now, the total server population is barely enough for 1 zone. The numbers need to come up, the rewards need to make sense, and the taking and holding needs a rework.
    If Mythic really thinks this "Take and Retake depending on numbers" over and over style is good they need their head examined.

    I just logged out after 5 hours of non stop, yes, non stop, defending the three tier two keeps.

    Finally order on our server decided to get them back after a few days without any and organized a massive group of initially around 40 people to do so and started with the keep at Barak Varr.

    We started out with five defenders and quickly got our guildies and some randoms to join. With a core group of around 20 people we managed to fend off every attack. When they switched their tactics and went for another zone, we went along and inbetween attacks we fought over the various control points and also had some random mass pvp encounters in the terain inbetween keeps and control points. It was AWESOME, that is the only word I have for it.

    Seeing a guildie pour hot oil over a group + battering ram which was knocking on the keep door was a total blast. I gained hundreds of kills and went from rr 18 to 19, a full rank up.

    It all comes down in how willing you and your guild are in organizing attacks and defenses.

    THAT is what decides how succesful and thus how much fun you will have in RvR.

    I had my best night in WAR so far and everyone was saying stuff like "This is what it's about ... "

    Playing on Ellyrion Open/RP EU here.

    Heheh, We did almost the exact same thing. Our Warband of guildies joined another warband from an alliance guild and we took the Elf tier 2 keep in the Shadowlands (Destruction expecting us to try and hit Mandred in the empire. We held it from around 6pm Eastern time and finally let it go at about 1am est. It was crazy as we crushed wave after wave of destruction forces. They tried a variety of tactics and failed. During that time a chalked up over 300 RVR kills. Superior strategy won out as it looked like there were at least 5-1 destruction vs order forces.

     

    It was great fun and demonstrated that, when organized, the people with the better tactics win. Destructions forces kept coming enmass as if they were being churned out by some factory but they did not retake the keep until we decided to give it up.

    Loads of fun and shows even the heavily outnumbered underdogs could win the day.

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  • NetzokoNetzoko Member Posts: 1,271
    Originally posted by dougmysticey



    During that time a chalked up over 300 RVR kills. Superior strategy won out as it looked like there were at least 5-1 destruction vs order forces.

     

     

    This doesn't make any sense. You had 5 times the amount of people, and that's strategy? This is what I'm talking about. The winner is determined by the amount of people online, in the area, willing to fight.

    I'm not saying there isn't any strategy in taking keeps, I'm saying that in the end, the numbers prevail.

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  • crunchyblackcrunchyblack Member Posts: 1,362
    Originally posted by dougmysticey


    Heheh, We did almost the exact same thing. Our Warband of guildies joined another warband from an alliance guild and we took the Elf tier 2 keep in the Shadowlands (Destruction expecting us to try and hit Mandred in the empire. We held it from around 6pm Eastern time and finally let it go at about 1am est. It was crazy as we crushed wave after wave of destruction forces. They tried a variety of tactics and failed. During that time a chalked up over 300 RVR kills. Superior strategy won out as it looked like there were at least 5-1 destruction vs order forces.

     
    It was great fun and demonstrated that, when organized, the people with the better tactics win. Destructions forces kept coming enmass as if they were being churned out by some factory but they did not retake the keep until we decided to give it up.
    Loads of fun and shows even the heavily outnumbered underdogs could win the day.



     

    Take note all you wow players, that is how the game is suppose to be played.

    notice he didnt bitch about how he couldnt find a team or guild, or complain that he was outnumberd ect. Im sure everyone wasnt going for solo pvp kill either.

    a good team strategy will always win, and its how you have the most fun in the game.

  • crunchyblackcrunchyblack Member Posts: 1,362
    Originally posted by Netzoko

    Originally posted by dougmysticey



    During that time a chalked up over 300 RVR kills. Superior strategy won out as it looked like there were at least 5-1 destruction vs order forces.

     

     

    This doesn't make any sense. You had 5 times the amount of people, and that's strategy? This is what I'm talking about. The winner is determined by the amount of people online, in the area, willing to fight.

    I'm not saying there isn't any strategy in taking keeps, I'm saying that in the end, the numbers prevail.



     

    5 to 1 destruction...meaning for every order guy on his team there where 5 destruction trying to take the keep.

    He was the underdog.

    some may have thrown their hands up in fustration at this point, being vastly outnumberd, but he had a team and a plan, just shows how much fun you can have as the underdog if you work together.

  • JeroKaneJeroKane Member EpicPosts: 7,098
    Originally posted by Neiko

    Originally posted by ghettobooste


    OP has a valid point about server caps.  They definately need to allow more people in each server.   If that can't be done then it is a huge fundamental flaw in the game. 
    I make sure I play on full servers because this game requires that many people ... at a minimum to get the most out of the RVR experience.  Not only that I think it requires even more to be truly great, and it seems they just arent willing to let that many people on their servers because of tech reasons I guess. 
    That is gonna be this games biggest problem, as for everything else.. I love the game.

     

    Not sure if they are going to hold up to their promise. But they said they would increase the cap after a couple weeks into the game so the servers could have a diverse playerbase, on all servers, not just the cool named ones.



     

    Yes, but what good does it do?

    - They cloned several max pop servers, because people were crying due to login queues.

    - Result, due to cloning, they now created 2 mediocre populated servers and broken up guilds.

    At this moment in Europe alone we got 10 low populated servers alone already!!

    So it's all nice and dandy they might going to raise the cap a little in a couple weeks.

    But without the new players to fill it in, it's pointless isn't?!

    There are too many servers and the population cap is too low!

    And then don't speak about the population imbalance on almost every server in wich Destro heavily outnumbers Order!

    So to round it up. WAR has two major problems to overcome:

    - Population imbalance! We NEED more players on the Order side.

    - Too low population on each servers due to the low Cap.

    Cheers

  • dougmysticeydougmysticey Member Posts: 1,176
    Originally posted by Netzoko

    Originally posted by dougmysticey



    During that time a chalked up over 300 RVR kills. Superior strategy won out as it looked like there were at least 5-1 destruction vs order forces.

     

     

    This doesn't make any sense. You had 5 times the amount of people, and that's strategy? This is what I'm talking about. The winner is determined by the amount of people online, in the area, willing to fight.

    I'm not saying there isn't any strategy in taking keeps, I'm saying that in the end, the numbers prevail.



     

    No, you did not read. We were order. THEY had 5 x the amount of players trying to siege us out of the keep. We poured oil on e, shot ballistas, arrayed our ranged folks to rain death down on the stairs while tanks blocked the top, etc. WE WERE OUTNUMBERED not the other way around.

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  • BobCrazytonBobCrazyton Member UncommonPosts: 2,117
    Originally posted by templarx


    Actually you know what Mythic did wrong?
    This whole 3 faction vs faction nonsense. Sure it might be fitting for the "plot" or "theme" or whatever, but in practice they shot themselves in the foot. This "greenskins vs. dwarves" and "dark elves vs. high elves" . What's the deal with that? Anyone noticed what this does?
    1. It splits up the entire playerbase in 3 isolated parts. It's nice that there's THREE seperate leveling zones for like most of the game, but on any given class you will only play ONE of those paths..right? Sure you can fly over to another zone and level with the greenskins as an elf, but STILL, instead of having ONE  [order vs destro]  Tier 1 RvR Zone, now we have what? THREE??? How many people are going to be lvl 1-11 over time anyway?
    2. It results in frustrating imbalances. Has anyone noticed Dark Elves will get nailed by High Elves everytime Order get their crap together? Anyone tried doing some of the PQs with no tanks or healers? Yes that's Dark Elves for ya [and no, DoKs do not count as proper healers as far i'm concerned, they're solo-"survivalist"-machines] .
    If the entire forces for Order and Destro -LEVELED- through the same zones, RvR would be alot more active than now. As is, you will find 5 people in say Shadowlands, another 5 in say Ostland and another 5 in whatever the greenskins are called....instead of 15 in one single place! *sigh*
    They should've made it like WoW where maybe your first 5 levels are somewhat isolated and restricted to your race, but then should've opened it up and let everyone get together. Public Quests would also get a serious boost.

     

    Or they could just increase the server cap. Why would you want them to limit the amount of content the game has?

    No, absolutely not. I don't know what you've been doing, but I and pretty much everybody else on my server have been doing quests across all 3, or atleast 2, zones. I think I've seen more High Elves in Troll Country than Humans, actually.

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