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Should CSE be giving RPs for only kills or per successful attack and then a bonus a the kill?
This is one thing I think Mythic did right with WAR, I could get small amount of RPs for successful attacks. In DAoC, the enemy toon has to die for rewarding of RPs. That means if your group gets rolled before killing any opponent, you get zip. If you are on a under populated realm, this is going to happen more times then not. I rather see the group getting rolled something out of their time and efforts in participating in the game.
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http://www.mmorpg.com/blogs/PerfArt
http://www.mmorpg.com/blogs/PerfArt
Give rps when a player dies only. How much rps you get should depend on how much you or your group contributed to the kill.
Give rps for heals, cures, and rezzes too.
Building a pool of bonus rps based on defenders killed during a siege and distributing it among the victorious players like DAOC does is fine too. Just don't give lots of rps for taking undefended structures; we've all seen the terrible incentives that creates.
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I feel DAoC had it just right. Your dmg classes kill the guy and the points get spread throughout the group, and the healers get a bit extra RP for healing. Full participation.
It always kinda sucked finishing off a day on the island, bringing in 100k as dps while your healer brought in 125k. But thats how it should be. Healers need to be rewarded a little bit more.
Agree
All good points.
WAR's system was so broken its unbelievable. Key points of broken:
Diminishing returns because of rank difference, utter joke, you put in the same effort you should get the same reward, your grind to the next level should of course just take longer. http://imageshack.us/f/185/xilef163lg2.jpg/ absurd those destro players got anywhere near the RP as me.
RP for healing, this means you could sit out of group and heal, for massive amounts of RP at no diminishing returns and you generate RP from nowhere.
RP for taking objectives, all this did was promote daisy chain swapping of objectives. people would avoid combat and just rotate objectives for fat PvP victory from PvE, you got alot more RP from this than killing.
What id like to see in CU's system.
Every rank has a fixed value of RP they're worth. Lower ranks would get a bonus for killing higher ranks, higher ranks would receive standard fixed XP.
Healer would get RP only when enemys die, and it would come from the dead players XP pool, there would be no extra RP generated and the XP the healer got would be proportional to the amount they have healed upto a maximum of 50% of the XP pool.
No RP for taking bases, id like to see a reward mechanic for defending, and then taking AND holding land. for example each fortification has an xp pool it hands out per hour, say 100000xp, take that base with 5 people and for the next hour you would get 20k xp each, other people coming along to defend that keep, over say 6 hours that XP would dimnish and people actively out in the rvr lakes killing etc would get XP per hour for holding that keep....needs alittle bit more thought, but a system that rewards people based on their contribution and then the land they own is a good start.
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Having played a cleric in DAoC I don't like this. Being a healer in RvR was not easy, being a good healer was even harder. Not only are you THE prime target, but your defensive capabilities are usually pretty limited which means you have to get very creative with how you play (not a bad thing but worthy of recognition). Additionally, keeping a group 4 to 7 other players alive while you tried to survive was no easy task. It was not just parking yourself and clicking the same button every 2 seconds as many people seem to think healing is. I am not saying that points should go out for every heal, but in DAoC I seem to remember that one could get RPs for rezzing people in RvR and rightly so as a rez was expensive regarding both mana and cast time and was a skill that was highly valued and thus rewarded. Add in that the value of a target was increased by the length of their survival time and a healer would easily miss out on some well earned and much needed RP, especially in larger/longer fights.
Saying that RPs should be given to healers only when an enemy dies is rather restrictive and also fails to recognize that in some cases your healers provide other meaningful contributions besides heal/rez in the form of buffs and/or CC, etc. But obviously we won't know what abilities they bring to the table for quite some time so specific rewards should be left out til then imo. Speculation is always fun though.