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Phoenix

WoE Suggestions [Loki]

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We were thinking about changing up WoE and wanted the community's input. What would you like to see change?  Are there things you like about how the current WoE System is? Are there things you absolutely hate? (We all know you hate macro. That's not what this topic is about so don't bring it up, you'll be ignored if you do.)

When I asked in game I got mostly the same 2 suggestions:

  • lessen castle count
  • better rewards.

Do you agree with these suggestions? Do you have anything you would like to add on to this? Do you have ideas on what kind of rewards you'd like to see come out of it, if we go with that suggestion?

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2 castles. WoE 2.0, avoid spawn camping. need open maps so people can setup their defences/parties. no alliances 

rewards on teamplay, objective, not kills.

 

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1 minute ago, Czar said:

2 castles. WoE 2.0, avoid spawn camping. need open maps so people can setup their defences/parties. no alliances 

rewards on teamplay, objective, not kills.

 

2 Castles per realm with rotation, limiting it to 2 realms open per woe? or just 2 castles period?

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theres 3 guilds woeing kek. maybe 2 on wednesdays. half the fight is trying to find people. just limit it to 2 custom castles that you guys can proly setup and forget about our current castle woe system. make it 2 completely new castles with woe settings. im sure ancy can find a couple maps to load in for a fresh new woe system

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15 minutes ago, Czar said:

2 castles. WoE 2.0, avoid spawn camping. need open maps so people can setup their defences/parties. no alliances 

rewards on teamplay, objective, not kills.

 

+1000000 for rewarding team-play and not kill-count, and no alliances seems incredibly obvious at this point but that problem has been ignored for a long time so maybe it won't change.

Edited by Condensation (see edit history)
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20 minutes ago, Czar said:

2 castles. WoE 2.0, avoid spawn camping. need open maps so people can setup their defences/parties. no alliances 

rewards on teamplay, objective, not kills.

 

Pretty much this.

While it is true that new/better rewards might (just might) bring more people to woe, its pointless to wait with these amount of castles until that happens, if it ever does.

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How to reward teamplay tho. Or even see it is a teamplay? It still can be a team spamming on entrance/spwans for kills.

The kill count in BR wouldn't tell you if you get that kills with a team on your butt or you just soloed some defenseless peeps that just enter the portal.

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You could formulate the rewards based on how well a guild holds a castle (but not just one specific castle like Himinn), which would demonstrate how well they play as a team rather than just how good their individual members are.

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3 hours ago, Condensation said:

You could formulate the rewards based on how well a guild holds a castle (but not just one specific castle like Himinn), which would demonstrate how well they play as a team rather than just how good their individual members are.

And how do you define holding a castle well?

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3 minutes ago, Big Dumb Object said:

And how do you define holding a castle well?

You'd probably need a more complex system for that. So maybe increase the amount of guardian stones needed to get to the emp, and the rewards will be provided if you can hold the castle for a full woe, and how good the rewards are will depend on how many of your guardian stones were broken in the process. Obviously the better prizes will be for the least guardian stones broken.

That's just off the top of my head though, it would need thinking through.

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I would rather say the problem at all in this idea is the entrance camping.

It don't matter how bad or good your team play is, if there like 36 people spamming like no tomorrow on the portal you have for sure no chance.

To make this work you would need to do something against this camping or ofc the team that got the entrance will always be the winner due that advantage.

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5 hours ago, Condensation said:

You could formulate the rewards based on how well a guild holds a castle (but not just one specific castle like Himinn), which would demonstrate how well they play as a team rather than just how good their individual members are.

^Sounds like how Economy works currently. It tallies up during WoE based on how long you hold the castle. Economy gives the guild the ability to obtain items used to make god items after WoE has completed and day has restarted. However, if we were to add new / better items, these items dropped/ required from castle drops would also change so that older guilds would not have an advantage with having these required materials stocked up from the get go.  

In addition, adding more guardian stones is just giving the guild that owns the castle more of an advantage. Currently, guilds that own WoE 2.0 castles get 2 guardian stones, guardians themselves (if the guild summons them) and 3 barricades from the start of WoE. This is generally good enough to fend off guilds for all of WoE. But our issue right now is that WoE has turned into kill counts (War of Entrance) rather than War of Emperium. 

If we were able to implement a rewards system that rewarded everyone in the guild instead of just the guild leader, what would people like to see? Consumables? Rental items? Some guild points? Give us an idea of what you'd like to see rather than "give us stuff plox". 

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1 hour ago, Phoenix said:

^Sounds like how Economy works currently. It tallies up during WoE based on how long you hold the castle. Economy gives the guild the ability to obtain items used to make god items after WoE has completed and day has restarted. However, if we were to add new / better items, these items dropped/ required from castle drops would also change so that older guilds would not have an advantage with having these required materials stocked up from the get go.  

In addition, adding more guardian stones is just giving the guild that owns the castle more of an advantage. Currently, guilds that own WoE 2.0 castles get 2 guardian stones, guardians themselves (if the guild summons them) and 3 barricades from the start of WoE. This is generally good enough to fend off guilds for all of WoE. But our issue right now is that WoE has turned into kill counts (War of Entrance) rather than War of Emperium. 

If we were able to implement a rewards system that rewarded everyone in the guild instead of just the guild leader, what would people like to see? Consumables? Rental items? Some guild points? Give us an idea of what you'd like to see rather than "give us stuff plox". 

I've literally never had any items from WoE, didn't even know there was a rewards system to be honest.

Guild points as rewards would be cool, and then maybe stuff like a very low chance of receiving cedi instead.

Edited by Condensation (see edit history)
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1 minute ago, Condensation said:

I've literally never had any items from WoE, didn't even know there was a rewards system to be honest.

Because currently the "rewards" only go to the guild leader. There is a "castle rewards" npc but it gives those costume castle wings atm.

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Haven't played in a while anymore but wouldn't a simple fix to entrance camping be having multiple entry points like most of the geffen castles?

Not saying this will be enough to revive WoE.

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Remove the battle report about the kills and deaths. They dont care of castles anymore. Even breakers lost interest to play now because all just wanna have 100+ kills at the end of woe. Removing the castles will also kill some guilds. So you wanna make it that only 2 super powerful guilds will fight for woe? I see FP losing interest in woe as they participate only in woe 1. Woe 2 they join LC. Usually at woe 2 its LC (composed of Sir Perdono's haters e.g. Some Infection, FP, Owning members and some GM like characters/players (previous GM) everyone in loki knows gg - who has Godlike status in woe) why dont you check their account first and see if they arent using any super upgraded gears. Thats one of the weeds we have to trim to better this server. And you guys having hatred and trying to bring down one player who u hated for a long time, is that really worth it? In the end when he decides to quit, then who will you kill then? Will you be happier when one player loses interest to play again? When that players friends and guildmates also loses interest and decides to quit means decreasing population again. Arent you being desperately vengeful and selfish? LoL RRO isnt fun anymore coz of that XD. Also starting players dont get motivated as they feel outcasted by the already stronger players. In reality only those well-geared players talk and bonds together. Starter players wont even be allowed to be part of your inner circle and eventually loses interest to grow and leave rro. When did u ever talk to a newbie in prontera asking how to do this and do that? Usually they ignore them . Who would waste time and effort to explain stuffs to a newbie right? Damn selfishness xD work on this stuffs GM brighten up and revive the joy of playing rro. Dont make any more mistakes doing actions that will result in the lost of interest of players. Especially those on the average status and lower status of gameplay. (Newbies and not so strong players with no bugged or OP gears or programs). Those who play the game fairly.

Edited by oOo Mrs SMITH oOo (see edit history)
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First off, accusing people without proof is against the rules. Second, if you have any doubts about a player's "skills" and/or spam you need to video it and submit it to support.rebirthro.com

This thread is meant to help make woe more fun for everyone. So stick to the topic instead of saying this "idea is horrible blah blah" or "this guy is cheating and ruining woe blah blah".

 

Be constructive and help promote progress of the system instead of being the roadblock. Introduce new ideas, keep your drama/bias out of this topic. Thank you.

 

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"Truth hurts but it will set you free"

it isnt drama if you speak the "feels" of average rate and low rate players. Thus, you missed the point of the message, cultivating newbies will give rise to new players that will possibly give rise to new guilds that wil affect the increase in population thus reviving the life of RRO and making WOE great again. An equal woe for all and not just for high-rate already pro players. Decreasing castles will affect the low rate guilds as they wont stand a chance against higher rate guilds. Ask yourself if that will affect their motivation to continue playing. Anyways who would join newbie guilds right? Better join the winning party and kill them. They are just feeds for our kill death ratio XD. Its necessary to understand the feelings of all the types of players in rro to promote progress.

anyways these were just suggestions from a low rate player. Who would listen to a low rate player right? And it was interpretted as a Roadblock lol xD thanks GM

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A discussion that our group were talking about is having a '3-tier' castle system One low-tier, one mid-tier, one high-tier. Low-tier castles I guess would be for the low-rate guild/players as you call them to help them advance to the mid-tier castle in the future, mid-tier to help advance to high-tier.

How this could be sorted out is that the castles are either:

• Restricted to certain gear refines, with the exception of crafted gear perhaps, 4 for low tier, 7 for mid tier, 10 for high tier.

• Amount of players in a guild is limited to each castle, 12 for low-tier, 24 for mid-tier, 36 for high-tier.

----

Alternatively we could always have a 10v10 GvG mode though.

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1 hour ago, Jackie said:

A discussion that our group were talking about is having a '3-tier' castle system One low-tier, one mid-tier, one high-tier. Low-tier castles I guess would be for the low-rate guild/players as you call them to help them advance to the mid-tier castle in the future, mid-tier to help advance to high-tier.

How this could be sorted out is that the castles are either:

• Restricted to certain gear refines, with the exception of crafted gear perhaps, 4 for low tier, 7 for mid tier, 10 for high tier.

• Amount of players in a guild is limited to each castle, 12 for low-tier, 24 for mid-tier, 36 for high-tier.

----

Alternatively we could always have a 10v10 GvG mode though.

 

What's to stop better skilled players from just using +4 gears and going up against the lower skilled players? Won't this also cause more of the "There's no one to fight" issue?

----

We already have a 10v10 GvG mode, its called Battle Grounds =[

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