[Old RvR / City system] Give all information for us

Conversations about The Private Server with a wide range of topics.

[Old RvR / City system] Give all information for us

Postby gamer130887 » 17 December 2013, 09:44

Hi people we got a mission for you ! Can you explain i detail to us how the old system was working .
gamer130887
Bugtracker Manager
 
Posts: 236
Joined: 10 December 2013, 11:25

Re: [Old RvR / City system] Give all information for us

Postby perche » 17 December 2013, 11:35

war change of system a few times in his life, http://www.youtube.com/results?search_query=warhammer+online+production+podcast&sm=3 here has any details about the system in the old postcast.
perche
 
Posts: 14
Joined: 11 December 2013, 11:08

Re: [Old RvR / City system] Give all information for us

Postby Specialpatrol » 17 December 2013, 14:23

Here's an old podcast describing the basics of the original rvr-system from the bottom up. Information about how to capture the enemy city is in the last 3rd of it:
http://www.youtube.com/watch?v=eLM5JbgXnFY

It's also described in somewhat general terms in this wiki:
http://warhammeronline.wikia.com/wiki/Campaign

But just a little note: the old rvr/city system wasn't particularly liked in its time.

First off, it was extremely hard to get enough victory points to lock a zone - which involved doing both PvE (public quests in the zone), capping lower-tiered zones (which often involved a warband of tier 4 players blasting through lowbies in tier 3 - since you had the ability to enter the tier below your current level), capping Battlefield Objectives, while doing zone-specific scenarios (back then, you couldn't just join all scenarios from wherever you were. You had to queue up for scenarios specific to the zone you were in - i.e. Battle of Praag for Praag zone etc. It also often resulted in casual players being flamed for taking scenario spots from premades that could better quarantee a win, and thus Victory Points to the zone).

Secondly, when you finally locked to the enemy's capital, it was quite a hazzle to actually get to the king fight - which back then were straight up PvE. Like now, the city fight was divided into 3 stages - the first one giving Invader gear, second one Warlord gear, and the third Sovereign. But unlike now, you had no option to buy any of the gear originally, except 1 or 2 pieces Sovereign gear, which had quite a price tag on them, so you had to win everything - which often led to weekly farmings from the dominating side, while the underdogs logged off).

This wiki explains in some detail how the Capital City System and Capture worked:
http://warhammeronline.wikia.com/wiki/Capital_city
Specialpatrol
 
Posts: 80
Joined: 16 December 2013, 12:38

Re: [Old RvR / City system] Give all information for us

Postby Madrum » 17 December 2013, 15:07

perche wrote:war change of system a few times in his life, http://www.youtube.com/results?search_query=warhammer+online+production+podcast&sm=3 here has any details about the system in the old postcast.


Yes, it is basically how it worked. Zones were locked by victory points or by timer (Keep timers 2 hours (in T4) when captured, BOs 30 mins). The timer system was changed a few times. In the begining the timers would start with a capture, but later it was changed (Keep only) so a guild had to claim the keep for the timer to start. The BOs was also changed from being open for capture at all times to open when the timer was under 15 mins (Can't remeber if it was 15 mins). Victory points was gained from different aspects of the game. Controlling BOs and Keeps, killing players in RVR, Scenarios, PQs, Victory Points from lower tier (based on the standing in the tier beneath, standing in T3 if we are in T4).

The way you got to the city was also changed. If dest as an example captured Praag and then Reikland, the order fortress (Reikwald) would be open for capture. It was build like a big Keep with a Keep lord and worked like a PQ. The PQ timer would start with the capture of Reikland in this example (I can't remember how much time).
If the attacking faction succesfully kills the Fortress lord in time, they win (Loot bags like PQs) and the main zone will be locked for 3 hours (I think).

If two main Zones are locked at the same time, the city will be open for invasion.

The city instance also changed a few times. In the begining invaders objective was to kill x amount of defenders (mobs spawned in the city and counted as defenders), destroying objects. The defenders objective was to kill invaders, repair objects. It's a race to complete the tasks and whoever does it first wins. Whoever wins, decides who will get a shot at the Invader gear PQ (Kill Adell The Corrupter if order and can't remember dest PQ). If the PQ is done in time a reset timer will begin and bags rewarded etc. After the reset timer hits 0, we start all over with the first part again.

http://www.youtube.com/watch?v=UXrQFQJBOG4 - Stage 1 (Kill players)
http://www.youtube.com/watch?v=KyFwg_TcJUE - Invader PQ Order (Adell The Corrupter)


Later they changed it to Battle Objectives (Capture = like in Scenarios). The Objectives generated points. The first to get 500 would win. Invader PQ would start for the winning faction.


A city could be captured by Victory Points, Victory Points was gained by winning in the instance. The total victory points was not from one instance but all instances together, so it was a team effort to lock the city.


This is a long time ago so a lot of this might be inaccurate, so everyone please make corrections and add.
Madrum
 
Posts: 5
Joined: 15 December 2013, 10:44

Re: [Old RvR / City system] Give all information for us

Postby Telen » 17 December 2013, 18:19

Old city meant alot of standing at flags doing nothing.

New city meant alot of standing around at flags doing nothing.
Telen
 
Posts: 83
Joined: 10 December 2013, 01:31

Re: [Old RvR / City system] Give all information for us

Postby Telen » 17 December 2013, 18:20

Old city meant alot of standing at flags doing nothing.

New city meant alot of standing around at flags doing nothing.

In new city you did usually have 1 fight before people left though.

For a month they actually fixed the endgame and actually limited city instances so people couldnt leave and start new empty ones. It was great. Then they removed it.
Telen
 
Posts: 83
Joined: 10 December 2013, 01:31


Re: [Old RvR / City system] Give all information for us

Postby Nishka » 17 December 2013, 23:51

I remember exactly when it went wrong. When mythic removed npc guards from the keeps. In a few months after that patch server population decreased in about 3 times and entered the so-called 'tantrum spiral': players enter the server, see the population is low, quit the game, witch makes population even lower, making other players quit, more and more people stop playing, that makes game even more boring, people quit... until there is no one left on the server.
So, npc guards and keep lords must be.
Reason.
1)They force player cooperation in order to defeat them (most players are not playing in warbands now. Who needs wb when you can take a keep solo. If a warband gets formed, player leave it after 1-2 empty keep taken)
2)They give defenders enough time to get in the keep. Without NPC guards a tier2 keep falls down in a few minutes so most people don't even bother to go there. T2 was probably the most fun zone in the game, but its dead since the patch.
3)Rvr battles are almost never balanced. One side almost always has numbers advantage. NPC keep guards give weaker side a chance to defend the keep, or at least put a good struggle. Without NPC guards keep defenders, those few who managed to get there in time, get steamrolled by enemy zerg.
4)Keep guards give more reason to play full-def tank, one of the primary role of def tanks was tanking the Keep Lord. The second was a shield wall on the stairs.

Edited: the old lock system was kinda hardcore. As far as I remember, you'd need to
1)Take both keeps and all control points
2)Make enough pq's
3)Kill enough enemy players
4)Lower tier must be locked, like: to lock tier 2 you need a lock in tier 1
5) Probably something else, can't remember right now.
edited: 6) Scenes. You need to win scenes for lock. A few lost scenes = no lock for you. Removing this was one of the few good decisions mythic made
It was hard, but rewards were much bigger. Each lock was a celebration. Warbands-leaders-who-make-locks were local tier and even whole server heroes ('Azag(azog), bring us lock!' Still remember that nick).
Nishka
 
Posts: 133
Joined: 17 December 2013, 11:32

Re: [Old RvR / City system] Give all information for us

Postby Telen » 18 December 2013, 00:10

The old systems may have been a little hardcore and at times there were long periods of inaction, but they went to far the other way when they changed it. WIth uncontested repeated zone locks and 3+ city sieges a day.

Adding to that the lfempty city problem with people leaving or logging without quiter debuff and it all got a bit carebear.
Telen
 
Posts: 83
Joined: 10 December 2013, 01:31

Re: [Old RvR / City system] Give all information for us

Postby duffduff » 18 December 2013, 10:39

Thank you for your work developing some issues are not a priority and will therefore have to be patient.

See you,
duffduff
 
Posts: 14
Joined: 14 December 2013, 17:28


Return to General Discussion

Who is online

Users browsing this forum: atalaya, grey0o, Majestic-12 [Bot], Mallagand and 7 guests