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AdamG Mythic Developer
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1.   Developer Discussion - RvR Quartermasters   [ Edited ] 04-03-2009 07:28 PM
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Evening,

 

As the game evolves we continue to add and polish systems under our care. One of the systems in need of a little extra love is acquiring items in RvR. Currently there are a number of ways to go about gaining items in RvR (taking keeps, Killing players, Influence, etc) however, many of them leave the player at the mercy of random chance. While this can be exciting for those who win, we realize that players would also like a more consistent way of acquiring items especially over long periods of time & effort.

 

As such we are happy to introduce the initial version of the RvR "Quartermaster" system. In the below post we will outline the general goals of the system and how it works. In addition we will also give you a glimpse into how we plan on expanding the system in the future.


As always when giving feedback in these threads please focus on the design we are discussing and the Pro's / Con's and questions related to it. This thread is not intended for feedback of radically different concepts, or calls for massive adjustments to other systems (like Dungeons).


Thanks and Enjoy

-Adam

 

While reading please think about the following questions and respond to them in your reply, thank you in advanced for your feedback, as always keep it civil, constructive, and on topic!

 

On a scale of 1 to 10 (10 being the best) how would you rate the proposed system overall?

 

After reading do you feel this system accomplishes our goals for RvR loot distribution?

 

  • Incentive RvR performance and participation 
  • Further expansion of RvR rewards, including specific "Disposable" or "Renewable" items that help RvR performance
  • Award all players that participate in various RvR activities regardless of contribution or luck
  • Provide players with an alternative path to gaining items that gate later content
  • Help offset "Bad Luck", allowing players to obtain items they may not have gotten out of PQ's due to unlucky rolls

Does the system make sense to you?

 

If no what parts are confusing?

 

Do you feel the system is great, too simple, or too complex? Please explain.

 

What is your favorite part of the system?

 

What is your least favorite aspect?

 

What else would you like to see added for rewards in the future?

Message Edited by James on 04-03-2009 08:03 PM

 

Adam Gershowitz
Design Director
Warhammer Online : Age of Reckoning
 
AdamG Mythic Developer
Mythic Developer




2.   Re: Developer Discussion - RvR Quartermasters   [ Edited ] 04-03-2009 07:28 PM
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RvR Quartermaster System Summary


The RvR Quartermasters are "Barter" merchants who will trade players special items and equipment in exchange for specific items earned in RvR. These Quartermasters offer players an alternative way of obtaining items in RvR such as the item sets normally obtained via Keep PQ bags. In addition the RvR Quartermasters will offer exclusive items and rewards not obtainable elsewhere.


System Goals


  • Incentive RvR performance and participation 
  • Further expansion of RvR rewards, including specific "Disposable" or "Renewable" items that help RvR performance
  • Award all players that participate in various RvR activities regardless of contribution or luck
  • Provide players with an alternative path to gaining items that gate later content
  • Help offset "Bad Luck", allowing players to obtain items they may not have gotten out of PQ's due to unlucky rolls

Medallions & Crests - RvR Currency


Medallions are the basic currency of the Quartermaster system. There are two basic types of Medallions they are


Common Medallions


Common Medallions are the basic barter currency used in the system. These are the medallions that are handed out frequently and in larger quantities for most RvR events. Players will use common medallion types to purchase lower level equipment and disposable items throughout their RvR play experience. In addition common medallions will be required as part of the purchase cost for unique powerful items.


Common medallions are awarded in Tier 1 through Tier 4 and come in 4 types


  • Recruit's Medallion
    - Tier 1 RvR Medallion, 5 recruit medallions can be exchanged for 1 Scout's Medallion
  • Scout's Medallion
    - Tier 2 RvR medallion, 5 recruit medallions can be exchanged for 1 Soldier's Medallion
  • Soldier's Medallion
    - Tier 3 RvR medallion, 5 recruit medallions can be exchanged for 1 Officer's Medallion
  • Officer's Medallion
    - Tier 4 RvR

Rare Crests


Rare crests are awarded less frequently and from very specific events.
These Rare medallions are used in combination with common medallions to
purchase powerful endgame items. The types of Rare medallions are below


  • Conqueror's Crest- T4 Campaign & Fortress Medallions. 1 Conqueror crest can be exchanged for 5 Officer medallions
  • Invader's Crest - Early City Siege Crests. 1 Invader Crest can be exchanged for 5 Conqueror Crests.
  • Warlord's Crest - Advanced City Siege Crests. 1 Warlord Crest can be exchanged for 5 Invader Crest.
  • Sovereign's Crest - Endgame RvR Medallions. Sovereign medallion can be exchanged for 5 Warlord Medallions.

Earning Medallions & Crests


There are numerous ways to earn medallions in each Tier, in the below section we will cover the most common ways of doing so.


Player kills


Every player kill has a fairly reasonable chance to drop a medallion appropriate to that players level, this medallion can then be rolled on by group members participating in the kill (or master looted). This will occur in  an RvR situation including outside of the oRvR areas and in scenarios. Below are the level ranges for player dropped Medallions


  • Rank 1 - 10 : Recruit Medallions
  • Rank 11 - 20 : Scout Medallions
  • Rank 21 - 34 : Soldier Medallions
  • Rank 35 - 40 : Officer Medallions

In addition High realm rank players have a small chance of dropping rare crests in addition to their normal common Medallions drops. Killing a high RR player could possibly result in multiple rare and common Medallions awarded!


  • Realm Rank 41+ : Conqueror Crests
  • Realm Rank 51+ : Invade Crests
  • Realm Rank 61+ : Warlord Crests
  • Realm Rank 71+ : Sovereign Crests

Keep Capture


ANY player who participates in a keep capture will be rewarded 2 common medallions appropriate for that tier content. Players who win a PQ bag will have the choice of taking the item out of the bag or a medallion reward instead. Players who do not win a PQ bag will automatically be awarded medallions directly into their inventory.


Zone Capture


ANY player who participates in a Zone capture will be rewarded 5 common medallions appropriate for that tier content. Players who are credited with participating in the capture of keeps / BO's will earn additional medallions when the zone is captured. These rewards are as follows


  • +1 Common Medallion per BO
  • +1 Common Medallion per Keep

Tier 4 Campaign


Rank 40+ players will gain rare Crests for participating in the T4 Campaign and unlocking the capitol cities this includes the following


  • 1 Conqueror Crest per T4 zone captured (rank 40+ players only)

Fortress Capture / Defense


All players will be awarded Rare Conqueror Crests for participating in a Fortress Capture or Defense. Just like keeps these will be awarded directly to the player if they do not win a PQ bag or available as an option to players who win bags.


  • 1 Conqueror Crest per successful Fortress Capture
  • 1 Conqueror Crest per successful Fortress Defense

City Invasion


Capitol City Invasion rewards a number of different Rare Crests depending on
what part of the City Invasion you participate in. Generally these rewards work
just like Fortress and Keep rewards and are automatically awarded to the player
at the end of a PQ.


  • Main City PQ (Invasion Stage) - 1 Invader Crest  per completion
  • Warlord City PQ's (Sack Stage) - 1 Warlord Crest  per completion
Message Edited by James on 04-03-2009 07:42 PM

 

Adam Gershowitz
Design Director
Warhammer Online : Age of Reckoning
 
AdamG Mythic Developer
Mythic Developer




3.   Re: Developer Discussion - RvR Quartermasters   [ Edited ] 04-03-2009 07:28 PM
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Quartermasters & Purchasing Items


Players can exchange their medallions to Quartermasters for a variety of different rewards. While the rewards are limited to RvR set items we plan to expand the rewards further with later patches


Types of Quartermasters

 

Each Tier has a specific quartermaster who will accept medallions in exchange for items. Currently these quartermasters can be found in the Marketplace region of the City as well as in Guild Halls.


  • Recruit's Quartermaster - T1 Items, found in Capitol city & Guild Hall
  • Scout's Quartermaster - T2 Items, found in Capitol city & Guild Hall
  • Soldier's Quartermaster - T3 Items, found in Capitol city & Guild Hall
  • Officer's Quartermaster - T4 Items, found in Capitol city & Guild Hall
  • Royal Quartermaster - City Siege items, found in Palace & Guild Hall

How to make purchases & What you can buy?


Trading in Medallions is easy; just find the Quartermaster who has the goods you desire. That Quartermaster will have a special Store listing all of the goods for sale, all you have to do is purchase the item as normal and the appropriate number of medallions will be removed from your inventory.


Currently the items available on the Quartermaster are limited to set items and some simple RvR only potions. In the future we will expand on this, however for now you can find the below items on Quartermasters


  • Recruit Quartermaster - Sells Decimator armor set & T4 RvR Potions
  • Scout Quartermaster - Sells Obliterator armor set & T4 RvR Potions
  • Recruit Quartermaster - Sells Devastator armor set & T4 RvR Potions
  • Recruit Quartermaster - Sells Annihilator and Conqueror armor sets & T4 RvR Potions
  • Recruit Quartermaster - Sells Invader, Warlord, and Sovereign armor sets & RR 50+ RvR Potions

RvR Potions & Expendable items


While its great to be able to purchase equipment we also wanted to allow players to spend common tokens on useful items that can help their performance in RvR. As such we are introducing new expendable items that can be purchased cheaply and used only in RvR. The first of these are RvR potions with details below.


  • RvR potions have their own
    cooldown times and can be used in conjunction with crafted potions
  • RvR potions can only be
    used while flagged for RvR, and cannot be used in non RvR dungeons
  • Initial release of RvR
    potions will include AP & Healing potions

Examples of Costs of items


So everyone wants to know how much items will cost. As always this is subject
to change but here are some examples of items from various Quartermasters.


Equipment 


  • Decimator Boots - 15 Recruit Medallions
  • Obliterator Chestpeice - 125 Scout Medallions
  • Devastator Helm - 135 Soldier Medallions
  • Annihilator Shoulders - 250 Officer Medallions
  • Conquerors Belt  - 15 Conqueror crests and 375 officer Medallions
  • Invader Gloves - 5 Invader crests and 400 officer Medallions
  • Warlord Boots - 6 Warlord crests and 400 officer Medallions
  • Sovereign Gloves - 6 Royal crests and 475 officer Medallion

Disposables


  • Soldier's Healing Potion - 5 Soldier Medallions
  • Officers AP Potion - 5 Officer Medallions
Message Edited by James on 04-03-2009 07:36 PM

 

Adam Gershowitz
Design Director
Warhammer Online : Age of Reckoning
 
AdamG Mythic Developer
Mythic Developer




4.   Re: Developer Discussion - RvR Quartermasters   [ Edited ] 04-03-2009 07:29 PM
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Questions and Answers


Question: How do I count as participating on a Keep, Fortress, Invader, or Warlord PQ?


Answer: Any player who is eligible for a roll on PQ loot is considered to have participated and will get the automatic token reward IF they do not win a bag


Question: Will full armor sets be available for purchase?


Answer: Yes the entire armor set for T1 - T4 as well as conqueror and invader sets will be purchasable. However warlord and sovereign sets will only have a limited number of items for sale.


Question: Are Medallions and Crests tradable?


Answer: No they cannot be traded, individual players are rewarded these for their effort and as such we don't want them to be used to twink players who do not participate in RvR.


Question: Can we earn medallions from a keep defense?


Answer: At this time we are not awarding medallions for a keep defense at this time (outside of ones earned from kills) we are however working on technology that will allow us to award for keep defense in a later patch.


Question: Will the tokens be stored in your regular inventory, or in your quest inventory (ala beast tokens)?


Answer: Initially these tokens will be stored in your regular inventory. However we are also currently working on a special backpack that will store Barter items in the future so we do not crowd regular inventory.

Question: What exactly do you mean by limited number of items for sale with the Warlord and Sovereign set? Is it say for example only 5 of each piece sold per day or more of 100 total pieces sold every 6 months to a year?


Answer: Certain super high level sets like Warlord and Sovereign sets will only have a few pieces available for purchase. However those pieces that are available will always be available to purchase at any time.

Question: Will a high RR player have a chance of dropping all the rare medallions or just the highest version?
Answer: Players will have a chance to drop any of the rare medallions so long as their Renown rank is high enough. Potentially a single player could even drop 2+ diffrent rare medallions at one time (if you get lucky).
Question: Will Medallions drop in scenerios or just oRvR?
 
Answer: Medallions will drop from player kills in scenerios as well as oRvR. Players will not be awarded additional medallions for winning / loosing a scenerio however.
Message Edited by AdamG on 04-04-2009 10:36 AM
Message Edited by AdamG on 04-04-2009 10:37 AM

 

Adam Gershowitz
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Warhammer Online : Age of Reckoning
 
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5.   Re: Developer Discussion - RvR Quartermasters 04-03-2009 08:21 PM
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I like it!  I'll be honest, kind of confusing to take it all in right now, but I'm liking what I see so far. 

 

On a scale of 1 to 10 (10 being the best) how would you rate the proposed system overall?

8

 

After reading do you feel this system accomplishes our goals for RvR loot distribution?

I do, my only reservation would be if it makes items/rewards TOO common.  I definitely think the current system needs a bit of tweaking, but I can see the proposed system being a bit of overkill.

 

 Does the system make sense to you?

Makes perfect sense

 

Do you feel the system is great, too simple, or too complex? Please explain.

I think it sounds great on paper really, but I hope that it isn't too simple in the "reward everybody!" way.   I think players will be fine in understanding it.

 

 What is your favorite part of the system?

Being able to choose the reward.  The 3 times I've gotten a gold bag for a keep, it's all the same item.  Really deflates the moment.

 

What is your least favorite aspect?

Like I said above, as long as it doesn't inflate the game with the best rewards.  Don't let everyone get the best stuff easily, make them work for it.

 

What else would you like to see added for rewards in the future?

Not just stat equipment, but trophies, cosmetic pets, maybe mount upgrades, etc.  Stuff that doesn't have a direct combat/gameplay impact.  Like put in a mount that's a goblin version of the dwarf mount, the little copter thing.  But make it completely goblinized, so that it flies awkwardly and backfires a lot.

 

 

Overall, I really like the changes.   As it is now, not only are the rewards rare, but sometimes you get worthless loot (if you have better, or have a copy).  This would go a long way in rectifying that.

 

 

 

 
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6.   Re: Developer Discussion - RvR Quartermasters 04-03-2009 08:36 PM
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So we can get better armor sets by doing RvR? If that's true, then this is a wonderful idea.
 
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7.   Re: Developer Discussion - RvR Quartermasters   [ Edited ] 04-03-2009 08:45 PM
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On a scale of 1 to 10 (10 being the best) how would you rate the proposed system overall?

 

 

After reading do you feel this system accomplishes our goals for RvR loot distribution?

 

For the most part yes. It will depend on how much of the high end gear is available through the system.  Also, there are a number of players who are decked out in full Invader...  so there should still be items for them to save for.  These would be horizontal items rather than vertical (warlord).

 

Does the system make sense to you?

 

Yes

 

If no what parts are confusing?

 

Do you feel the system is great, too simple, or too complex? Please explain.

 

Complexity seems about right.  How will the Land of the Dead fit in?  

 

What is your favorite part of the system?

 

Being able to work towards the higher armor sets by doing RvR.  

 

What is your least favorite aspect?

 

Would like to see more non-combat options like mounts and crafting.

 

What else would you like to see added for rewards in the future?

 

Would like to see more non-combat options like mounts and crafting. 

 

 

-------------------

 

I do worry that 2 medallions on a keep capture will just encourage keep flipping, as Influence did.

Message Edited by Werit on 04-03-2009 08:48 PM
Message Edited by Werit on 04-03-2009 08:52 PM

 

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8.   Re: Developer Discussion - RvR Quartermasters   [ Edited ] 04-03-2009 09:11 PM
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On a scale of 1 to 10 (10 being the best) how would you rate the proposed system overall?

 

 -I'd say a 9 at first, and if it's as polished and perfect as it sounds, i'd bump it to a 10.

 

 

After reading do you feel this system accomplishes our goals for RvR loot distribution?

 

 •Incentive RvR performance and participation

•Further expansion of RvR rewards, including specific "Disposable" or "Renewable" items that help RvR performance

•Award all players that participate in various RvR activities regardless of contribution or luck •Provide players with an alternative path to gaining items that gate later content

•Help offset "Bad Luck", allowing players to obtain items they may not have gotten out of PQ's due to unlucky rolls

 

-it sounds like it'll accomplish all those aspirations gloriously.

 

 

Does the system make sense to you?

 

- yep, except for one thing i have a question about

 

 

If no what parts are confusing?

 

-how will these drops off of players work, such as officer coins? to clarify the question, will there be a dice-roll to see who gets one, or will it be picked up like cash and distributed evenly among the group, or will the one guy who drops the token drop a single coin for each person in the group that landed the killing blow. Or will every person that landed a hit on the guy before that person died get a coin, and if so, how would that balance with aoe classes vs. non aoe classes?

 

- same goes for the rare, invader and up coins.

 

 

Do you feel the system is great, too simple, or too complex? Please explain.

 

-the system at the moment looks great, again with the possibility of being the best tweak made to the game yet.

 

 

What is your favorite part of the system?

 

-making scenarios and open rvr more loot-friendly in early tiers, as well as making loot rolls still quite good, but still enjoying the fact that you physically got something from partaking in a keep/fort/city pq without getting a nice roll.

 

 

What is your least favorite aspect?

 

-all too good to have a least fav.

 

 

What else would you like to see added for rewards in the future?

 

-I'd like to see weapons, trinkets, and possibly even "glowy' dyes purchaseable as well, for either more or less than an armor set piece.

Message Edited by Fairyflower on 04-03-2009 08:14 PM
 
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9.   Re: Developer Discussion - RvR Quartermasters 04-03-2009 09:13 PM
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On a scale of 1 to 10 (10 being the best) how would you rate the proposed system overall?

 

10

 

After reading do you feel this system accomplishes our goals for RvR loot distribution?

 

  • Incentive RvR performance and participation 
  • Further expansion of RvR rewards, including specific "Disposable" or "Renewable" items that help RvR performance
  • Award all players that participate in various RvR activities regardless of contribution or luck
  • Provide players with an alternative path to gaining items that gate later content
  • Help offset "Bad Luck", allowing players to obtain items they may not have gotten out of PQ's due to unlucky rolls

Does the system make sense to you?

 

Yes.

 

If no what parts are confusing?

 

Do you feel the system is great, too simple, or too complex? Please explain.

 

Seems fairly simple.

 

What is your favorite part of the system?

 

You can eventually purchase warlord pieces.

 

What is your least favorite aspect?

 

Anyone can roll on, say, a warlord token regardless of rank if it drops from a player; including RR20s (as an example)

 

What else would you like to see added for rewards in the future?

 

Weapons.


 


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10.   Re: Developer Discussion - RvR Quartermasters   [ Edited ] 04-03-2009 10:08 PM
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All answers in this bright ugly green, naturally.

 

On a scale of 1 to 10 (10 being the best) how would you rate the proposed system overall? 9

 

After reading do you feel this system accomplishes our goals for RvR loot distribution?

 

  • Incentive RvR performance and participation Yes
  • Further expansion of RvR rewards, including specific "Disposable" or "Renewable" items that help RvR performance Most certainly.  The Disposable items will be a nice place to spend Medalions after you have your set pieces.
  • Award all players that participate in various RvR activities regardless of contribution or luck The 'luck' factor and broken contribution system as been a massive thorn in my paw for a long time.  This effectively removes luck from the equation, so yes.
  • Provide players with an alternative path to gaining items that gate later content This is obviously a yes. 
  • Help offset "Bad Luck", allowing players to obtain items they may not have gotten out of PQ's due to unlucky rolls Again, yes.  The last three questions have been basically the same one. :smileytongue:

Does the system make sense to you? It makes sense, for the most part.  By doing stuff you earn Medals and Crests. 

 

If no what parts are confusing? It's not so much confusing as something that hasn't been touched from what I read.  Namely, do Gold Bags have the Crests in them as well as the Set items. Specifically, if I get a duplicate drop but still need a piece of the set (bag has shoulders but I need helm for example) will the bag also carry a Crest of the set it drops so I can work towards the piece I need? If this isn't in the current system, then I see it as a small flaw.

 

Do you feel the system is great, too simple, or too complex? Please explain. Its a complex system, but a great one.  There may be room for improvements (see above answer), but all in all it looks great.

 

What is your favorite part of the system? Being able to get and complete sets that have been totaly <graphic language> to get. Namely Conq and Invader.  Warlord and Sent have such a high RR requirement I don't even think about them.

 

What is your least favorite aspect? IF gold bags only have a single set item in them and no crests, then that.  Otherwise, I'm good. Edit: Something someone touched on below, but if this turns into another massive grind just to get a single piece you want, then that would be a huge blow. In other words, make the costs reasonable.  Until we can see how quickly you can gain these medals and crests in casual, or semi-dedicated play, it's hard to say if the proposed costs are too high.

 

What else would you like to see added for rewards in the future? I have no suggestions at this time.  Obviously new sets that take advantage of the expanded Stat system would be nice.  Especially if they filled the 'dead' spaces between the current sets. RR46-49 for example.


 Edited for extra detail.

Message Edited by Tundara on 04-03-2009 07:35 PM

 

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11.   Re: Developer Discussion - RvR Quartermasters 04-03-2009 10:19 PM
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On a scale of 1 to 10 (10 being the best) how would you rate the proposed system overall? 2

 

After reading do you feel this system accomplishes our goals for RvR loot distribution?

 

  • Incentive RvR performance and participation Yes
  • Further expansion of RvR rewards, including specific "Disposable" or "Renewable" items that help RvR performance Slightly
  • Award all players that participate in various RvR activities regardless of contribution or luck You asid only non bag winners, so no. bag winners aren't gaurentted a new item so no.
  • Provide players with an alternative path to gaining items that gate later content Yes, but only slightly
  • Help offset "Bad Luck", allowing players to obtain items they may not have gotten out of PQ's due to unlucky rolls Nope

Does the system make sense to you? yes

 

If no what parts are confusing?

 

Do you feel the system is great, too simple, or too complex? Please explain. none, it is "ok"

 

What is your favorite part of the system? that you are finally figuring out your gear grind is horse crap

 

What is your least favorite aspect?cost, everythign seems to high and WAY to freaking grindy. Not a good way to keep subs.

 

What else would you like to see added for rewards in the future? End game PvE (city dungeons, Lost Vale) to get something similar.


 



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12.   Re: Developer Discussion - RvR Quartermasters 04-03-2009 10:27 PM
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On a scale of 1 to 10 (10 being the best) how would you rate the proposed system overall?

 

8

 

After reading do you feel this system accomplishes our goals for RvR loot distribution?

 

 Absolutely

 

Does the system make sense to you?

 

Yes

 

If no what parts are confusing?

 

Do you feel the system is great, too simple, or too complex? Please explain.

 

Its a bit simple.  It'd be nice for more rare items (Such as the BP of the Conqueror set) To require an additional special item that can be earned via a quest or drops of the fortress lord (and is tradeable).  Or is earned by preforming a specific Lair, tying in more content rather than just RvR.  So it'd be Speical Item + 10 Conqueror Crests + X Officer  Medallions

 

What is your favorite part of the system?

 

Being able to choose what you want!

 

What is your least favorite aspect?

 

Since I've been on about a dozen IC raids have gotten 0 Invader pieces, my least favorite aspect is that none of those counted...

 

What else would you like to see added for rewards in the future?

 

Please add the associated Purple Items for each class.  Personally I don't want the Conqueror set, but do want the Purple Bag that drops from Forts for the Cape.  Being able to purchase that instead of Conqueror items would be vastly preferable for me.

 

 

Looking forward to this change!

 

On a side note, unless a similar system is implemented for PvE content, it means that those pieces will become more "rare"


 

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13.   Re: Developer Discussion - RvR Quartermasters 04-03-2009 10:53 PM
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On a scale of 1 to 10 (10 being the best) how would you rate the proposed system overall?

10

 

After reading do you feel this system accomplishes our goals for RvR loot distribution?

  This system is something that everyone will benefit from.  Depending on how strong or useful the disposable and renewable items are they could definately be interesting.  And as a sub that suffers from extreme bad luck when it comes to fort/city rolls, this system sounds like a dream come true.


Does the system make sense to you?

  Absolutely.

 

Do you feel the system is great, too simple, or too complex? Please explain.

  Depending on the drop rate the system sounds like it could be a great.  

 

What is your favorite part of the system?

  The fact that even if you have chronic bad luck when it comes to rolls, aka top 5 in multiple city PQ completions,  and only managed to get 3 greens.  You no longer have to coast through the remainder of an already arduous 1st stage PQ being frustrated. 

 

What is your least favorite aspect?

  If this system alleviates even a portion of the stress involved with having chronic bad luck, which it seems like it can, I don't really have a least favorite aspect.

 

What else would you like to see added for rewards in the future?

  Some sort of armor for White Lion pets that makes it intelligent and dangerous, ha.  In all honesty though interesting weapons / jewelry.  Or if you find some extra time some really unique, wicked looking trophies as something to just blow medallions on after you've collected the sets you wanted.


 

Menan
WL 40/59

Quadmenan SM 40/41
 
Shadow
Member

5 5

Maguruk

Dark Crag
14.   Re: Developer Discussion - RvR Quartermasters 04-03-2009 11:06 PM
Options    Options  

Quick question. When is this system supposed to be making its debut? Is this some future implementation or coming in the near future? 1.2.1? Later? etc.
 
GoldenTiger
Forum Regular

40 65

Attorneyatlawl
moonspur
Volkmar
15.   Re: Developer Discussion - RvR Quartermasters   [ Edited ] 04-03-2009 11:27 PM
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Full answers later (I will edit my opinions in once I have re-read everything, only skimmed it now ) but, one of the examples states "invader gloves: xx Invader crests & xx medallions" does this mean that the items available now for just gold on renown vendors such as the invader gloves, will ONLY be attainable via these crests once 1.2.1 hits? Thanks, and sorry for posting a little offtopic.
Message Edited by GoldenTiger on 04-03-2009 11:28 PM

 

-----------------------------------
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BucketheadWendy
Contributor

40 43

Kadmon
The Altdorf First Legion
Badlands
16.   Re: Developer Discussion - RvR Quartermasters 04-03-2009 11:59 PM
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On a scale of 1 to 10 (10 being the best) how would you rate the proposed system overall?

 

-8/9 I'm loving the idea of actually getting rewarded for being at a keep/fortress even if your rolls are always terrible.

 

After reading do you feel this system accomplishes our goals for RvR loot distribution?

 

-In short, yes. It certainly rewards players for their time, which was a major problem that people were having, the idea that you could show up for every single fortress ever taken and still not have your helm/shoulders/chest, etc.


Does the system make sense to you?

 

-Yes.

 

If no what parts are confusing?

 

-The only confusing part is why this kind of idea hasnt been put in sooner.

 

Do you feel the system is great, too simple, or too complex? Please explain.

 

-Seems great to me. Only issue I can see is whether or not you can get these from scenarios.

 

What is your favorite part of the system?

 

-Being rewarded for participation 

 

What is your least favorite aspect?

 

-None really, seems solid

 

What else would you like to see added for rewards in the future?

 

- Maybe add some epic rewards (not the inf rewards) that have wards, that allow for further specialization of your class (More DPS or Tanking gear for tanks, Int / WP gear for healers, etc) along with some weapons/cloaks/rings.

 
Bombsaway
Contributor

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Bombzaway
Vigil
Gorfang
17.   Re: Developer Discussion - RvR Quartermasters 04-04-2009 12:19 AM
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On a scale of 1 to 10 (10 being the best) how would you rate the proposed system overall?

 

 5 on small servers 7 on larger servers

 

After reading do you feel this system accomplishes our goals for RvR loot distribution?

 It will help but be very limited on servers that have lower populations or where it is next to impossible to take a fort, let alone enter a city.  Servers with smaller populations will have very few characters who qualify for dropping Sovereign crests and there have been no successful city takes on several servers.

 

 Does the system make sense to you?

 

 Great idea.  Needs a bit of tweaking namely the costs should be tied to different "sizes" of server populations. 

 

 

-Yes. If no what parts are confusing?

 

 Will entire sets be obtainable or only pieces?  Will it include Dark Promise and Land of Dead PvE equipment?  Will I NEED to PvE for certain types of pieces or will everything be ultimately available via RvR (but at a high cost)?

 

Am I going to be spammed with rolls on all these medallions that come during RvR?  I would never see a real chat message again (well not really but you get the idea). Or can they just be divided automatically?  Will they be divided by group or warband?  Could really lead to presets versus pugs which has not been a terrible problem to date. 

 

 

What is your favorite part of the system?

 

 The ability to get gear as a casual gamer or on a server that might not otherwise see much endgame content.  Similarly, the ability to NOT have to drop everything you are doing when the once in a blue moon fort push occurs (on smaller servers).

 

 What is your least favorite aspect? Cost for high end gear is tied to accomplishment of high end RvR content.  But what if such content is never available or is available only during "graveyard hours"?  What I was desparately hoping for was a way to earn equipment even if the content was not available.  Would love it extended to Dark Promise gear as well noting that you can't easily "just pick up a LV group" on a smaller server especially if you are not always available at preset times in a short window each night. 

 

This is a 10 of 10 IDEA that just needs a bit of tweaking considering small servers as well as heavily populated servers.

 
Judikator
Contributor

40 49

Judikator
Oderint Dum Metuant
Iron Rock
18.   Re: Developer Discussion - RvR Quartermasters   [ Edited ] 04-04-2009 12:32 AM
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On a scale of 1 to 10 (10 being the best) how would you rate the proposed system overall?

 

9

 

After reading do you feel this system accomplishes our goals for RvR loot distribution?

 

Yes I do. Conqueror gear in particular is very absent, and will help fill the gap so people are not forced to do city dungeons if they don't want to.


Does the system make sense to you?

 

Yes it does for the most part.

 

If no what parts are confusing?

 

Are the entire sets available in this fashion or just certain pieces?

 

Do you feel the system is great, too simple, or too complex? Please explain.

 

It's good, everyone wants the officer tokens. And the rarer tokens will make it so people doing the appropriate content are working towards the right gear.

 

What is your favorite part of the system?

 

I like that it rewards people for there time even if they don't win gold bags.

 

What is your least favorite aspect?

 

 Can't think of any this system seems like it can only be a positive thing for the game.

 

What else would you like to see added for rewards in the future?

 

Jewelery, and flashy trophies.

Message Edited by Judikator on 04-04-2009 12:34 AM
Message Edited by Judikator on 04-04-2009 12:36 AM
 
Hades-LotD
Contributor

40 55

Hadezz
Circle of Rage
Volkmar
19.   Re: Developer Discussion - RvR Quartermasters   [ Edited ] 04-04-2009 12:34 AM
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After reading do you feel this system accomplishes our goals for RvR loot distribution?

 

  • Incentive RvR performance and participation 
  • Yes
  • Further expansion of RvR rewards, including specific "Disposable" or "Renewable" items that help RvR performance Yes
  • Award all players that participate in various RvR activities regardless of contribution or luck Yes and No, see below
  • Provide players with an alternative path to gaining items that gate later content Yes and No, see below
  • Help offset "Bad Luck", allowing players to obtain items they may not have gotten out of PQ's due to unlucky rolls Yes and No, see below

Does the system make sense to you?

 

It does make sense, but it would make more sense just to have 1 medallion to worry about instead of all these different types. You could just scale the cost by Tier.

 

If no what parts are confusing? N/A

 

Do you feel the system is great, too simple, or too complex? Please explain.

 

I feel like you've taken a simple token system and made it overly complex. We don't need two different types of tokens (rares + normals) because that is just going to add to the grind, and you'll have spent a lot of time on this just to see them gear out quicker by going back to PVE dungeons.  Just have 1 token, and scale the cost by tier and make ward sets a little more expensive.

 

What is your favorite part of the system?

 

I like the idea that we can gear out completely by PVP.

 

What is your least favorite aspect?

 

I dislike all the different types of tokens, and dislike the rare tokens a great deal. For instance in a City Invasion, lots of time the defenders successfully defend by denying the opponents PQ victories. A city invasion can be repelled with the defenders winning no PQ's, but simply preventing the aggressor from completing any while running out the clock on them.  So under your current system, people who fight hard for two hours to kick out the opponents but don't win any PQ's get 0 Invader crests.  So it won't take long for people to abandon it for the higher level gear, and just go back to PVE grinding to try to find their Invader equivalent gear.

 

Now this might not be too bad if the rares have a half decent chance to drop off high RR players.  Its really hard to tell here because you could set the drop rate to 1 in a million chance so that people rarely get them off players, or they could be frequent.  However I do not like how you've tied these rares to PQ completions.

 

I would hate to see all this effort go into a token system, and then see it totally fail in high end RVR because of these rare crests.  Just make everything cost tokens, ensure that someone PVP'ing reguarly doesn't need 5 months to buy what they need due to making things too expensive, and I think that's all you really need to do here.

 

Lastly I would just say that if this stuff becomes purchasable by tokens then you may want to reduce or eliminate the Renown requirements to wear them. Depending on the level of PVP on a server someone could get RR 50+ quickly, or they might not ever reach it at all.  Having gear sitting there in the bank is useless, so please take a look at renown req's to wear this stuff if you're going to make it purchasable.

 

What else would you like to see added for rewards in the future?

 

Weapons and Shields.

 

Message Edited by Hades-LotD on 04-04-2009 12:38 AM
Message Edited by Hades-LotD on 04-04-2009 12:41 AM
Message Edited by Hades-LotD on 04-04-2009 12:45 AM

 

Guildmaster
Lords of the Dead
www.lotd.org
 
vladde
Contributor

40 41

Vladde

Iron Rock
20.   Re: Developer Discussion - RvR Quartermasters   [ Edited ] 04-04-2009 12:51 AM
Options    Options  

Is this coming out with 1.2.1?is this on test now?or is this for something later?

 

How high will the medallions stack?looking at those prices I really hope you make the officers medallion stack unlimited?

 

If there is a limit of 50 per stack..I would give this a 1...cause it will take alot of bank space to save for t4 items.

 

 

will rr71 plus people only drop the soverign crests?or will they also have a chance to drop the lower ones as well?

 

exm. rr 71 plus has chance to drop all crests?,

rr 61 -70 have a chance to drop all but soverign.

rr 51 - 60 have a chance to drop invader and below

rr 41 - 50 only drop conq crests

 

or will each grouping only drop crests from that tier.

 

If one is looted by a player...can they only hit need if they are in the correct realm ranking?

 

exm. a soverign crest is looted...the need greed pass window comes up for the party or warband.will the need option only highlight for people of reknown rank 71 or higher?or will every reknown rank be able to hit need on this item?

 

Will we stop seeing crap items dropping from players and only be looting these medallions,crests,and ofcourse annahiltor boots and conq boots as well?

 

Message Edited by vladde on 04-04-2009 12:53 AM

Message Edited by vladde on 04-04-2009 01:01 AM
Message Edited by vladde on 04-04-2009 01:09 AM

 

 
Tinker
Contributor

40 40

Tinker
Last Bastion
Badlands
21.   Re: Developer Discussion - RvR Quartermasters 04-04-2009 12:52 AM
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I've got one slight request for clarification - will these tokens be tradeable, or bind on pickup, or the new tradeable but not able to be listed in the auction house?
 


̕҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̚̕̚҉Z ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̚̕̚҉ ̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̚̕̕̚̕̚͡ ALGO ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̚̕̚҉ ̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̚̕̕̚̕̚͡ ͡҉҉grows. ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̕̚̕̚͡ ̒̓̔̕̚ZAL҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̕̚̕̚͡ ̒̓̔̕̚GO commeth.
T҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̕̚̕̚͡ ̒̓̔̕̚o Zalgo. He w҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̕̚̕̚͡ ̒̓̔̕̚ho Waits Behind ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̕̚̕̚͡ ̒̓̔̕̚The Wall. ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̕̚̕̚͡ ̒̓̔̕̚ ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̕̚̕̚ ͡ ̒̓̔̕̚,
H҉̵̞̟̠̖̗̘Ȅ̐̑̒̚̕̚ IS C̒̓̔̿̿̿̕̚̚̕̚̕̚̕̚̕̚̕̚OMI҉̵̞̟̠̖̗̘NG > ͡҉҉ ̵̡̢̛̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̿̿̿̚ ҉ ҉҉̡̢̡̢̛̛̖̗̘̙̜̝̞̟̠̖̗̘̙̜̝̞̟̠̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑ ͡҉҉
 
Jrfarrell
Contributor

40 57

Odrosokus
Eternal War
Praag
22.   Re: Developer Discussion - RvR Quartermasters 04-04-2009 01:19 AM
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LMAO i was on test servers and asked a gm about this and he said it was a secret...lmao i <3 gm's cause  i knew this was probably what the things i was looting off players was for...love the idea...love mythic gms...love ur game
 
Jrfarrell
Contributor

40 57

Odrosokus
Eternal War
Praag
23.   Re: Developer Discussion - RvR Quartermasters 04-04-2009 01:27 AM
Options    Options  

  • Recruit Quartermaster - Sells Decimator armor set & T4 RvR Potions
  • Scout Quartermaster - Sells Obliterator armor set & T4 RvR Potions
  • Recruit Quartermaster - Sells Devastator armor set & T4 RvR Potions
  • Recruit Quartermaster - Sells Annihilator and Conqueror armor sets & T4 RvR Potions
  • Recruit Quartermaster - Sells Invader, Warlord, and Sovereign armor sets & RR 50+ RvR Potions
  •  

    i believe this is a typo...nothing too big, just it should go recruit, scout, ...., officer, etc. etc. might of been mentioned alredy,,, but just wanted to post if it hasn't been

     
    Bamboozled
    Member

    40 69

    Bamboozled
    Dark Paradigm
    Badlands
    24.   Re: Developer Discussion - RvR Quartermasters 04-04-2009 01:45 AM
    Options    Options  

    On a scale of 1 to 10 (10 being the best) how would you rate the proposed system overall

    10

     

    After reading do you feel this system accomplishes our goals for RvR loot distribution?

     

    • Incentive RvR performance and participation - Yes
    • Further expansion of RvR rewards, including specific "Disposable" or "Renewable" items that help RvR performance - Somewhat
    • Award all players that participate in various RvR activities regardless of contribution or luck - Yes
    • Provide players with an alternative path to gaining items that gate later content - Yes
    • Help offset "Bad Luck", allowing players to obtain items they may not have gotten out of PQ's due to unlucky rolls - Yes

    Does the system make sense to you? -Yes, itis very clear.

     

    If no what parts are confusing?

     

    Do you feel the system is great, too simple, or too complex? Please explain.

    -I believe it is just right.  Not overly complex and not overly simple.

     

    What is your favorite part of the system? - The chance to obtain Conq/Invader/Warlord/Sovereign without the randomness

     

    What is your least favorite aspect? - How players who are under the RR requirement for RvR sets can roll on the special tokens of a higher tier, also how those under-RR players can trade their tokens for a token that is above their RR tier

     

    What else would you like to see added for rewards in the future? - Trophys, special dyes, alternate armor skins

     
    WAR Oracle Nick
    WAR Oracle

    40 60

    Thisis
    Ruin Of Praag
    Gorfang
    25.   Re: Developer Discussion - RvR Quartermasters 04-04-2009 01:53 AM
    Options    Options  

    I'll keep my answer kind of simple--

    --If you use this system to buy Annihilator, Devastator, Warlord, etc, then I rate it 0. I strongly dislike it and think it trivializes a lot of effort people have put in. I realize I'm one of the lucky people who seem to get bags pretty often, or who seem to have pieces for their class drop more frequently than usual, but at the same time I know a lot of people who have put in a lot of effort to get their gear, and think it should be a reward.

     

    --If, on the other hand, you use this system to buy a new set of gear with wards (preferably one a little bit less effective than the existing sets, ie: Has lesser wards and is a little worse than Annihilator/Bloodlord, or has greater wards and is a little worse Conqueror/Sentinel, etc) then I give it an 11 out of 10. People who get the rolls or get the drops are happy, people who just show up 3/4 of the way through are happy.


     

    Thisiz Bananas: 40/56 WE (DC)
    Alts: Praagot Bananas (Sorc), Bringback Bananas (Shaman), Terribletank Totallygimp (BG).
    "Main issue in WAR? Everyone wants a change, but no one wants to be affected by it." -- Akela, Iron Rock.
     
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