T
TdA
Guest
First post. so sorry if i dont follow protocol 
Ok I dont't care how much flame this thread generates, and in any case 50% of what is flamed could prove useful to someone reading this.
Here are a few observations about RvR in Hibernia (excalibur).
It's a shambles.
We complain about zergs and ganking but what happens when we go to RvR as a Realm? We zerg. We gank. It is a limitation of the game as much as it is our fault. But.
Bottom line is that whoever is in charge of keep defence and capture at the moment is ......... missing?
Who is in charge of these things?
I'm in a guild which is in turn in a large alliance and I have no idea.
Hopefully that sums up the problem exactly.
No one has managed to shine as raid leaders.
The broader realm issues are being left to sort themselves out.
In the interests of keeping the game going I think someone should take the reins. ( And no, this is not me volunteering )
I do have a lot of observations though and want to share a few with you realm as a whole.
To begin.
We, as a realm, have not learnt from the 'lessons' that are being given to us everyday by the lone ( more intelligent ) other-realmers.
I see death messages all the time of people dying very close to Ligen.
Why? Because there is a natural bottleneck in the game and all players who need to go to the frontier have to go through a section of terrain which suits ambushers very nicely. These are the most efficient RP farms anywhere.
Imagine if there was a relic raid occuring and these ppl stopped every solo player trying to get to the relic keep to defend it. Imagine if they did this 30 minutes before a raid actually left the portal keep. How many players could you remove from the frontier with this tactic? How many middle level players would even return after being killed so close to the gate? Get enough nightshades/rangers in place and you could close the access to the whole frontier from that gate. A correctly organised group of eight could easily manage to hold back a very large contingent of enemies for half an hour surely? How far into a relic keep would you be able to get if you had no distractions from enemies?
Keep taking groups can be small. As little as eight players can take a keep with the correct mix of classes. Alliances are concerned about spies listening to /as. Why not get a group of eight players who both want to do the job and are capable and mesh them together as a team to do the majority of keep takes?
This way the team can concentrate on keep capture and leave keep defence for others ( One good tactic would be to have the team take the first other realm outpost, announce it to their allies and ask for some allied guild to get there in preparation. Then with the bonuses that they have now move to the next keep and start the conquest of that one. As soon as the new keep is ready to be taken, have the allied guild take control of the newly released keep and the capture team takes control of the new one. This would continue down each of the outposts using all of the alliance members to get a substantial bonus for the alliance as a whole. )
On that note have a siege engine team possibly. A group of people who's job is to bash doors down and rebuild them. While a keep capture team needs to clear guards from the new keep the old keep can be repaired by the engine team.
For speed in keep captures dont follow the method everyone seems to use. Using more ae mez/stuns and ae damage spells you could theoretically clear the doorway much more speedily and not give other realm alliances the chance to get to the keep to defend it.
Guilds : Historically guild were used to keep similarly classed people together ( ie merchants ). We could take this on bouard and have a slew of guilds dedicated to one role. A guild of crafters would enable any player to get hold of a crafter and purchase the items they required. The guild could sponsor their own craftsmen by charging a levy on the crafted sales. They could also match crafters to item requests more accurately either for the good of the realm or the good of the crafters.
As noted before a siege engine guild would be of great benefit to the realm. A guild For keep capture. One for BGs. One for Leveling and/or power-leveling. The list goes on. Note these dont have to be new guilds but existing guilds could assume the responsibility.
Battlegrounds : This is where the new players learn how to act cohesively in groups and how their style and class is best played in RvR ( in fact old players can learn stuff here too mostly about other peoples perceptions and how other classes can complement their own ). Each player needs to identify what is best for them, not what every one else says is how to play xyz character class. BGs allow experimentation without the normal 'oh good, i ran 20 minutes to emain at level 30 and i've just been one shot killed by a hunter/shadowblade'. That happens a lot more often than you might think. And believe me it doesn't make you want to go straight back again.
BGs are condensed. You can explore the whole map in 20 minutes. You can always win a fight there. You have considerably more chance to actually fight RvR in BGs than in Frontier.
What I'm saying here is use the BGs. They were given by Mythic to play with and given the success of PvP servers and Darkness Falls (Where combat is more likely), this is preparation for those days.
Follow these ideas and expand on them please. I would like to know if other people feel as I do or If I am the only one.
Ok I dont't care how much flame this thread generates, and in any case 50% of what is flamed could prove useful to someone reading this.
Here are a few observations about RvR in Hibernia (excalibur).
It's a shambles.
We complain about zergs and ganking but what happens when we go to RvR as a Realm? We zerg. We gank. It is a limitation of the game as much as it is our fault. But.
Bottom line is that whoever is in charge of keep defence and capture at the moment is ......... missing?
Who is in charge of these things?
I'm in a guild which is in turn in a large alliance and I have no idea.
Hopefully that sums up the problem exactly.
No one has managed to shine as raid leaders.
The broader realm issues are being left to sort themselves out.
In the interests of keeping the game going I think someone should take the reins. ( And no, this is not me volunteering )
I do have a lot of observations though and want to share a few with you realm as a whole.
To begin.
We, as a realm, have not learnt from the 'lessons' that are being given to us everyday by the lone ( more intelligent ) other-realmers.
I see death messages all the time of people dying very close to Ligen.
Why? Because there is a natural bottleneck in the game and all players who need to go to the frontier have to go through a section of terrain which suits ambushers very nicely. These are the most efficient RP farms anywhere.
Imagine if there was a relic raid occuring and these ppl stopped every solo player trying to get to the relic keep to defend it. Imagine if they did this 30 minutes before a raid actually left the portal keep. How many players could you remove from the frontier with this tactic? How many middle level players would even return after being killed so close to the gate? Get enough nightshades/rangers in place and you could close the access to the whole frontier from that gate. A correctly organised group of eight could easily manage to hold back a very large contingent of enemies for half an hour surely? How far into a relic keep would you be able to get if you had no distractions from enemies?
Keep taking groups can be small. As little as eight players can take a keep with the correct mix of classes. Alliances are concerned about spies listening to /as. Why not get a group of eight players who both want to do the job and are capable and mesh them together as a team to do the majority of keep takes?
This way the team can concentrate on keep capture and leave keep defence for others ( One good tactic would be to have the team take the first other realm outpost, announce it to their allies and ask for some allied guild to get there in preparation. Then with the bonuses that they have now move to the next keep and start the conquest of that one. As soon as the new keep is ready to be taken, have the allied guild take control of the newly released keep and the capture team takes control of the new one. This would continue down each of the outposts using all of the alliance members to get a substantial bonus for the alliance as a whole. )
On that note have a siege engine team possibly. A group of people who's job is to bash doors down and rebuild them. While a keep capture team needs to clear guards from the new keep the old keep can be repaired by the engine team.
For speed in keep captures dont follow the method everyone seems to use. Using more ae mez/stuns and ae damage spells you could theoretically clear the doorway much more speedily and not give other realm alliances the chance to get to the keep to defend it.
Guilds : Historically guild were used to keep similarly classed people together ( ie merchants ). We could take this on bouard and have a slew of guilds dedicated to one role. A guild of crafters would enable any player to get hold of a crafter and purchase the items they required. The guild could sponsor their own craftsmen by charging a levy on the crafted sales. They could also match crafters to item requests more accurately either for the good of the realm or the good of the crafters.
As noted before a siege engine guild would be of great benefit to the realm. A guild For keep capture. One for BGs. One for Leveling and/or power-leveling. The list goes on. Note these dont have to be new guilds but existing guilds could assume the responsibility.
Battlegrounds : This is where the new players learn how to act cohesively in groups and how their style and class is best played in RvR ( in fact old players can learn stuff here too mostly about other peoples perceptions and how other classes can complement their own ). Each player needs to identify what is best for them, not what every one else says is how to play xyz character class. BGs allow experimentation without the normal 'oh good, i ran 20 minutes to emain at level 30 and i've just been one shot killed by a hunter/shadowblade'. That happens a lot more often than you might think. And believe me it doesn't make you want to go straight back again.
BGs are condensed. You can explore the whole map in 20 minutes. You can always win a fight there. You have considerably more chance to actually fight RvR in BGs than in Frontier.
What I'm saying here is use the BGs. They were given by Mythic to play with and given the success of PvP servers and Darkness Falls (Where combat is more likely), this is preparation for those days.
Follow these ideas and expand on them please. I would like to know if other people feel as I do or If I am the only one.