Introducing the new RvR Score System

The RvR Score System unifies the keep and most relic bonuses (xp, bp, coin, craftime) while also making player kills and other rvr related activities count.


How it works:
Keeps have an assigned point value that depends on the keep level, Relics also have an assigned point value. Kills, events and rvr tasks are rewarded with dynamic points.

The percentage of the total points your realm has is the bonus you will receive towards xp, bp, coin and crafttime.

Dynamic points are subject to attrition: every 10 minutes a certain percentage (0.2% currently) is removed from the dynamic points of each realm (per realm, not 0.2% of all dynamic points).


This rvr score system will go live later today (the 8th of august). Feedback is welcome and future changes are very likely.

Re: Introducing the new RvR Score System

So to see if I understand it correctly: each time a player earns RPs, it is added to a realm pool of sort (DP). That realm pool decreases over time, effectively penalizing RvR inactivity.
Realm Bonus is granted for everything based on a formula using DP as main variable.

Is this the correct interpretation?

Re: Introducing the new RvR Score System

Mostly, yes except the bonus depends on fixed + dynamic points and - at least until there is a sizable dynamic pool - the fixed points will greatly outnumber the dynamic pool, it should eventually balance close to 50/50 which is something we might adjust depending on what exactly we want to value more.

The dynamic point reward is also not exactly tied to RP but just given explicitly for rvr related activies.

Re: Introducing the new RvR Score System

gruenesschaf wrote:
Wed 8 Aug 2018 3:41 PM
Mostly, yes except the bonus depends on fixed + dynamic points and - at least until there is a sizable dynamic pool - the fixed points will greatly outnumber the dynamic pool, it should eventually balance close to 50/50 which is something we might adjust depending on what exactly we want to value more.

The dynamic point reward is also not exactly tied to RP but just given explicitly for rvr related activies.

Thanks for the additional explanation

Re: Introducing the new RvR Score System

Its good to see something new being added, as it can indeed give a better incentive for more RVR.

How is this system working in an unfavoured situation where one side has more active players then the others? Will they always be granted a bigger bonus then the others or will this somehow even out. Lets say Albion is outnumbering mids and hibs 2 to 1 for example (an extreme over exaggeration) will this system then reflect that?
LIVE
<Fancy Ducks>
Hibernia - Druid - 50 - Rubaduck RR5
Hibernia - Warden - 50 - Rubaduck RR5

BETA
<Fancy Ducks>
Hibernia - Druid - 50 - Druderino RR6

Re: Introducing the new RvR Score System

I like RvR incentives, because we really need it

But am I mistaken in my understanding that this might work as a snowball effect for one realm?

Say Albs roll out with 3 fg's, kill Hibs/Mids without them getting any rps. Now Albs has bonus rp's, and so more Albs come out to RvR, meaning Hibs/MIds have to fight even more, and wipe again. Now 5-7 fg Albs come out because bonus keeps increasing.

Does the system someway have a reward system for coming out against the odds?


For example each death around keeps (on Uthgard) would add a take/defend bonus for when it was finally over.

Could this system also had to the pool of points awarded each time your realm has deaths, and when you lose keeps? This would create a great incentive for groups who wipe, to come back out again. DaoC is full of people who suddenly has tons of housework to do when their group wipes.


I mean, basically you want a system that rewards coming out to RvR, no matter if you win or lose. You already get points for winning, I think bonus rps for losing (remember you still have to kill/take keeps to actually benefit from the bonus) would be a good thing.

Re: Introducing the new RvR Score System

Defending / Attacking a keep will already have an rp pool where the winner and looser get something (75%/25%).

And as for changes to the score system, especially wrt imbalanced realm: changes will happen, for now it looks like the realms are rather balanced and there is attrition so that it doesn't get too out of hand.

Anyways, I kind of like the idea that when someone dies say 1/5 of the points is added to a pool and when your realm then is awarded dynamic points up to 100% of those points is taken as bonus from that death pool. This might be something to look into or maybe test out while in the i50 phase.

Taking population, or rather active rvr population, into account for the dynamic points rewards would be possible and might be a good choice when it really becomes imbalanced.