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[INTRODUCTION] ORvR T1 : Reboot

Talk about the development of the emulator and related services.
Check out new and upcoming features to be implemented onto the server.
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Bozzax
Posts: 2481

Re: [INTRODUCTION] ORvR T1 : Reboot

Post#31 » Wed May 24, 2017 9:06 am

Maybe see how T1 wrks first bf theorycrafting bonanza?

Will be fun to test this out and I'm happy we give domination a testrun

Having no Bo timers feels fresh
Last edited by Bozzax on Wed May 24, 2017 9:36 am, edited 1 time in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Yaliskah
Former Staff
Posts: 1973

Re: [INTRODUCTION] ORvR T1 : Reboot

Post#32 » Wed May 24, 2017 9:14 am

I don't want to start a discussion about upper Tiers Tesq, cause in first place, this concept has to be verified, tested, and i hope validated.

Of course, if this works, the BOs mechanic will find place in upper Tier, starting with T2, but keep in mind some new elements will appear, like the Keep for exemple, and a more practical reality : The resource control.
No resource, no rank, no rank no advantages.

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roadkillrobin
Posts: 2773

Re: [INTRODUCTION] ORvR T1 : Reboot

Post#33 » Wed May 24, 2017 9:46 am

Im pretty sure its gonna work. Ofc theres gonna need some reweaking to it. But the concept as a whole is very good. Kinda simular to a concept I sugested a couple months back actually.
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Grunbag
Former Staff
Posts: 1881

Re: [INTRODUCTION] ORvR T1 : Reboot

Post#34 » Wed May 24, 2017 9:54 am

If the BO control system works on sc, there's no reason it won't work on rvr.
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mekal
Posts: 208

Re: [INTRODUCTION] ORvR T1 : Reboot

Post#35 » Wed May 24, 2017 10:30 am

just want to say thank you yaliskah and ror team for trying something new as im sure most people will agree the current system is very dull hell if it doesnt work out im sure itll still be better than what we have oh well at least it was tried

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Aurandilaz
Posts: 1896

Re: [INTRODUCTION] ORvR T1 : Reboot

Post#36 » Wed May 24, 2017 10:39 am

Looks promising, but maybe a question/suggestion;

concerning how new players tend to keep at Nordland, could you consider adding a "teleportation flag" (such as those Fortress Rally Flag in T4 or Skaven tunnels) into T1 warcamps, so that potential newcomers find the active zone with just one easy click at such a "portal"?
Old players have zero issues with flying around, but the new players might actually need a big flag that says "CLICK HERE TO GET INTO ACTIVE RVR ZONE". :)

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xanderous
Posts: 501

Re: [INTRODUCTION] ORvR T1 : Reboot

Post#37 » Wed May 24, 2017 10:54 am

I like the sound of this, quick question, will norsca bo be making a return with this new mechanic in mind?
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Glorian
Posts: 4980

Re: [INTRODUCTION] ORvR T1 : Reboot

Post#38 » Wed May 24, 2017 11:04 am

@Yalish:

Good job btw, by beating the "two weeksTM" meme with the "one week" one. :D

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dansari
Posts: 2524

Re: [INTRODUCTION] ORvR T1 : Reboot

Post#39 » Wed May 24, 2017 11:09 am

xanderous wrote:I like the sound of this, quick question, will norsca bo be making a return with this new mechanic in mind?
It sounds like client control might need to be implemented prior to this.
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UndeadPatron
Posts: 82

Re: [INTRODUCTION] ORvR T1 : Reboot

Post#40 » Wed May 24, 2017 11:33 am

This looks very promising, props to the devs for making this. Can't wait to see it in action !
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