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Throwing zones and suggestions

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M0rw47h
Posts: 898

Re: Throwing zones and suggestions

Post#21 » Mon Apr 06, 2020 8:41 pm

wargrimnir wrote: Mon Apr 06, 2020 6:21 pm
M0rw47h wrote: Mon Apr 06, 2020 4:02 pm
StrongUn wrote: Mon Apr 06, 2020 2:33 pm


1 - Order locks Praag then Chaos Wastes and finallyyy -> FORT (4 - 6 Medals + possible roll bag)
2 - Order locks Praag then Destro locks Chaos Wastes aaaand NO FORT (0 - 1 Medals)

As a rr70+ player, you are forced to play forts to get invader for ToK unlock and be able to use Warlord/Sovereign, what would you choose?
Call the guild, prepare ram suicide squad so our doors ain't going down. Watch delicious tears in chat and toast?
Increased deterrence on the desire to have your own city sieged sounds like the stick we need to correct this course of thinking.
I agree. Throwing should be painful, not rewarding.
I hope City stars will start to matter as fast as possible in both positive and negative way. However problem isn't new, 6 man ganking group gets more renown for few irrevelant for campaign kills than WB for locking a zone.

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anarchypark
Posts: 2075

Re: Throwing zones and suggestions

Post#22 » Mon Apr 06, 2020 11:14 pm

Omegus wrote: Mon Apr 06, 2020 6:45 pm A strategic keep throw can sometimes help your faction's campaign progress overall. Generally this is advisable if your side is outnumbered enough that defending the keep is very difficult but has a large number of good premades on that makes defending the fort much easier, and even better if the attacking side is a huge mass of uncoordinated and undergeared pugs.

True that's one of strategy. hence I suggested they should attacking other zone, fake retreat forcing enemy to attack.
but they don't deserve fort defence.
that's for defenders fight until death.
cuz fighting should always be first option. avoiding it should be last.

maybe, last zone defence push to opposite end zone instead of middle?
defend reik -> open cw
wait, praag will be lost, forget it.
or mid zone permanent open when t4 start. working as base camp, siege supply zone.
SM8, SW8, AM8, WL7, KoBS5, BW5, WP8, WH7, IB7, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm5, Chop4
SC summary - viewtopic.php?f=8&t=20415
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Ekundu01
Posts: 306

Re: Throwing zones and suggestions

Post#23 » Thu Apr 09, 2020 4:19 pm

I don't know if there is intentional throwing of zones but there is less effort going into defending the zones from players afking/not trying just to get into city. Silencing people from saying let them win or don't defend or what ever other nonsense they put in region chat so they can go to city is not going to fix the problem. Just because they are silenced doesn't mean they are going to help defend.

The reason we see so many fort losses is the carrot for gear. The ones that are defending and showing up to forts are the ones that need invader, the ones that don't need invader are not going to show up to a fort defense because they don't need the gear and they want city.

On the flip side the attackers are going to show up with who ever gets in because they also want to go to city so players who don't need invader and just want city gear are still going to go to fort to make sure they secure the fort win.

As time has show time and time again in this game and each change is made players always flock to the path of least resistance for gear. If that means throwing zones or just afking until city happens that is what they do. So how do we fix this and make players want to defend forts but also not make city obsolete either.

There are a few ideas that have been suggested but i don't know if it would fix the issue. Players who are 70+ and can't get invader from city only can do forts to get the invader gear if they don't have the unlock want invader to drop from players. I think the way this is set up should stay BUT also make the Bloodlord tok unlock also give you access to wear sov gear.

Now how to make forts matter. Just like we have quests that have weekly resets we can have one for forts. The quest would reward you with 1 gold bag for a successful fort defense. It would be based on your RR so if you are 70+ you would have Royal crests (10) as the first option and then scaling down one piece of invader, vanq, and conq. You pick 1 item from the bag. Each fort would have its own quest so you could potentially do 3 a week. This would be realm wide for anyone that contributed to the last zone before the fort. HOWEVER These quests would ONLY be available to pick up if your city is 5 star AND can only be turned in if your city is 5 star. You wouldn't lose these quests if you have them in your quest log if your city drops in star level but you couldn't turn them in unless your city hits 5 star again, promoting defending forts to keep your rank.

Because of the way this game is so different from live with people being able to jump sides when ever they want and not being locked to one realm the punishment for losing can't be big or else you just get players taking the path of least resistance so the only true answer is to make it worth the while to stick it out and not jump ship at the slightest hint of difficulty.
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wargrimnir
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Re: Throwing zones and suggestions

Post#24 » Fri Apr 10, 2020 11:51 pm

Ekundu01 wrote: Thu Apr 09, 2020 4:19 pm Now how to make forts matter. Just like we have quests that have weekly resets we can have one for forts. The quest would reward you with 1 gold bag for a successful fort defense. It would be based on your RR so if you are 70+ you would have Royal crests (10) as the first option and then scaling down one piece of invader, vanq, and conq. You pick 1 item from the bag. Each fort would have its own quest so you could potentially do 3 a week. This would be realm wide for anyone that contributed to the last zone before the fort. HOWEVER These quests would ONLY be available to pick up if your city is 5 star AND can only be turned in if your city is 5 star. You wouldn't lose these quests if you have them in your quest log if your city drops in star level but you couldn't turn them in unless your city hits 5 star again, promoting defending forts to keep your rank.

Because of the way this game is so different from live with people being able to jump sides when ever they want and not being locked to one realm the punishment for losing can't be big or else you just get players taking the path of least resistance so the only true answer is to make it worth the while to stick it out and not jump ship at the slightest hint of difficulty.
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Shooshpanzerer
Posts: 91

Re: Throwing zones and suggestions

Post#25 » Sat Apr 11, 2020 12:17 am

wargrimnir wrote: Fri Apr 10, 2020 11:51 pm
Ekundu01 wrote: Thu Apr 09, 2020 4:19 pm Now how to make forts matter. Just like we have quests that have weekly resets we can have one for forts. The quest would reward you with 1 gold bag for a successful fort defense. It would be based on your RR so if you are 70+ you would have Royal crests (10) as the first option and then scaling down one piece of invader, vanq, and conq. You pick 1 item from the bag. Each fort would have its own quest so you could potentially do 3 a week. This would be realm wide for anyone that contributed to the last zone before the fort. HOWEVER These quests would ONLY be available to pick up if your city is 5 star AND can only be turned in if your city is 5 star. You wouldn't lose these quests if you have them in your quest log if your city drops in star level but you couldn't turn them in unless your city hits 5 star again, promoting defending forts to keep your rank.

Because of the way this game is so different from live with people being able to jump sides when ever they want and not being locked to one realm the punishment for losing can't be big or else you just get players taking the path of least resistance so the only true answer is to make it worth the while to stick it out and not jump ship at the slightest hint of difficulty.
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A very good idea actually. Same could be done with winning zones as a part of warband and beginning with r60+ and invader. 5 invader - vanq - conq - genesis. To make zones matter also. And it solves problem of forts/cities not being "on demand" like SC/PvE. And original quest for royals could be modified to WIN a fort instead of defend.

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Manatikik
Posts: 1249

Re: Throwing zones and suggestions

Post#26 » Sat Apr 11, 2020 2:44 am

You guys are trying to fix a "problem" that isn't a problem.

Why would you punish people for trying to play the content that gives them the gear they need AND content thats FUN? News alert: cities are fun and forts are awful. Why try to stop people from playing content they want that is a) more rewarding b) more challenging/competitive and c) IS ENJOYABLE. We've been doing ORvR on this server for 6 years; we've had to endure forts for a year; and now we just got cities and want to enjoy them.

Give me one reason why we should discourage that.
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wargrimnir
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Re: Throwing zones and suggestions

Post#27 » Sat Apr 11, 2020 5:09 pm

Manatikik wrote: Sat Apr 11, 2020 2:44 am You guys are trying to fix a "problem" that isn't a problem.

Why would you punish people for trying to play the content that gives them the gear they need AND content thats FUN? News alert: cities are fun and forts are awful. Why try to stop people from playing content they want that is a) more rewarding b) more challenging/competitive and c) IS ENJOYABLE. We've been doing ORvR on this server for 6 years; we've had to endure forts for a year; and now we just got cities and want to enjoy them.

Give me one reason why we should discourage that.
Forts could be fun too? Seems like a noble cause. Complaining isn't going to get you far.
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