I suggest to remove the fort lockout timer, and reduce regular lockout timer from 90 minutes to 60 minutes. In addition, if you participate in a zone lock then your lockout timer should be removed.
Playing the game with AAO is what it is meant for, as a player who enjoys challenge and is experienced enough to not have to rely on numbers alone.
These lockout timers ruin any chance of fun when you are forced to stare at doors with zero pvp occurring, just because you happened to log the wrong character at the wrong place in the wrong time.
Having to wait 90 minutes to have a glimmer of hope of having fun is not interesting, as a mechanic or otherwise.
The idea that there exists a conspiracy of xrealmers who determine every zone lock by rigging the game by deploying dozens of warbands at a moments notice (for whatever reason that would mean anything to anyone) is just a conspiracy that doesn't exist.
The players who want to xrealm, are here to 'even' the playing field and support the losing side. So they should not be punished.
These lockouts are one of the main reasons RVR is stale.
Lockout timers and their consequences
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
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Re: Lockout timers and their consequences
Ofc everybody wants to join the obvious loosing site to have no progression but rr what is questionable when getting zergerd.
There could be a trial but how do you communicate when you remove it but 5 people found it good and whine as loud as others when something is taken they found good?
I think most players want progress and would join winning site to equip faster. That is understandable and to me no conspiracy. There were even Guilds joining the winning site searching for new player "on the oder side" just for progress and they were *** of getting zerged in summer. Bute ofc anybody else, basically it is conspiracy and nobody would ever do so.
There could be a trial but how do you communicate when you remove it but 5 people found it good and whine as loud as others when something is taken they found good?
I think most players want progress and would join winning site to equip faster. That is understandable and to me no conspiracy. There were even Guilds joining the winning site searching for new player "on the oder side" just for progress and they were *** of getting zerged in summer. Bute ofc anybody else, basically it is conspiracy and nobody would ever do so.
Re: Lockout timers and their consequences
You have to remember that everything in the game flows from the reward system which is based on city caps.
Given that I suspect, the lockout timers are not there to stop xrealmers from joining the winning side (zergs are already a constant thing) but to keep dedicated groups from switching to the losing side because they will:
1) Be able to put up an effective fight which will
2) Then attract more people to that side with will
2) Slow up/stop the campaign progression especially at the Forts where it is easier to farm folks.
It is kind of a perverse thing, but excessive faction mobility can actually stall things from reaching the "end game" state which is city.
Given that I suspect, the lockout timers are not there to stop xrealmers from joining the winning side (zergs are already a constant thing) but to keep dedicated groups from switching to the losing side because they will:
1) Be able to put up an effective fight which will
2) Then attract more people to that side with will
2) Slow up/stop the campaign progression especially at the Forts where it is easier to farm folks.
It is kind of a perverse thing, but excessive faction mobility can actually stall things from reaching the "end game" state which is city.
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