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X-Realming is Good for the game.

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Jaycub
Posts: 3130

Re: X-Realming is Good for the game.

Post#61 » Thu Mar 10, 2016 11:57 pm

If only this game had built in VOIP for parties/WB's and scenarios so PUG groups could at least have a shot at communicating somewhat efficiently compared to guild/premade 6 mans and level the playing field. Even just 1 person out of 24 broadcasting their voice can make a huge difference.

Also with how low the population is zerg/wb leader can't really afford to prune WB for better class distribution and the one time I tried doing it I probably received over 10 tells from people calling me worse than hitler essentially for kicking their lowbie WE's out of the wb in favor of tanks or healers that were desperately needed :^)
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th3gatekeeper
Posts: 952

Re: X-Realming is Good for the game.

Post#62 » Fri Mar 11, 2016 12:55 am

Tklees wrote:
RvR is the core of this game because you can log in and just go into the lake and hopefully find a fight. No restrictions on entry, no wait, just pure PvP. What your suggestion would do is make a wait for PvP in all forms not just SCs and that is something that wouldnt be good for the game IMO
Maybe I did a horrible job of explaining it, OR you are just talking about the #3 thought - Que system.

Because the other two, have ZERO impact on what you described here.

Because you would still be able to do just that, no wait, just go in and look for a fight. period.
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Tklees
Posts: 675

Re: X-Realming is Good for the game.

Post#63 » Fri Mar 11, 2016 1:16 am

th3gatekeeper wrote:
Tklees wrote:
RvR is the core of this game because you can log in and just go into the lake and hopefully find a fight. No restrictions on entry, no wait, just pure PvP. What your suggestion would do is make a wait for PvP in all forms not just SCs and that is something that wouldnt be good for the game IMO
Maybe I did a horrible job of explaining it, OR you are just talking about the #3 thought - Que system.

Because the other two, have ZERO impact on what you described here.

Because you would still be able to do just that, no wait, just go in and look for a fight. period.
1 would be kinda meh, and would just make more xrealming than we have already. If someone is riding a zerg and taking empty keeps the renown and inf already sucks, I personally don't know how people do it.

2. for that to work it would need to be % based not number of player based due to if the number needed is 20 then NA time there will be 0 rvr and we already struggle to get any. Its also again a mute point as the renown and inf gain taking empty BOs is inconsequential
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th3gatekeeper
Posts: 952

Re: X-Realming is Good for the game.

Post#64 » Fri Mar 11, 2016 2:07 am

Tklees wrote:
th3gatekeeper wrote:
Tklees wrote:
RvR is the core of this game because you can log in and just go into the lake and hopefully find a fight. No restrictions on entry, no wait, just pure PvP. What your suggestion would do is make a wait for PvP in all forms not just SCs and that is something that wouldnt be good for the game IMO
Maybe I did a horrible job of explaining it, OR you are just talking about the #3 thought - Que system.

Because the other two, have ZERO impact on what you described here.

Because you would still be able to do just that, no wait, just go in and look for a fight. period.
1 would be kinda meh, and would just make more xrealming than we have already. If someone is riding a zerg and taking empty keeps the renown and inf already sucks, I personally don't know how people do it.

2. for that to work it would need to be % based not number of player based due to if the number needed is 20 then NA time there will be 0 rvr and we already struggle to get any. Its also again a mute point as the renown and inf gain taking empty BOs is inconsequential
1) How would it be more X realming - unless you mean in a GOOD way? The way I see it. Say the "-AAO" kicks in @ 20 players OVER the other side. Or heck, it could be a flat 40-50 as the fixed number. Just examples.

Say its 35vs15 Attackers/Defenders. Then all the sudden 6 guys join the 35. They already outnumber the defenders by 20, meaning anyone who makes the sides 21+ or more, only gets HALF renown/Exp/Infl etc.

So now those 6 players are dis-incentived to participate which would further tip the scales. So maybe they DO decide "lets play defense" so they swap to defense, make it 35vs21 and I am guessing get AAO as well.

Seems like thats almost what you want no? Either way I only see it promoting more "fair" fights as much as you can.

2) I guess it could be % based. I wasnt going to say 20, more like atleast 10 players on each side in the two zones or something. Sometimes people sit AFK in the camps... This wouldnt "turn on PVP" it would ALWAYS be on, what it would do is trigger the BOs to be available. So this would remove the "free-nown" and make it so there is atleast a SOLID chance there will be defense/attacking going on.

With this, if you see the text "Highpass blah blah now available" that means you know there is aleast 10 on each side. Once this "trigger" has been met, then population wouldnt matter (which is why #1 matters too) and those 10 players could log off and it WOULD be ffrenown, but more than likely when people see that, they will jump at it and want to do RvR.... Just my thought.
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bwdaWAR
Posts: 309

Re: X-Realming is Good for the game.

Post#65 » Fri Mar 11, 2016 5:28 am

th3gatekeeper wrote:1) An -AAO.
2) Rather than "open up" Keeps/BOs based on time. Rather if X number of players are in the zone(s).
The main problem I see with the first is that it essentially forces people to play both realms. I usually say it's a better thing to do so as it leads to a greater understanding of the game, but not everyone likes doing it. There are even people who don't like to play more than a few, or even just one, characters. Personal preference, time restrictions, or whatever other reasons. Anyone without multiple characters (so they have one in that tier) on each side would be discouraged from Open RvR by something like that.

I'm not so sure about the second... the infamous PvE/PvDoor in the lakes happens very often, and I think it's related to another problem, specifically that (even with the new keep chests) there aren't really any reasons to participate in Open RvR unless you happen to enjoy that style of play (which, some more cynical players might say, means you enjoy mindless zerging and outnumbering your enemies). The influence items aren't that much better than plain RvR gear and certainly worse than emblem/medallion gear, which, due to the medallion quests and the higher kill ratio over time, you can still get in scenarios. (It can be hard to get influence in some zones anyways.) The keep chests don't really solve this problem since your chances of winning any bags at all, let alone bags with anything other than 1-2 medallions in them, are very low unless there are literally no defenders and thus you can take the keep with only a small group. And that's if you participate in the siege, not just, for instance, guard BOs. The same low chance applies for the extremely rare medallion set piece and rare medallion drops - which is compensated for by the emblem set/emblem drops in scenarios anyways.
Just as before, you're simply better off picking up every kill quest and queuing for scenarios nonstop, with some PvE solo grind/warcamp lock leech (where possible) in between. The rewards, and what you have a reasonable chance to get is that really matters, for Open RvR is not even near the rewards for scenarios. Add that Open RvR is always kind of slow to start and it always does with PvE-PvDoor after the lakes being empty, since it isn't a set number match like scenarios and players aren't guaranteed there, and I think that any measures taken to discourage that PvE-PvDoor would be another nail in that proverbial coffin. The rewards should be looked at first.

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VMblast
Posts: 8

Re: X-Realming is Good for the game.

Post#66 » Sat Apr 23, 2016 9:20 pm

Why not introduce time lock for Xrealming -say 8h? This would be than more beneficial to all and no one would feel down. People that love both realm chars would get chance to play them twice a day and immediate Tier action wouldn't be jeopardize by xrealmers. ;)

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mdillard
Posts: 99

Re: X-Realming is Good for the game.

Post#67 » Sat Apr 23, 2016 10:30 pm

Azarael wrote:I was looking for the one point that would blow your argument to bits, and I'm not surprised to see that it wasn't mentioned.

- Warhammer Online had many servers.
- Return of Reckoning only has one.

What happens in a multi-server configuration? People seek the strong servers to play their favourite characters.

What happens in a single server configuration? There's only one place to play, so this strategy doesn't pay off.

Crossrealming is AWFUL for the game, and that's our position on it. The negative effects of lack of realm association/pride and being able to change faction to the stronger one (both of which are forcing us to use a lacklustre RvR design that we don't want to) far outweigh any benefit gained by a small minority of players chasing AAO.

If you want to know the real flaw in this game? It's a two-realm game. Three-realm games are self-balancing because the weaker realms ally. Two-realm games are inherently unstable.
I'm not that familiar with Warhammer Lore, as the online version is my first experience with the franchise.
Correct me if I'm wrong...
Wasn't the idea originally for the Skaven to be a playable race as the third faction?
Seeing that the artwork and models are in place, would it be totally impossible to implement that?
In other words, take a subset of Skaven models, and make them playable?
I myself wouldn't have the expertise to do that, not even remotely, but I'm curious to know if I am completely off track here.
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Ainianu
Posts: 27

Re: X-Realming is Good for the game.

Post#68 » Sun Apr 24, 2016 2:39 am

mdillard wrote: I'm not that familiar with Warhammer Lore, as the online version is my first experience with the franchise.
Correct me if I'm wrong...
Wasn't the idea originally for the Skaven to be a playable race as the third faction?
Seeing that the artwork and models are in place, would it be totally impossible to implement that?
In other words, take a subset of Skaven models, and make them playable?
I myself wouldn't have the expertise to do that, not even remotely, but I'm curious to know if I am completely off track here.
It is theoretically possible to make a third alliance (and it would need more than just skaven to balance vs the current order/destruction, it would probably need to add lizardmen and undead or something to it)

The problem is the amount of work involved would be staggering.
Skaven do have models, but they have limited amount of animations (probably like 1 attack) so would need to possibly re-rig the models in Maya and add animations (and to make quality animations you need to be a skilled animator, something that the team may not have as it is not needed thus far i think) new models would need to be added for different armour sets, then all the coding for the classes to mirror some existing ones in some way.


... Then alter the entire world to allow for 3 faction combats, with extra war camps and in t4 a 3 way run to cities somehow.

A third faction would be cool, but not likely feasible

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Gachimuchi
Posts: 525

Re: X-Realming is Good for the game.

Post#69 » Sun Apr 24, 2016 2:53 am

VMblast wrote:Why not introduce time lock for Xrealming -say 8h? This would be than more beneficial to all and no one would feel down. People that love both realm chars would get chance to play them twice a day and immediate Tier action wouldn't be jeopardize by xrealmers. ;)
What a great idea! Nobody has made this suggestion before! :roll:
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mdillard
Posts: 99

Re: X-Realming is Good for the game.

Post#70 » Sun Apr 24, 2016 3:11 am

Ainianu wrote:
mdillard wrote: I'm not that familiar with Warhammer Lore, as the online version is my first experience with the franchise.
Correct me if I'm wrong...
Wasn't the idea originally for the Skaven to be a playable race as the third faction?
Seeing that the artwork and models are in place, would it be totally impossible to implement that?
In other words, take a subset of Skaven models, and make them playable?
I myself wouldn't have the expertise to do that, not even remotely, but I'm curious to know if I am completely off track here.
It is theoretically possible to make a third alliance (and it would need more than just skaven to balance vs the current order/destruction, it would probably need to add lizardmen and undead or something to it)

The problem is the amount of work involved would be staggering.
Skaven do have models, but they have limited amount of animations (probably like 1 attack) so would need to possibly re-rig the models in Maya and add animations (and to make quality animations you need to be a skilled animator, something that the team may not have as it is not needed thus far i think) new models would need to be added for different armour sets, then all the coding for the classes to mirror some existing ones in some way.


... Then alter the entire world to allow for 3 faction combats, with extra war camps and in t4 a 3 way run to cities somehow.

A third faction would be cool, but not likely feasible
It would be "new game" level ambitious...
Oh well, it was a thought...
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