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[FEEDBACK] On The Times Involved in Keep Sieges

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redzus
Posts: 37

Re: [FEEDBACK] On The Times Involved in Keep Sieges

Post#21 » Fri May 20, 2016 5:30 pm

Please share your experiences with keep sieges, and try to cover the following points:

1. Did the doors take too long to destroy? Were they too easy?

Yes, since the Rams died so quickly and a single Bo flip buffed door strongly it took longer as expected. ( 30 mins to impossible )

2. Did you find using cannons on the door to be a solid strategy, particularly for MDPS or tanks who can't fit on the ram?

To the amount of siege equipment able to be deployed, yes and no, somehow worked at some outer gates but Inner gates didnt.

3. Did you find that cannons were too hard to destroy? Too easy?

Some have been reging its HP back up fater as it could be killed, in other cases i saw WL kill a cannon in about 4 seconds .. might only be to high damage on WL's

4. Does the 3min cooldown on deploying an oil or ram seem like too long? too short?

yes and no, at times you could not damage the oil, since it was flagged as your faction, for rams they died rather quick from the oil, Damage of rams seen by me has been 4% to 10% before there destruction

5. As a defender, do you feel like recapturing BOs adds enough regeneration to be an effective strategy?

To much 1 Bo flip already made a attack of 50+ people useless door has been at 95% after 20 minutes one bo flip brought it back to 100%

6. Do you feel like you had enough time to reach a besieged keep to defend it?

Yes deffinitly.

Side note the Siege weapon vendor earlier today was missing in TM, or did not respawn after his dead. in Destro keep

Edit: some key features in this mechanic seen on live would be nice to be seen in the future live like or familiar.

- Oil resistance buffs for Tanks.
-realm abilities to repair siege equipment

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Razielhell
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Re: [FEEDBACK] On The Times Involved in Keep Sieges

Post#22 » Fri May 20, 2016 6:31 pm

1. Did the doors take too long to destroy? Were they too easy?
Actually we used RAM for 5 minutes...and the Keep's HP Bar didnt move under 95% :? .So it looks like RAMs dont do enough or not at all damage.It takes way too long to take down a Keeps door.
2. Did you find using cannons on the door to be a solid strategy, particularly for MDPS or tanks who can't fit on the ram?
DK.
3. Did you find that cannons were too hard to destroy? Too easy?
They are good.Balanced.As they should...not too hard but neither too easy.FINE.
4. Does the 3min cooldown on deploying an oil or ram seem like too long? too short?
I would like to see a 4-5 minute cooldown.
5. As a defender, do you feel like recapturing BOs adds enough regeneration to be an effective strategy?
DK.
6. Do you feel like you had enough time to reach a besieged keep to defend it?
Yes.
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Luicetarro
Posts: 193

Re: [FEEDBACK] On The Times Involved in Keep Sieges

Post#23 » Fri May 20, 2016 6:39 pm

I don't know if I made a mistake, but I wasn't able to release my own heavy canon, after we stormed the outer wall.
As I tried to deploy another canon, to aid my realm, I got the message 'maximum ammount of siege weapons deployed' (or a similar message, don't remember 100%).

So I tried to release those three canons, that were outside the keep, to enable more to be deployed.
Are only certain classes able to deconstruct them? Or should I have been able to release them, after the timer did run down to zero seconds?

Happened in Prag, destro keep.

Canon-dmg to other siege weapons seems fine. Enemies canons weren't regaining HP, that display of the HP-bar was bugged. As I had several shots, the real HP got displayed finally. I ripped a canon in like 50 shots? Would have been faster if other canons would have joined focus-fire on the canons to bring them down. So it does seem okay to me.

I was hitting a canon in melee-range as WL. Wasn't able to reproduce that 4sec-kill, as stated before. Maybe that HP-bar was bugged and the canon was almost down anyways.

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th3gatekeeper
Posts: 952

Re: [FEEDBACK] On The Times Involved in Keep Sieges

Post#24 » Fri May 20, 2016 7:16 pm

Torquemadra wrote:Door regen on BOs, not sure about this, I like the concept of spreading people out but its currently leading to a very stop start approach and combined with the time to take down doors I get the feeling people will start to look for empty zones. Im not sure we have population to spread out and cover all BOs at this point and those covering BOs wont get a roll at the keep.
I know this was something WIDELY discussed that you want to avoid mass zerging which is basically what is done now... Everyone zergs, once you notice the opposing faction capture a BO its all hell breaking loss to run your ass over there asap. Sometimes you get there in time, sometimes you dont....

I dont know if you guys have come up with a plan or not, but it almost seems like there needs to be something that forces everyone to NOT beat on the door - but rather do some roam/defending and rewards for doing just that. But if you do this, the door attack stage needs to be toned back a bit, to account for parts of the WBs to NOT be on the door. Its a weird catch 22 where you dont want people just picking their noses at empty BOs playing "defense" because thats boring... But you dont want big zergs determining everything. Azarael dislikes the fact that BOs even lock at all - which would be VERY interesting to see what would happen if BOs had an "incremental" lock where they dont lock at the first cap, if its taken and your faction RE-takes it, itll lock for like 3 minutes... then 5, then longer. Just an idea that would almost force a WB or parties to kinda "roam" because it would be very easy for the opposing faction to run around and cap BOs.

IDK, I just dislike the zerg mentality and dislike how a small party of guys can really make any impact, the keep takes I have done up to this point have taken a LONG LONG time and just frankly been very frustrating to be a part of. You finally cap all the BOs, get to the keep, beat on a door for a LONG time, notice they re-took a far BO, book it over there and hope you not only get there in time but have time to kill them and re-take the BO, then back to the door that has regened HP only to rinse repeat and if you dont pay attention, get wiped with Oil...

It just seems like ther SHOULD be a better way to provide map-wide rolls to players and have it be less about the zerg... And now with the god-like jewelry sets released.... Everyone will be looking for that bag for currency to get the items, but very few actually drop... So you have a what? 2-3 out of 40-50 people that will get one after hours of work? I know rewards should be hard to get, especially BIS jewelry... But this set is SO much better than anything else out there.... Its like its own tier of equipement, not just a few points better but A LOT better and its super hard and frustrating to get.... I would think a BETTER solution to this, would be to give the "currency" drops in ALL the bags, but a scaling factor. Like white bags = 1 currency (or 0, maybe a CHANCE at currency). Then you have greens give a greater chance at 1. Blues gives 1-2, purples give 3+ or something. Then you can have those items cost 5+ of the currency and require multiple keep takes but its a much more steady grind with less RNG.

Imagine if SCs ONLY gave 6 medallions for the winning team and nothing to the losing team? Much less people would actually play them. Or worse, what if it only gave 6 to the top DPS guy or the top healing guy.... People would get mad.

In the same way are these "purple bag only" jewelry sets... They only cost 1 currency so its a pure RNG one and done. A better system would be it costing 5 or 10 of that currency, but you are almost guaranteed to get SOMETHING to help you progress towards that if you get even a white bag. It may take longer but itll be less frustrating to do it feeling like EVERY keep take is helping you get closer - versus every keep just being RNG on if you get it or not.


Thats just my feedback.
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Grobbok
Posts: 420

Re: [FEEDBACK] On The Times Involved in Keep Sieges

Post#25 » Fri May 20, 2016 7:30 pm

I just wonder, if that new rvr system is created is that way that keep siege and take it is the greatest achievement in game?
if it takes 2-3 hours to take 1 keep and go to other zone, so how long will be fortress or city siege?
looks like now rvr stoped for good in middle zone
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noisestorm
Posts: 1727

Re: [FEEDBACK] On The Times Involved in Keep Sieges

Post#26 » Fri May 20, 2016 8:00 pm

Gosh grobbok. Can anyone actually get more annoying than you? What part of "testing" and "nothing is set in stone" that gets posted every day do you not understand?

Things will be played, will be tested, will be deemed good or bad. Do not expect anything to be the same like it is right now in maybe 2 weeks or so. If something is sh*tty, bad and doesnt work out the devs obviously see that and will work on it. I really cant stand your fking rants all the time.

Grobbok
Posts: 420

Re: [FEEDBACK] On The Times Involved in Keep Sieges

Post#27 » Fri May 20, 2016 8:04 pm

the truth hurts
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Scrilian
Posts: 1570

Re: [FEEDBACK] On The Times Involved in Keep Sieges

Post#28 » Fri May 20, 2016 8:14 pm

Today I made another attempt at sieging keep in praag, the ram bugged after it died, leaving us unable to put another one up even after like 10+ mins of waiting for any possible cooldown on it. :(
1. Did the doors take too long to destroy? Were they too easy?
Still too long, we made 3 tries to take down the door and each time after like 30min of 30+ppl hammering the door it was still at like 80+% health, even with first ram.
2. Did you find using cannons on the door to be a solid strategy, particularly for MDPS or tanks who can't fit on the ram?
It felt awkward and very expensive to risk a wipe there.
3. Did you find that cannons were too hard to destroy? Too easy?
Health pools are ok, they would still get 2shotted from the zerg rushing through the doors.
4. Does the 3min cooldown on deploying an oil or ram seem like too long? too short?
I'd say make it 5min but both a bit sturdier in terms of HP
5. As a defender, do you feel like recapturing BOs adds enough regeneration to be an effective strategy?
It feels like very effective strategy, meaning you often have to abandon siege equipment to clear BO's.
6. Do you feel like you had enough time to reach a besieged keep to defend it?
You still able to ress there once dead, unless it was changed.

My feedback is that as it stands now the sieges are dead and the rvr became t1 warcamp-to-warcamp rushes. I don't mind it actually, since it's fun leading a premade wb or two to farm these constant waves freenown and medalions with the occasional destro warbands trying to do the same thing.
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th3gatekeeper
Posts: 952

Re: [FEEDBACK] On The Times Involved in Keep Sieges

Post#29 » Fri May 20, 2016 8:15 pm

Grobbok wrote:the truth hurts
Not really sure what your trying to accomplish man... This is an ALPHA game, created by people that do this for FREE. They created this thread for feedback, not people to just come in and offer NO advice or opinion about how they could make it better, but just say "it sucks" - that is not constructive at all man.

If you play this game, then for the love of the game, please only post constructive things. I am positive that if you said "hey it sucks, BUT! Here are a few thoughts" they would be 100% open to listening to you, but right now you are adding zero value whatsoever.
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navis
Posts: 784

Re: [FEEDBACK] On The Times Involved in Keep Sieges

Post#30 » Fri May 20, 2016 8:30 pm

1. Did the doors take too long to destroy? Were they too easy?
way too hard for the balance of defenders/attackers. This is a big issue as I think this number should probably be a dynamic one, which adjusts according to realmsize/AAO.

Another point I noticed is that the Doors health was extremely high even when the Keep was undefended. Perhaps give the defenders more opportunity to influence the Door health by being there at the Keep. AoR Live had various options throughout it's life, I'm sure there can be some implemented here.

Maybe a basic guideline for damage vs door should be 1/3 from Ram 1/3 from Siege 1/3 from players? This could be experimented with, which is what I think is happening right now.

2. Did you find using cannons on the door to be a solid strategy, particularly for MDPS or tanks who can't fit on the ram?
no, and I hope they are not intended to be a principle strategy

3. Did you find that cannons were too hard to destroy? Too easy? not sure

4. Does the 3min cooldown on deploying an oil or ram seem like too long? too short? not sure atm

5. As a defender, do you feel like recapturing BOs adds enough regeneration to be an effective strategy?
I personally find this strategy to be less than idea, although there are some positive merits to it, it requires defenders to leave the keep - which when underdog, leads to splitting of already few defenders.

6. Do you feel like you had enough time to reach a besieged keep to defend it?
moot point atm, because there is so much missing from Keeps (in all tiers) they just aren't functioning all that well IMHO.
Last edited by navis on Fri May 20, 2016 8:55 pm, edited 2 times in total.
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