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Changelog 4th June, 2016

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RyanMakara
Posts: 1563

Re: Changelog 4th June, 2016

Post#91 » Mon Jun 06, 2016 9:58 am

navis wrote: - return the quest which award the RvR gear via scenarios - this will combat a lot of players funneling into one zone out of necessity

must be just about time for a new scenario??? :)
Do you mean the RvR quest that awarded RvR medals which could be completed in Scenarios as well? Those are probably not coming back. However, we will introduce Scenario specific killquests in the future, whether or not these will grant any form of currency remains to be seen.
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Internetbaron
Posts: 12

Re: Changelog 4th June, 2016

Post#92 » Mon Jun 06, 2016 3:20 pm

love you guys!

Ossos
Banned
Posts: 138

Re: Changelog 4th June, 2016

Post#93 » Mon Jun 06, 2016 7:19 pm

Genisaurus wrote:
Grobbok wrote:
bloodi wrote:
If the only way to implement your system is to left the average joe out, i would say its a big mistake, you can see Orvr lately, zergs may not be great but hell, they are much better than empty orvr with no action.
100% agree
a pity that instead restore us to our favourite game, someone wants to create something new, something poor
This is cute, coming from someone who has repeatedly demonstrated that they don't know how a single thing in their "favorite game" actually worked.

This is your warning. Not a formal warning as in "you've broken the rules," but a personal warning as in, "you are never going to get what you want, so accept that or leave." This server was never going to be WAR as it was. We have made that very clear for years. If you're going to stick around, accept that and learn to give constructive criticism on the direction we are heading, instead of bemoaning that we're not going to do something we have said we will never do. You are welcome to participate in the feedback system, or you are welcome to leave. Continue to shitpost like you have and you will eventually be shown the door.
make this guy president of ror :)

Tsokushin
Posts: 28

Re: Changelog 4th June, 2016

Post#94 » Wed Jun 08, 2016 12:47 am

Azarael wrote:But it's frankly impossible to do that.

Anything a small force does on the battlefield can be crushed by a zerg unless the tools are given to those small forces to repel zergs, in which case you're STILL going to get the case in which a pure zerg isn't going to be the be all and end all of the game. The point is, as soon as that damn zerg stops being THE dominant method of RvR, you lose that segment of the playerbase, so you're buggered. You can cater to the masses or you can go screw yourself.
Let me ask you a question, if 2 forces of equal skill and technology were to meet in battle, 1 force being larger, in what world would the smaller force be supposed to win?

But, fighting that logic, you've given too many tools to "suppress the zerg". The doors already have crazy health. Oil does crazy amounts of damage. Now you give them aoe siege weapons designed to completely obliterate ANY form of attacking force. In doing so you've created 2 problems.

1) There's no longer any of the FEEL of War that was seen in t1-t3. There's no massive battles to the keeps and inside them because attacking forces can't even take down the doors before being melted by the many many siege weapons and their ludicrous damage.
2) ORVR is now dead. Both forces want to only be on keep defense and farm kills with easymode siege weapons. How did you not see this happening? How do you plan to address this?

Back on the subject of the zerg, skilled ones were actually fun. When those doors went down, people actually had to form shield walls and human artillery lines with the ranged dps. We don't even get to that point anymore with these siege weapons. Right now a group of a mere 7 people can hold off 2 warbands of people with easymode siege weapons.

If you really want to reward "small group play" then your only options seems to be allow postern doors to be breakable and viable entry ways for the attacking force or Siege weapons have a counter and cannot be replaced after that counter is reached.

The first option would follow your direct rules of logic as there were infiltration groups that would destroy defensive keeps from within or very well open the door for the larger attacking force. Trojan Horse style. It would also follow this very important point. We have explosives. Why focus those explosives on the siege itself when we can simply blast a hole in the wall and make another entry point? This breaks up the defensive zerg as they'd have to cover the multiple points of entry as well.

The second option would make sense as the defending force. If all the rest of your supply lines have been cut (the BO's have been claimed by other factions) then you do not have a limitless supply of siege weapons lying about. If you're the smaller force, you hold out for reinforcements or you get wiped out, that's what happens in a real battle.

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Azarael
Posts: 5332

Re: Changelog 4th June, 2016

Post#95 » Wed Jun 08, 2016 1:11 am

I would defend that, but you've missed two critical points:

1. Changes to AoE siege weapons were reverted very quickly (which is in this thread)
2. None of the current RvR system represents future direction (which is in my sig)

In light of this, I have nothing to defend except this:
Tsokushin wrote:Let me ask you a question, if 2 forces of equal skill and technology were to meet in battle, 1 force being larger, in what world would the smaller force be supposed to win?
You're looking at it wrong.

How you should have posed that was:

If two forces of equal skill and technology were to meet in battle, using defensive weapons which are slow and have setup time, should the smaller force be able to defeat the larger force if the smaller force is entrenched and has its weapons set up?

The answer is YES.

The aim of this, as stated before, was to create a subgame on the periphery of the zerg, which revolved around both acquiring tools that would threaten a zerg, preventing the enemy from acquiring those tools, and through control of the map, gaining an advantage in overall materiel which is necessary to complete the siege. The artillery pieces will exist within that framework chiefly as THREATS, which must be dealt with. Their power is a motivator for the better players, in smaller groups and warbands, to deal with them while the main zerg or zergs do their thing. A weapon that exists chiefly to threaten is still valid, and it must be capable of carrying out that threat in order to accomplish that purpose.

So, to fully answer your question - when a large force meets a smaller one, that larger force should win IF AND ONLY IF it is able to employ its numeric advantage in that particular combat. Both terrain (funnels) and artillery are threats to this. That force will have to play around them. If it cannot, and chooses to attack a strong defensive position without the tools to break it, then it should lose.

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Dresden
Banned
Posts: 1395

Re: Changelog 4th June, 2016

Post#96 » Sun Jul 03, 2016 4:56 pm

Azarael wrote: - Added a unique greenskin trophy to the T1 Destro trophy quests, to substitute a missing trophy themed for the Choppa.
Can we get a pic of it?
. -= Cult Of Chaos =- GUILD -= Cult Leader =- . -= Kagaz Wrathson - The Decioblidevannihilator - Black Orc =- .
. -= Dresden RoR Info - 4 pins and counting! =- . #WAAAGH ^_^ #AllSilenceIsGolden @_Q

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