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Renown cap lift

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Gerv
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Posts: 811

Re: Renown cap lift

Post#61 » Sat Jun 11, 2016 8:41 am

nordicocean7 wrote:I guess people need to get used to the reality that this is not Live.. And it never will be. I think many of us are here because we are dedicated Warhammer players..I think we are all happy to have the opportunity to be back in game. That said it seems like the game IS becoming more grind oriented. I am sure this appeals to some people.. seemingly the Devs as well. I'm not able to spend 9000hours on a game in order to achieve maximum rank. I am baffled at how much distaste some people have for the Live version of this game. There are and where always a ton of brain killing grind heavy games.. Warhammer was alway a good balance... A game that a fan of the lore could get into. Not sure what the direction of ROR is going in. I didn't find Live to be easy mode.. I played with my kids.. and even with the limited time we have as a family we could get on and feel like we made headway. Grinding endlessly just kills the excitement.
No it is not live, how has the game become more grindy, other that the recent change to allow renown rank gain beyond 40?
I am sure the devs did not want to do this, because the previous idea, iirc, was the release renown ranks with new gear levels. RoR direction is the progressive release of the new RvR campaign which they can only partly implement due to restrictions to the ability to alter the game. This is clearly going to take a while and is top priority. To keep people playing, you need an incentive. You will find, that if you play in NA time, no one goes out of their way to find fights. No-one runs around the RvR lakes looking for fights that aspect of the game does not exist atm.

As a result, people are leaving, less people are playing, for many people who had 40/40 toons and gear, we were not achieving anything. You now, are able, on a good night, with fights, to make more renown in the lakes than in scs, this creates an incentive, plus the medallion drops. Sure its slow, but its not set in stone and can be changed in the future.
Sia - DoK - Lords
Boyd - WP - O.S.

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Gerv
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Posts: 811

Re: Renown cap lift

Post#62 » Sat Jun 11, 2016 8:45 am

XNakaaX wrote: How about cosmetic gear tied too rr? Then you can look more shiny with higher rr. Or open renown level without getting renown points to spend for stats if its just about seeing purple. That would of course not work if its about rolling others with stat advantage.
Sure, but do you want them to take time away from developing and implementing their new RvR campaign to go forth and create a whole new set of armor for each class?
That is 24 new sets of gear, pieces that would have to be unique, so that people don't complain that they are just re-hashed models from lesser tiers. That is 144 new pieces of gear.

There are plans for this, it has been said before, iirc, would you play in quiet NA time, just for fashion hammer?
Sia - DoK - Lords
Boyd - WP - O.S.

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Gerv
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Posts: 811

Re: Renown cap lift

Post#63 » Sat Jun 11, 2016 8:48 am

Unclear.
Last edited by Gerv on Sat Jun 11, 2016 4:17 pm, edited 1 time in total.
Sia - DoK - Lords
Boyd - WP - O.S.

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Marsares
Posts: 368

Re: Renown cap lift

Post#64 » Sat Jun 11, 2016 8:50 am

Gerv wrote:
nordicocean7 wrote:I guess people need to get used to the reality that this is not Live.. And it never will be. I think many of us are here because we are dedicated Warhammer players..I think we are all happy to have the opportunity to be back in game. That said it seems like the game IS becoming more grind oriented. I am sure this appeals to some people.. seemingly the Devs as well. I'm not able to spend 9000hours on a game in order to achieve maximum rank. I am baffled at how much distaste some people have for the Live version of this game. There are and where always a ton of brain killing grind heavy games.. Warhammer was alway a good balance... A game that a fan of the lore could get into. Not sure what the direction of ROR is going in. I didn't find Live to be easy mode.. I played with my kids.. and even with the limited time we have as a family we could get on and feel like we made headway. Grinding endlessly just kills the excitement.
No it is not live, how has the game become more grindy, other that the recent change to allow renown rank gain beyond 40?
I am sure the devs did not want to do this, because the previous idea, iirc, was the release renown ranks with new gear levels. RoR direction is the progressive release of the new RvR campaign which they can only partly implement due to restrictions to the ability to alter the game. This is clearly going to take a while and is top priority. To keep people playing, you need an incentive. You will find, that if you play in NA time, no one goes out of their way to find fights. No-one runs around the RvR lakes looking for fights that aspect of the game does not exist atm.

As a result, people are leaving, less people are playing, for many people who had 40/40 toons and gear, we were not achieving anything. You now, are able, on a good night, with fights, to make more renown in the lakes than in scs, this creates an incentive, plus the medallion drops. Sure its slow, but its not set in stone and can be changed in the future.
Your argument does not hold water, however, as the Devs have said on numerous occasions that they do not care about player numbers as the game is at Alpha phase. Therefore, what is the real rationale for introducing the RR89 and have the consequences been considered?

Please note, I am not against RR increases, however I am against power creep and gaps that this invariably introduces. We all know what happened at Live with RR80 etc when new T4 players were slaughtered and thus I would implore the Devs to seek avenues to minimise the power gap. Higher RR should give some shinies, but in the shape of cosmetic gear or other things that do not create a discouraging gap between high and low-end T4 players. If they don't, then I truly hope that they don't care about player numbers as the game will only go one way.
Karak-Norn /// Asildur - RR100 WL /// Marsares - RR95 AM /// Nirnaeth - RR64 SW

Daknallbomb
Posts: 1781

Re: Renown cap lift

Post#65 » Sat Jun 11, 2016 8:56 am

someone know how many renown u Need from 40-41-42-43 ...... and so on ?
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

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Kallah
Posts: 72

Re: Renown cap lift

Post#66 » Sat Jun 11, 2016 9:06 am

I don't think this is a good idea. You really think that people are leaving the game because of not rr gain?? now? After 3-4 months of being stuck in rr40... The problem is the current state of rvr. This should be done once the new rvr is released.

Honestly If yesterday when destro was attacking in Praag even with less numbers than defenders (at least in the last try) and there were people saying "dont go, it is a free bags for them" now it will be even worse with free rr for defenders.

But let's see what happen in the next days...
Kalla SM
Sniped Engi
Kallak RP

Speedyz Sh (resting)


<Mankers>

wanna993
Posts: 102

Re: Renown cap lift

Post#67 » Sat Jun 11, 2016 9:14 am

Marsares wrote:Your argument does not hold water, however, as the Devs have said on numerous occasions that they do not care about player numbers as the game is at Alpha phase. Therefore, what is the real rationale for introducing the RR89 and have the consequences been considered?

Please note, I am not against RR increases, however I am against power creep and gaps that this invariably introduces. We all know what happened at Live with RR80 etc when new T4 players were slaughtered and thus I would implore the Devs to seek avenues to minimise the power gap. Higher RR should give some shinies, but in the shape of cosmetic gear or other things that do not create a discouraging gap between high and low-end T4 players. If they don't, then I truly hope that they don't care about player numbers as the game will only go one way.
The great part about the argument in favor of the rank increase also compares two people who both are 40/40 now and one will be 40/60 vs 40/80 down the line. What about in a year's time, people pick up the game, it might be in beta I get to t4 and I end up vs 40/80s as a 32. As you said anything that introduces a powergap like this (even if it takes time and it will) is just bad for a pvp based game.

That has always been the issue with mmo's. Horizontal progression creates a feeling of staleness for a number of people because all they want is a shitty carrot on a stick instead of doing rvr because it's fun to play massive battles.

I'll point out again from my previous post, that I've read multiple times Devs are (or were I guess) against these artificial incentives, so why this increase?

thefarthestland
Posts: 50

Re: Renown cap lift

Post#68 » Sat Jun 11, 2016 9:45 am

does not even have one month the t4 and put more grind.
renown 80 with item level 35

rvr change and balance the game has never been a better option?


gg

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thefarthestland
Posts: 50

Re: Renown cap lift

Post#69 » Sat Jun 11, 2016 10:03 am

this change will make hardcore player play more
casual player playing less and less.

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Collateral
Posts: 1494

Re: Renown cap lift

Post#70 » Sat Jun 11, 2016 10:04 am

thefarthestland wrote:does not even have one month the t4 and guys put more grind.
renown 80 with item level 35

vr change and balance the game has never been a better option?


gg
I don't understand how this is a grind. The rr gain is reduced to 25%. I think this is only so people feel like they are achieving at least something while fighting in rvr. We all grew bored of the, sadly, broken rvr system and keeps. This should make us wanna fight a bit more don't you think? When you reach max rank and rr, broken rvr doesn't really make you keep playing the game. That's just how the majority of the players feel, in any game really.

People are forgeting that we are supposed to test the game. This is not a finished product. Maybe they will do wipes again when they implement a better rvr system, who knows.

We should go out there and help out the devs. The more we play and contibute, the faster they can fix stuff and introduce new things.

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