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T4 Stalemate. Justification for server reset ?

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macarenax
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T4 Stalemate. Justification for server reset ?

Post#1 » Thu Jun 16, 2016 5:45 pm

In light of order capping two zones there has been a virtual stalemate on the server in t4. I was just wondering a few points

1) Is there a working lock timer whereby zones will reset after nothing is done on them for a period of time ?
2) Is this stagnant situation enough of a reason for the gms to reset the server ?
3) Is this 1 zone that's left the reason for this stagnation ?

For the second question I understand the game is in alpha. And from that perspective would it not be best to have the most action possible so that we can stress test all elements of rvr ?
Kolland & Irolland

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wargrimnir
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Re: T4 Stalemate. Justification for server reset ?

Post#2 » Thu Jun 16, 2016 6:02 pm

1. Yes, when all three zones are locked, a 60 minute timer begins before it's reset.
2. No. This is a natural part of the campaign where attackers need to push the hardest in order to close it out, and defenders have the forced advantage of being at a single point of defense.
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Lileldys
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Re: T4 Stalemate. Justification for server reset ?

Post#3 » Thu Jun 16, 2016 6:02 pm

1.) Once all pairings lock, the pairings will reset
2.) Devs don't even need to reset the server for this. I believe they're monitoring whats happening in the zones, finding a cause to the problem.
3.) Yeh, thats why city sieges occured after 2 zone caps generally. If Order and Destro locked a pairing both, there would be a messy fight in the last remaining zone untill the others unlocked on live.
Keeps reach a "critical mass" of defenders where they're untakeable, due to multiple reasons, like current state of siege being OP vs Pug, and 1 keep door/entrance.
The other day in Eataine, Order had 80% AAO, but high enough amount of defenders that breaking in was impossible even with double the numbers.

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Genisaurus
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Re: T4 Stalemate. Justification for server reset ?

Post#4 » Thu Jun 16, 2016 6:04 pm

Individual pairings do not reset on a timer. All three pairings will reset one hour after all three pairings have been captured, or when a GM manually resets them due to a bug. The intent is to funnel more and more players into a single pairing, to avoid a situation where Order and Destro players can avoid each other and capture pairings uncontested.

An even fight that results in a stalemate is not a reason for a reset.

The situation is essentially, "The numbers of Order and Destro are even, and we can't capture any keeps because both of our defenses are too strong. Could we open up more pairings so we can go fight somewhere with less opposition?" I just can't see how that would be a good thing. Like, I can see an argument that either side lacks the tools to tip the balance of fighting in their behavior - and there have been a lot of suggestions for how to do so already that we are and have been looking at - but I don't see how letting people trade pairings is a good solution.

macarenax
Posts: 16

Re: T4 Stalemate. Justification for server reset ?

Post#5 » Thu Jun 16, 2016 6:12 pm

Oh ok. Thank you for clearing that up. I guess order or destro are gonna have to give it al they have XD
Kolland & Irolland

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NoRKaLKiLLa
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Re: T4 Stalemate. Justification for server reset ?

Post#6 » Thu Jun 16, 2016 6:28 pm

The problem with TM specifically is it's inherent symmetry and the battlefield objectives proximity to both keeps and war camps. The ork pairing hasn't been locked because of this and the fact that people who sign in for a short time don't care about pushing the fight when they can just sit at a keep and wait for an inevitable defense. Those who are xrealming quite literally just log into their keep depending who's attacking and collect renown before logging back into their other faction ten minutes later, the aao is apparent.
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Cornerback
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Re: T4 Stalemate. Justification for server reset ?

Post#7 » Thu Jun 16, 2016 7:17 pm

Genisaurus wrote:Individual pairings do not reset on a timer. All three pairings will reset one hour after all three pairings have been captured, or when a GM manually resets them due to a bug. The intent is to funnel more and more players into a single pairing, to avoid a situation where Order and Destro players can avoid each other and capture pairings uncontested.

An even fight that results in a stalemate is not a reason for a reset.

The situation is essentially, "The numbers of Order and Destro are even, and we can't capture any keeps because both of our defenses are too strong. Could we open up more pairings so we can go fight somewhere with less opposition?" I just can't see how that would be a good thing. Like, I can see an argument that either side lacks the tools to tip the balance of fighting in their behavior - and there have been a lot of suggestions for how to do so already that we are and have been looking at - but I don't see how letting people trade pairings is a good solution.
Thats the spirit! +1 for Genisaurus.
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Order: Grombrindal (IB), Gromsson (Engi), Dwaini (RP), Snobbi (Slayer), Khadgar (BW)

Destruction: Xeyron (Magus), Antyria (DoK), Antyrai (Witch Elf), Medigit (Smol Waaaghboss)

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