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T4: Some feedback on keeps.

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Mopchild
Posts: 5

Re: T4: Some feedback on keeps.

Post#41 » Mon Jun 20, 2016 11:53 pm

Roadkill robin would you please sod off.... I've spent the last 2-3 weeks as a casual player trying to farm annihi (5-6 hours a night) and another whipe has the potential to kill off the activity momentum we've gained as of late. Please remember that not everyone can dedicate a lot of time to the game so suggesting things like a whipe isn't beneficial in the slightest. I agree that siege damage to players needs a nerf but what that has to do with bags is beyond me... I'd say the state of rvr is the best it's been for a long time, so no more mentioning of the w word and jut build upon the healthy communication with dev's to improve the current system in place. Mop

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roadkillrobin
Posts: 2773

Re: T4: Some feedback on keeps.

Post#42 » Tue Jun 21, 2016 12:38 am

Mopchild wrote:Roadkill robin would you please sod off.... I've spent the last 2-3 weeks as a casual player trying to farm annihi (5-6 hours a night) and another whipe has the potential to kill off the activity momentum we've gained as of late. Please remember that not everyone can dedicate a lot of time to the game so suggesting things like a whipe isn't beneficial in the slightest. I agree that siege damage to players needs a nerf but what that has to do with bags is beyond me... I'd say the state of rvr is the best it's been for a long time, so no more mentioning of the w word and jut build upon the healthy communication with dev's to improve the current system in place. Mop
The cannon dmg does affect keep defences alot as they deal unnitigratble damage that makes healers have to work their ass off to keep poeople on the attack up. This makes defending the keeps a breeze compared to attack and unless it's 4:1 ratio on the attack it's basicly 2 free Annahilator peices, 2 free Genesis peices and another 40 medallions for the defendeers anytime someone tag the door. This makes people just camp the keeps for the bags and ticks. Eveen when they are fighintg against people with AAO. This makes the system faulty as there is no logical reeason to why the side with numbers should be on the defense. And this makes this issue very very close to being a expliot farming if this goes on to long, Then they have to ballancee it out. Either by wiping the gear people farmed durning this time or making it much more acceseeble. I've been playing and earning medalions, bags, renown and genesis as everyone else and it would pain me to loose it aswell. So lets just hope they find a sullution to it soon enough.
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Rolphph
Posts: 15

Re: T4: Some feedback on keeps.

Post#43 » Tue Jun 21, 2016 6:00 am

A few comments on all matters in this thread..:

I prefer spending most of my time in the lakes, but there is a big problem doing so if i want to initiate a siege by deploying lets say a cannon and start hitting the door (of course, while doing such things, my guildies are asleep, at work or something else), but when i try to pick that cannon up from my magical backpack, there is no cannon since there are few ways to earn the gold needed for siege equipment by being dedicated to the lakes. I suspect that might be a reason why many siege attempts fail, too low supply or to high price for war engines. Combine that with the now well known issue that both sides sit put in their keeps, waiting for the other side to attack and we got no mexican stand-off, but the now well known Praag stand-off.
I also seen players on both sides filling the quota of siege engines with aoe-cannons/ballistas, -as attackers, not supporting ram by taking oil out, but to win rp's from kills, so maybe the damage made by them should be lower to incite use of lets say more strategic relevance.
Further, i personally thought it added an extra touch to the game Live when you got siege gear from your home keep, had to transport it and so on, mostly beacause i used to hide in stairs at enemy keeps to intercept carriers as they picked rams up, but that was more of a personal hobby i had, no one with common sence would do such things if afraid to die in a game...

About BOs:
Yes, some kind of reward should come out of taking or defending a BO, after all, they were thought to be the supply sources for the keeps, hence their importance. So why not take back the resource carriers too, so even very small groups can cotribute to the overall capture of a zone?

An issue barely mentioned:
Time after time the last weeks we have seen a pattern in that as soon as a siege fail, aao rapidly flips. I dont have the statistics for xrealming/rage quitting respectively, but i got this feeling that it might be a good thing to have a cooldown for logging a toon of the opposite realm to ensure this is not a kind of exploatation (as far is i understand, you can have toons on both sides in RoR without double accounts, or? im dedicated destro, since i am self destructive).

Concerning gear:
In my experience gearing up properly for your rank is essential for this game, except to all those nudists i see running around in the lakes, like it or not, i mean, we got two ways to affect our stats, by gear and by renownabilities, so the least good ideas i seen, from my point of view, is to decrease drops of RvR gear

On guild warbands:
I have played in both those terrible TS-guilds, running outrageous premades and in guilds based on the social part, being more casual. I find both styles great, one of them offer you a feeling of almost invincibility, the other of no stress. To me it is important that the more goal focused guilds i played in respected players everyday life, that members werent unexhaustable and kept it to tops two or three dedicated warband nights a week. Even this might seem intimidating for new players, but i guarantee you, it is big fun.
Talking about new players, i seen alot of them in RoR and think that is great, keeps this project alive. Dont forget though that WAR was a very RvR focused game with very class specific roles and that it, for me at least, took long to learn the basics and to find my own style and role in it, so be patient, dont try to mold new players, guide them instead.

Thank you all for your time and patience

Rolphph Borgia
No fear,
-Rolphph is here!

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seedz
Posts: 19

Re: T4: Some feedback on keeps.

Post#44 » Wed Jun 22, 2016 2:09 am

About this:
The RvR events can be accompished and was accomplished in the past with Open Warband and without TeamSpeak...
That wasn't the case on live. Well sure you could get some successful keep attacks or defense in PUG warbands but as soon as you went prime time in your timezone and the organized guilds kicked in it was exactly the same as here: PUGs getting wiped by premades. Then some good PUGs WB leads started to coordinate with organized guilds which allowed smart moves and eventually gave a feeling of accomplishment to everyone.

This being said, in my opinion 2 things helped a bit on live:
-First, even in the late days, the population felt a bit over what we currently have on RoR. Which means that 2-3 warbands in a given zone didn't mean that we couldn't have 2 more in another. That lead to split a bit more the forces to defend while attacking.
-Second, there was a real purpose after locking zones: forteress then capitals, both coming with their share of reward. This maybe gave the little motivation we need today when sticking with attacking a well defended keep.

Overall, this isn't about table top fanatics or whatsoever, it's an MMO based on organized massive fights. While it is still possible to get a good experience solo (well sometimes) this game is aimed to produce large scale fights in which organization is a must.

Back to the topic, in my opinion the current RvR system, while not being completed, is going a good path. Better use of cannons, a time to siege > than on live, a need of real organization to successfully accomplish things. More goodies will come in the future, and a fair share of adjustments will be needed, but I really thing this can be successful.
..:: Seedz - IRW ::.
Ingame: Elween (SW), Seedzz (KoTBS), Seedzy (BW)

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