Siege weapons

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Azarael
Posts: 5332

Re: Siege weapons

Post#11 » Sun Jun 26, 2016 10:51 am

magter3001 wrote:I just don't understand why the devs want to make siege so damn important in a pvp game. Balancing the classes I think is more important than giving all classes some weird new toy. It's Mythic all over again with the Skaven system. :/
The future RvR system is designed to deal with four problems:

The zerg problem (because the composition of RvR is linear - infantry only - there is no way to efficiently deal with large forces and the game becomes about having the largest blob. WAR is conspicuously missing an efficient counter to zerging - see StarCraft's Psi Storm, Reavers, Lurkers and Siege Tanks and Company of Heroes' artillery and high-explosive shells for tanks)

The large-scale problem (follows from the zerg problem - in very large scale engagements, the intricacies of each class's abilities become less and less important and counterable because there are so many people throwing so much **** at each other on the front lines that anything outside of simple damage/heal, KD or pull, especially AoE, becomes undervalued)

The population imbalance problem (also follows from the zerg problem - because RvR is about the largest blob a realm can muster and has no population control mechanism, it's vulnerable to being rendered intrinsically unfair by population shifts and imbalances, which some have already used as a means of opposition to faction locking - this is very very bad design)

The BO control problem (BOs are not valuable outside of attacking a keep)

When looking to solve the first two problems, I went straight to real warfare. How do armies respond to mass infantry attacks? How do they break them up and force multiple smaller engagements and tactics to be used? Artillery. Cannon fire. How convenient that we have these elements already in the game. It was decided to use these elements not only to attack the keep, but as reducers against mass forces, just as they would be employed in reality. Do you have any idea how devastating artillery is against massed infantry? Or how a force can be wrecked by enfilade fire from cannons? If you persist with this idea that RvR should continue to be about mass attacks in a game that is not capable of bringing much skill or interest to mass attacking, then you doom yourself already.

The third problem is also intended to be solved this way. Artillery weapons essentially act as massive force multipliers for a given player against zerg. It is intuitive to understand, therefore, that what was once something like 130 vs 190 becomes something more like 125 + 100 vs 190 if there are artillery pieces in play, and they are worth something like 20 players each. This means that controlling the BOs actually becomes more important than zerging, and that if the enemy is zerging while you're splitting up to control the BOs, you will destroy them with siege weapons. Exactly as you should, and this is the ONLY WAY you're going to get people to split up.

So, what do you do to deal with the population imbalance problem? You link supply caps and regeneration rate into your AAO. Done. You're throwing more men at me? I have more cannons to deal with you.

How this solves the last problem should, now, need no explanation. Control the BOs to, over time, increase your siege/barricade cap and the rate of income of new supplies. Combined with the towing from keep mechanic for siege, this results in a motive to attack all over the map rather than move around in a big zerg, which can and will be stomped into the floor by coordinated fire from multiple artillery pieces.

The idea that a zerg should have absolutely no counter needs to stop or RvR will remain ****.

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drmordread
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Posts: 916

Re: Siege weapons

Post#12 » Sun Jun 26, 2016 10:55 am

Dabbart wrote:For the record on "hiding siege engines" I saw mordread talking about that in DW today. There where only 2-3 sieges in the courtyard, and people where accusing Xrealmers(not just mordread, he was the only name I recognized), when i ran to the inner to respec my WH, I saw another 3 on the inner. So the keep was very well equipped with engines, it was simply due to the fact you can place them anywhere, that people are being cleverer with where they place them, so they can use em for the entirety of the siege. I have a feeling the Devs are clever enough to deal with people whom wish to purposefully sabotage ORvR.

I saw it happen in KV, not in DW. I was just talking about it in DW :)
DW had all 5 siege ....
run by the same 5 people ....
...
... for 4 hours ....
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Posts: 246

Re: Siege weapons

Post#13 » Sun Jun 26, 2016 11:36 am

@Azarael: we experienced the devastating effect of artillery some days ago in Caledor. We outnumbered destru like 2:1, had all BOs and were going for their last keep.
Destru just dug in inside the keep and bombed us to hell with their artillery, while we were trying to get some dmg on the outer door before getting torn apart.

So the concept of artillery against larger forces definitely works, but has a heavy impact on keep fights.

The question is: will there be a counter to this for the attackers? Because if you got no chance to take a keep when outnumbering the opponents 2:1, you will have the typical stalemate-situations which are pretty common right now.
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Azarael
Posts: 5332

Re: Siege weapons

Post#14 » Sun Jun 26, 2016 11:42 am

Yes, there will be a counter to it. Artillery will be receiving an arc-type LOS check. Shots from siege weapons will consume supply. The supply cap will be linked to BOs, so if a realm controls enough BOs to attack a keep without getting all their siege weapons destroyed en route to the keep, they will be able to neutralize the defender's siege weapons and those will not be capable of being replaced as long as the supply block continues, or they will run out of ammunition because of the supply block.

The implementation of artillery that's on the server right now is weaker than I intend it to be in the future, but I had to nerf it because of the issues with using it around keeps that currently exist. I expect a 600 damage artillery piece will not be strong enough on the open battlefield to crush zergs as it will be required to.

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Loans
Posts: 414

Re: Siege weapons

Post#15 » Sun Jun 26, 2016 1:23 pm

Ah remove the damage if you are inside the wall like behind the outer or inner door

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magter3001
Posts: 1284

Re: Siege weapons

Post#16 » Sun Jun 26, 2016 1:59 pm

Azarael wrote:
Spoiler:
magter3001 wrote:I just don't understand why the devs want to make siege so damn important in a pvp game. Balancing the classes I think is more important than giving all classes some weird new toy. It's Mythic all over again with the Skaven system. :/
The future RvR system is designed to deal with four problems:

The zerg problem (because the composition of RvR is linear - infantry only - there is no way to efficiently deal with large forces and the game becomes about having the largest blob. WAR is conspicuously missing an efficient counter to zerging - see StarCraft's Psi Storm, Reavers, Lurkers and Siege Tanks and Company of Heroes' artillery and high-explosive shells for tanks)

The large-scale problem (follows from the zerg problem - in very large scale engagements, the intricacies of each class's abilities become less and less important and counterable because there are so many people throwing so much **** at each other on the front lines that anything outside of simple damage/heal, KD or pull, especially AoE, becomes undervalued)

The population imbalance problem (also follows from the zerg problem - because RvR is about the largest blob a realm can muster and has no population control mechanism, it's vulnerable to being rendered intrinsically unfair by population shifts and imbalances, which some have already used as a means of opposition to faction locking - this is very very bad design)

The BO control problem (BOs are not valuable outside of attacking a keep)

When looking to solve the first two problems, I went straight to real warfare. How do armies respond to mass infantry attacks? How do they break them up and force multiple smaller engagements and tactics to be used? Artillery. Cannon fire. How convenient that we have these elements already in the game. It was decided to use these elements not only to attack the keep, but as reducers against mass forces, just as they would be employed in reality. Do you have any idea how devastating artillery is against massed infantry? Or how a force can be wrecked by enfilade fire from cannons? If you persist with this idea that RvR should continue to be about mass attacks in a game that is not capable of bringing much skill or interest to mass attacking, then you doom yourself already.

The third problem is also intended to be solved this way. Artillery weapons essentially act as massive force multipliers for a given player against zerg. It is intuitive to understand, therefore, that what was once something like 130 vs 190 becomes something more like 125 + 100 vs 190 if there are artillery pieces in play, and they are worth something like 20 players each. This means that controlling the BOs actually becomes more important than zerging, and that if the enemy is zerging while you're splitting up to control the BOs, you will destroy them with siege weapons. Exactly as you should, and this is the ONLY WAY you're going to get people to split up.

So, what do you do to deal with the population imbalance problem? You link supply caps and regeneration rate into your AAO. Done. You're throwing more men at me? I have more cannons to deal with you.

How this solves the last problem should, now, need no explanation. Control the BOs to, over time, increase your siege/barricade cap and the rate of income of new supplies. Combined with the towing from keep mechanic for siege, this results in a motive to attack all over the map rather than move around in a big zerg, which can and will be stomped into the floor by coordinated fire from multiple artillery pieces.

The idea that a zerg should have absolutely no counter needs to stop or RvR will remain ****.
Problem with siege right now is that they are too powerful for only needing one person to operate. This means that you see many individuals trying to get their hands on a siege because they realize the rewards they can get with them while not suffering any penalty outside of public ridicule. Siege can be hidden in spots that an enemy player can't get to, such as the top floor of a keep, allowing no counter to the siege themselves outside of more siege weapons. Soon fights will be decided on which side has more siege, especially with ammunition being added (good change imo).

I propose to make cannon siege similar to the way rams work right now, in requiring four individuals to get the most out of the siege weapon. In ww2, you had multiple people working the artillery for maximum speed... one guy would get the shell, another one would fire the damn thing, etc. This change would one, require more people to use this weapon of mass destruction to be effecting and two, spread the reward among four people instead of just one, nerfing the reward for getting such a thing.

The problem that still persists is that there is no real counter to siege outside of bringing your own AoE siege to hit the hidden siege inside the keeps... which is how it is/was with zergs atm, to counter a zerg, bring more people. :P Personally I don't know how to solve that problem without hindering the effectiveness of the siege. The only thing I can come up for now is to use the current RR abilities (that effect siege) to give you temporary damage reduction from all siege (oil and cannons) for x amount of seconds (maybe 10s) and can be used every 60s for pushes or whatnot.

With the BOs problem... which is a hard problem to fix because it requires coordination of multiple individuals, I think there are a number of ways to fix it. Since you guys don't want the BOs themselves to give out renown or xp, how about they give out zone wide buffs instead? The buffs could be something simple like 5% more dps for controlling a BO, or 5% more renown from kills, 5% chance to drop medallions of higher quality than normal (like conqueror crests), etc. Putting such buffs may give incentive to actually control these things vs just capping them for the war effort. I doubt this will ever happen since the last thing you want is to give the attacker 5% more of anything and split up the defense force... it was worth at least noting that currently there is no real reward for BO capture.

I think the main problem with BOs is that they don't give rewards to the individual player... outside of the person who gets the siege weapon. On live BOs gave out renown, xp, and influence as well as resource carriers would give out renown as well dependent on how far they ran. The latter part gave way to people afking and should not come back, however I would argue that bringing renown back to the BOs would give people more reason to actually attack and capture the damn thing.

Currently I have this question... why would the attacker not be at the keep if he is already controlling all the BOs? Another is why would the defender leave the keep defense to get to the BO? My understanding is that the war effort accumulates over time so after the attack has already begun... there is absolutely no point in taking a BO again.

Understand that I'm trying to make this game fun again (Trump style :P) by helping in fixing this current rvr system. I'm still not sold on siege yet as I don't find it as much fun being stuck in a siege ui vs actually controlling my character but am forced into that sort of play style because the rewards are too good to pass up. However I'm willing to test it first and give it some time before jumping into conclusions. ;)
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Jaycub
Posts: 3130

Re: Siege weapons

Post#17 » Sun Jun 26, 2016 2:04 pm

@Az are these changes you mention in multiple threads including this one being actively worked on or is there limitations preventing them from being worked on?
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Azarael
Posts: 5332

Re: Siege weapons

Post#18 » Sun Jun 26, 2016 2:04 pm

magter3001 wrote:<snip>
You're thinking about things in the context of the current RvR system.

In the future system that I described, you don't just use artillery and cannons at keeps. You primarily use them AWAY from keeps. They exist as a control against zerg. In the future system, each side's defense will not revolve primarily around the keep. The intent will be to stop the attackers from getting weapons anywhere near the keep. Rams will be devastating to doors, and even line attack cannons will have power. If you see a ram, cannons and artillery outside your keep, you will be on the cusp of having lost.

Also, I said that there will be a LOS check on artillery pieces to stop them being deployed within the walls, where they cannot be hit by enemy ST cannons.
Jaycub wrote:@Az are these changes you mention in multiple threads including this one being actively worked on or is there limitations preventing them from being worked on?
Limitations are the following:

- Fixing crossrealming (I'm held back from implementing a solid contribution / resource earning system and realm-wide rewards/punishers by this obnoxious crossrealm garbage)

- Thinking up some valid place for the annoying fixed siege (all HE, all DE, Orc ST) which don't have wheels and can't be towed. Mythic didn't see fit to leave me a wagon NPC in the creature region that I could use as appearance for these weapons so they present an irritating problem - without a patcher this can't be fixed

- UI support for indicators like supply rate, supply, active weapons, contribution/requisition points earned, etc - without a patcher this would have to be delegated to an addon

- Dealing convincingly with the problem of T4 maps being too large for small scale RvR, yet staff/players not being willing to consider radical solutions to the problem (like bringing T1-T3 maps in for lower playercounts)

- My personal motivation to wade into this when so many other changes are going to be necessary and so many complaints will result over whatever flaws there may be

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magter3001
Posts: 1284

Re: Siege weapons

Post#19 » Sun Jun 26, 2016 2:27 pm

Azarael wrote:
magter3001 wrote:<snip>
You're thinking about things in the context of the current RvR system.

In the future system that I described, you don't just use artillery and cannons at keeps. You primarily use them AWAY from keeps. They exist as a control against zerg. In the future system, each side's defense will not revolve primarily around the keep. The intent will be to stop the attackers from getting weapons anywhere near the keep. Rams will be devastating to doors, and even line attack cannons will have power. If you see a ram, cannons and artillery outside your keep, you will be on the cusp of having lost.
I'm not sure I understand the "AWAY from keeps" part of this rvr system. If you mean in regular engagements then there are only two or three situations where I see them being able to be used... one is if you're being spawn camped and the other is when you're attacking a BO vs a large amount of players. Regular engagements vs zergs usually just have that said zerg steamroll any opposition before they can even fire off a second shot. When you stand still on your siege while the enemy zerg is running towards you in their ever impressive horde without any walls to protect you, only routing players, you will become a pancake. :P

The second part I don't understand is how "In the future system, each side's defense will not revolve primarily around the keep". Where will the fight be then? Keeps provide great defenses against a zerg as well as give out gold bags to the victor. Why would anyone not fight near a keep?

Ty for the answers btw. :D
Azarael wrote:Also, I said that there will be a LOS check on artillery pieces to stop them being deployed within the walls, where they cannot be hit by enemy ST cannons.
Awesome, ty for that. ;)
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Azarael
Posts: 5332

Re: Siege weapons

Post#20 » Sun Jun 26, 2016 3:28 pm

First part: If enough targets are hit, siege weapons invoke secondary effects, and the damage of artillery weapons scales heavily. Interruption, stagger, and knockback off immunity (same format as Winds of Insanity) are planned - I'll probably lean more to the first and third of those to stop massed artillery / cannons from being charged down. Barricades are also meant for this, defensively speaking.

It should also be borne in mind that artillery has a 250ft range and cannons have a 400ft range, and both will deal severe damage to clumped players. They are more designed to split up players and enable a smaller split force at a BO to destroy an attempted zerg in combination with other defenses rather than as moving weapons.

So yeah. Rest assured that I will find a way to make that work. 4 artillery pieces in one place should just leave a big hole in any zerg, assuming the players are clumped up close enough for enough damage bonus to be applied to get a four-shot from it.

Second part: The fight will mainly be at BOs, at towed siege weapons (wherever they are) and wherever else you find yourself. The point is to emulate more the flow in a RTS. If you sit in your base, you lose map control, you get outproduced, you die. BOs represent map control, siege weapons are what you produce and the keep is the base.

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