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What is actually happening in T4?

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ToXoS
Posts: 671

Re: What is actually happening in T4?

Post#11 » Mon Sep 05, 2016 11:41 pm

Apparently the only thing that explain everything and solve every problems in this forum is to say "the game is alpha".

So here it is:

The game is alpha.

Enjoy...

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Azarael
Posts: 5332

Re: What is actually happening in T4?

Post#12 » Mon Sep 05, 2016 11:46 pm

ToXoS wrote:Apparently the only thing that explain everything and solve every problems in this forum is to say "the game is alpha".

So here it is:

The game is alpha.

Enjoy...
Because it's the bastard truth, that's why. Read the link in my sig and make it your personal Bible.

Morbidmind
Posts: 71

Re: What is actually happening in T4?

Post#13 » Mon Sep 05, 2016 11:47 pm

The community still needs to give their input on how they feel things are working though. Its an alpha sure, but without feedback it'd be a handful of people trying to test and balance everything on their own.

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TenTonHammer
Posts: 3806

Re: What is actually happening in T4?

Post#14 » Mon Sep 05, 2016 11:52 pm

magter3001 wrote:You can debolster and play in t3 if u want. ;)

t3 has had some fun fights the last week or so.
but T3 dosnt give me renown and medallions
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Azarael
Posts: 5332

Re: What is actually happening in T4?

Post#15 » Tue Sep 06, 2016 12:13 am

Morbidmind wrote:The community still needs to give their input on how they feel things are working though. Its an alpha sure, but without feedback it'd be a handful of people trying to test and balance everything on their own.
People give feedback and that's fine. What does my head in is when they get a response to that feedback and they don't like the response, so they get salty.

Take squig pets. They're AI controlled units. They need a pathing system, which is being worked on, to function optimally. Until then there is no solid solution, and people need to deal with that fact. Best that can be done is making repeated LOS checks as the Squig moves and forcing it to beeline to the target until it can see the target. Cue next response: "Oh White Lions are totally unaffected by that because the pet is melee, it's not fair, you gimped my class!"

Add to that that there are much higher priorities than that and you see the frustration with the "alpha's not an excuse!" brigade. It damn well is. Now I've been forced to issue a response, which I shouldn't have had to do in the first place and which will change absolutely nothing as the next thread will come around very soon with someone who has a better idea of what we should be doing than we do, or doesn't feel that the current state of the project is any justification for the existence of whatever issue is rustling them, and would like it fixed immediately, thank you very much.

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Thelen
Posts: 260

Re: What is actually happening in T4?

Post#16 » Tue Sep 06, 2016 12:16 am

On live there was plenty of incentive to go into the RvR lakes because there was Annih, Conq, Invader, Warlord, Sov gear...etc to progress through. Right now, its essentially Scenario Armour, PQ Ruin, and Annihilator. Anyone not in an organized guild/alliance (most PUG players) have very little chance of getting enough Medallions to complete an annih set anytime soon. Along with flightcosts, seige, healing after dying, coupled with RvR not being terribly lucrative in gold means there isn't much incentive for PUG players to go into the lakes.

I'm a PUG player myself atm, and once I hit T4 it was like hitting the fun wall. It was just way more exciting to reroll an alt where there is some form of progression to be had (in a realistic timeframe). Thats just my POV on the subject anyways. Until there is an increase to Medallions acquisition it isn't fun to take part in Keep seiges/defenses in my opinion.

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Azarael
Posts: 5332

Re: What is actually happening in T4?

Post#17 » Tue Sep 06, 2016 12:21 am

Oh, and to respond to the earlier commentary about the devs attempting to change the RvR system and failing miserably: critical flaws with current RvR, which derives from an implementation dating back to T2, have been acknowledged multiple times. The T2 implementation was itself a result of technical limitations at the time, and I spent my time in many threads stating outright that I did not believe RvR could be made to work at that time, without a realm lock, and wasn't going to invest much in it. Hence, I don't appreciate your subtle implication that we set out to make something better than live WAR with that implementation. We didn't, and if you recall, I took community suggestions specifically because I did not want to be responsible for RvR and had no faith that it could be made to work.

So yeah. If you think you're making some grand and insightful observation by stating that current RvR is bad, you are not. Now our hand is forced - we can't let the current system run for any longer than it has already, but we also don't have the damn tools we need to fix it, which are realm locking and client control. So, once again, we are going to have to do the best we can with what we've got.

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Stortz
Posts: 109

Re: What is actually happening in T4?

Post#18 » Tue Sep 06, 2016 12:27 am

Dalgrimar wrote:
Stortz wrote:This is mostly Mythic's fault
Euuhm.... not really.
RvR on Live was way more engaging and interesting than RvR in RoR.
RoR devs tried to change Live's RvR and miserably failed. (I hope i am allowed to say this? As its merely an opinion and i guess we dont live in North Korea right?)
no way dude
ror doesn't even have everything functional yet
and you want to compare it with live?
how many times people just gave up defending the city because it was not worth the trouble if weren't in the 'big boys' alliance with the top level guilds? I **** lost count. AAO was introduced late and didn't really fix anything since you have to actually kill your opponent to get the bonus renown.

let's not forget key purchase +14 dollars a month so they could come up to a solution to fortresses which was just trash them.

RvR on live only had more players, that's it.

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georgehabadasher
Posts: 293

Re: What is actually happening in T4?

Post#19 » Tue Sep 06, 2016 1:02 am

Azarael wrote:Oh, and to respond to the earlier commentary about the devs attempting to change the RvR system and failing miserably: critical flaws with current RvR, which derives from an implementation dating back to T2, have been acknowledged multiple times. The T2 implementation was itself a result of technical limitations at the time, and I spent my time in many threads stating outright that I did not believe RvR could be made to work at that time, without a realm lock, and wasn't going to invest much in it. Hence, I don't appreciate your subtle implication that we set out to make something better than live WAR with that implementation. We didn't, and if you recall, I took community suggestions specifically because I did not want to be responsible for RvR and had no faith that it could be made to work.

So yeah. If you think you're making some grand and insightful observation by stating that current RvR is bad, you are not. Now our hand is forced - we can't let the current system run for any longer than it has already, but we also don't have the damn tools we need to fix it, which are realm locking and client control. So, once again, we are going to have to do the best we can with what we've got.
I think the concern a lot of people have is that they're seeing RvR actually get worse. The keep lord changes are making non-EU playtimes even zergier or empty so that attacks only happen when the realm (im)balance is 60-40 or worse. Adding battle fatigue just discourages pug players even further.

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dur3al
Posts: 251

Re: What is actually happening in T4?

Post#20 » Tue Sep 06, 2016 1:18 am

I've to say that defending now with the new lord changes is very easy. Last week or so I saw late night (NA prime) a "lowbie" Fatal warband of sorts, who kept locking zones giving destruction AAO, so both sides had their rewards, AAO for one side but ultimately order being able to lock the zone getting their rps and loot bag. But now with the lord skills implemented I've seen them wipe several times (also as destro pug warbands) by the lord alone.. so there is basically no risk/reward for attacking factions unless its a big organized guild.. and even then the locks don't really give much.

Taking BOs also are not encouraged since they give nothing, only used to piss off the attacking force from locking the zone.

I don't think that having the realm zone lock + city sieges will help... as someone said above 90% of the instances were empty since it was the best chance to you get the gear. So in my opinion having new gear to people look up to or so won't really address the issue.
Last edited by dur3al on Tue Sep 06, 2016 1:46 am, edited 1 time in total.
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