I'd advise just filtering drmordread. Even on the rare occasion that he makes a reasonable point, if it truly is a reasonable point then someone else will also make it.
Renown from siege is reduced by 90%.
Update 16/09/16
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Re: Update 16/09/16
wait... why are you guys arguing about City Pushes??
people seems fixated on a function that isnt implemented and may not be for quite some time.
the idea of pushing multiple zones.pairings is a bit of a moot point for now.
people seems fixated on a function that isnt implemented and may not be for quite some time.
the idea of pushing multiple zones.pairings is a bit of a moot point for now.
- NoRKaLKiLLa
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Re: Update 16/09/16
Just an idea, probably not a good place for it but here goes.
Make a single towable siege engine (that only moves at walking speed) that can only be deployed at a friendly keep when you own all 4 BOs.
This engine would be fragile to enemy melee attacks, and would have to be escorted to enemy keep, or destroyed along the way.
These siege engines would do a long cooldown AOE punt/knockdown with the intention of breaking open funnels at outer doors.
I know you have other stuff planned, but no idea what any of your ideas are, and have thought extensively about this and think a towable funnel-cracker would make for some dynamic and thoughtful gameplay for both factions.
Make a single towable siege engine (that only moves at walking speed) that can only be deployed at a friendly keep when you own all 4 BOs.
This engine would be fragile to enemy melee attacks, and would have to be escorted to enemy keep, or destroyed along the way.
These siege engines would do a long cooldown AOE punt/knockdown with the intention of breaking open funnels at outer doors.
I know you have other stuff planned, but no idea what any of your ideas are, and have thought extensively about this and think a towable funnel-cracker would make for some dynamic and thoughtful gameplay for both factions.

Re: Update 16/09/16
In the end, artillery will be used to break sieges. The way artillery handles in warcamps and in scenarios is exactly how it's meant to handle in RvR. It's designed to punish huge mass attacks and hiding in your keep without contesting the maps, and it will be towed, as you said (this was the reason tow was implemented).
That's part of the final implementation though. I'm looking at a temporary implementation with two aspects to it, and the second aspect could be as simple as causing existing artillery cannons to use the future RvR handling (rationalized as "improved ammunition" or something) if a realm controls all 4 BOs for a certain period of time and the enemy force has fielded at least X% as many players as your own within the last 15 minutes. This would result in funnel attempts being blown to **** by artillery from outside the walls.
That's part of the final implementation though. I'm looking at a temporary implementation with two aspects to it, and the second aspect could be as simple as causing existing artillery cannons to use the future RvR handling (rationalized as "improved ammunition" or something) if a realm controls all 4 BOs for a certain period of time and the enemy force has fielded at least X% as many players as your own within the last 15 minutes. This would result in funnel attempts being blown to **** by artillery from outside the walls.
Re: Update 16/09/16
Looks great! I hope that the "loser rewards" are substantial and allow whichever realm is losing to keep pace with the winning realm in terms of progression.
I know rewarding the losing side rubs people the wrong way, but if you want a healthy and dynamic game over the long term ensuring even progression is absolutely critical. Otherwise you end up in a death spiral where people bandwagon even harder and RvR becomes less and less competitive over time.
IMO, an ideal system would reward winners and losers roughly equally in terms of character progression, or even reward the losing side slightly more. The winning side would receive rewards that can be turned in for sweet cosmetic stuff like mounts, armor skins, special dyes trophies and vanity pets. That way you progress your character through participation at a roughly even rate, win or lose, but still get rewarded something interesting for winning.
I know rewarding the losing side rubs people the wrong way, but if you want a healthy and dynamic game over the long term ensuring even progression is absolutely critical. Otherwise you end up in a death spiral where people bandwagon even harder and RvR becomes less and less competitive over time.
IMO, an ideal system would reward winners and losers roughly equally in terms of character progression, or even reward the losing side slightly more. The winning side would receive rewards that can be turned in for sweet cosmetic stuff like mounts, armor skins, special dyes trophies and vanity pets. That way you progress your character through participation at a roughly even rate, win or lose, but still get rewarded something interesting for winning.
Re: Update 16/09/16
How does Loser Rewards rub people the wrong way? That is specifically what people want! And incentive to STAY on the losing realm/side and keep fighting rather than Xrealm for the easy Win...
Equal rewards would be asinine. Wtf is the point of being successful if getting rolled gives similar rewards?!
Imo, Losing rewards should scale based upon your AAO. If it's an even fight and you don't get a single kill, your loser benefit should be small, tiny, insignificant. Similar to what you accomplished. But, if you are outnumbered 3/1 and you manage to delay them, do some decent damage, and even get a few kills, then Yes. You should get a half-way decent reward(outside of the AAO xp/RR/inf).
i really like the theory behind the "new" RvR system, the same as has been hinted at and pushed towards for months now. FIGHT other players and you get rewards. Refuse to PvP, and you get ****.
Equal rewards would be asinine. Wtf is the point of being successful if getting rolled gives similar rewards?!
Imo, Losing rewards should scale based upon your AAO. If it's an even fight and you don't get a single kill, your loser benefit should be small, tiny, insignificant. Similar to what you accomplished. But, if you are outnumbered 3/1 and you manage to delay them, do some decent damage, and even get a few kills, then Yes. You should get a half-way decent reward(outside of the AAO xp/RR/inf).
i really like the theory behind the "new" RvR system, the same as has been hinted at and pushed towards for months now. FIGHT other players and you get rewards. Refuse to PvP, and you get ****.
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- Posts: 193
Re: Update 16/09/16
I like the approach of getting rid of xrealmer with that contribution-system.
It most likely will need fine-tuning and as well it might break in case your client will break down (so logging out, losing the earned contribution - unless there was a failsavetimer implemented for that?), but there WILL be a certain time, where you will have to decide where you will stand. Continue to defend, keeping your current contribution, or switching sides, losing your current progress hoping you might earn enough on that attack to get any reward at all.
It most likely will need fine-tuning and as well it might break in case your client will break down (so logging out, losing the earned contribution - unless there was a failsavetimer implemented for that?), but there WILL be a certain time, where you will have to decide where you will stand. Continue to defend, keeping your current contribution, or switching sides, losing your current progress hoping you might earn enough on that attack to get any reward at all.
Re: Update 16/09/16
Contribution is saved by the battlefront, and is not lost on logout or crash. The system would have been unworkable without that.
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- Razielhell
- Former Staff
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Re: Update 16/09/16
This has nothing to do with Keep Loot ticks contribution right?Azarael wrote:Contribution is saved by the battlefront, and is not lost on logout or crash. The system would have been unworkable without that.
Re: Update 16/09/16
Oh! Hoi!jepz wrote:hey cute, meet you again ^^Vitesse wrote:Fancy (:
and about 3x restart after patch:
99 little bugs in the code
99 little bugs in the code
Take one down, patch it around
117 little bugs in the code
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