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Some needed 6v6 changes

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footpatrol2
Posts: 1093

Re: Some needed 6v6 changes

Post#51 » Mon Oct 17, 2016 11:33 pm

If you want to increase the competitive community, make Sc's tied to zone flips like how this game was originally set up but make tweaks so you don't run into the same problems retail did.

I am a organizer from that era...whatever on that.

Example:
If riekland is contested then riekland factory will become open to que and battle of praag/Maw of madness will close. Each zone has a SC tied to it by the original design.

Below is a wall of text on justification on why I think this would fix a lot of issue's and help grow the competitive community. Skip it if you want
Spoiler:
The goal of this post here is to expand out the 6v6 guilds to include more players in a organized competitive environment. I am in no way talking about zerg stuff here. I'm talking about 12/18 man's that are disgustingly brutal, at the quality of running double premade/triple premades. 12 man is a sweet spot in my opinion.

Right now there is two separate games going on in RoR which is dividing the community. RvR campaign and SC's. SC's are not tied to the campaign what-so ever. You have large groups of people just sitting in city's/warcamps waiting for sc pop's.

If zone flips were tied to sc's, players would start thinking more on larger group compositions then just 6v6. There would be a NEED for it.
Make it easier to que as a warband for a SC for double group que's and triple group que's. This was possible at one time in this game via que quer addon.
There were premade warbands for city sieges at one time.
This will bring back the 12 v 12 scene that AoR supported at one time.
Keep a solo que option as a option and it doesn't contribute to the campaign.
The rest is tied to the campaign.

A problem with the 6v6 scene is you don't need that many players to support it which keeps the community small. You only need one organizer really and he is limited by only needing 5 other players online. Which mean's he only needs roughly 9 or 10 players to upkeep a constant 6 man with some waiting in line to get into the groups. This excludes a large amount of players and puts a serious need for more organizers to keep up the competitive community.

How many organizer's are in this game really? Not that many, otherwise you'd see a TON of 6v6 guilds out there. Its a personality type thing. Most players are followers and not leaders. Followers are there because its the path of least resistance and they can't spend the time to lead due to life. They might be leading in other more important portions of thier life but just not in RoR, which is cool. I'm not trying to pump up organizer's. All you have to due is act to be a organizer and put in a little bit of thought in your group composition, its super simple. If anything your a HUGE GEEK if your a organizer/leader. Followers/causuals and leaders/organizers are just how society/human beings are set up. There are more followers/casuals then leaders/organizers. I really wish this wasn't the case but thats how things are.

If the competitive scene move's to SC's because they are tied to zone flips the need for more followers increases and the premade organizer need for his ability to organize larger group comp increases because he now needs 11 other players or 17 other players online to participate in a competitive SC environment instead of only needing 5 online. This means more people are required to participate in SC's for the organizers and expand his scope. This means instead of only needing 5 online with 2 or 3 waiting the organizer needs 11 online with 2 or 3 waiting. Your grabbing more followers and the pool of players expands more into the competitive environment and everyone is having more fun.

One of the by-products of organizer's focusing on 6v6's is the creation of the solo que. Its because organizer's don't need that many people when the focus is 6 man's. There are more followers then what organizer's need so the solo que was created via to entertain the followers/casuals and provide a safe place/haven for them. By excluding followers/casuals due to 6 man scale we are in part, destroying our own competitive scene as organizers by focusing only on 6v6. If we try to exclude followers you will lose eventually over time. Organizer's on both sides destro and order are what makes this game fun for us. Expand your scope to include competitive SC's which the playground is larger then 6 man's. It is up to us as organizers to create a healthy environment and to control the game direction. The only thing that mythic and RoR dev's have done for us is provide the sandbox for us. We are the one's willing to act, it is our responsibility. The creation of the solo que is our fault in part by being exclusive and maintaining a small scale perspective.

My personal experience. I ran a consistent 12 man for years and some 18 man's. Which meant I fulfilled the needs of roughly 24 to 36 players. 6 to 7 of those players out of the 12/18 were hardcore players that played the hell out of the game like I did. The rest were more casual's that were taught how the group operated and what was expected from them. That included players with families that couldn't log on everyday. Players that had actual lives. We the hardcore players took care of everything as organizers. We provided the spec's/Gold for respec's/tactic's to be used/Gear stats to aim for, overarching strategy to handle specific types of situations. We basically provided all the thought that went into the group composition that was needed for the compositions to work. We the more hardcore players would bounce idea's off on each other for different group comps and test it out. All the casual players had to due was listen and conduct the things we wanted from them, which is conveniently the path of least resistance for them. All we needed was their trust and to provide a fun experience for them to ensure they would want to come back. Its a win/win.

How are these SC's likely going to be dominated by? Guilds. Bring back bragging rights but tie it to guilds instead of individual players. Have statue's constructing like it was for the top guilds instead of celebrating individual players. This game should be based on bragging rights and not carrots of gear/renown. When you hit max RR and Gear what are you left with? Bragging rights, Rep and fun. You don't have to wait until max gear and renown to base your gameplay on bragging rights, Rep and fun.

This is just my opinion.

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dur3al
Posts: 251

Re: Some needed 6v6 changes

Post#52 » Tue Oct 18, 2016 12:03 am

This would make sense if we still had victory points no? Like to flip zone we'd require objectives+kills+scenario victories or something like that.
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Theseus
Posts: 526

Re: Some needed 6v6 changes

Post#53 » Tue Oct 18, 2016 12:15 am

footpatrol2 wrote:If you want to increase the competitive community, make Sc's tied to zone flips like how this game was originally set up but make tweaks so you don't run into the same problems retail did.

I am a organizer from that era...whatever on that.

Example:
If riekland is contested then riekland factory will become open to que and battle of praag/Maw of madness will close. Each zone has a SC tied to it by the original design.

Below is a wall of text on justification on why I think this would fix a lot of issue's and help grow the competitive community. Skip it if you want
Spoiler:
The goal of this post here is to expand out the 6v6 guilds to include more players in a organized competitive environment. I am in no way talking about zerg stuff here. I'm talking about 12/18 man's that are disgustingly brutal, at the quality of running double premade/triple premades. 12 man is a sweet spot in my opinion.

Right now there is two separate games going on in RoR which is dividing the community. RvR campaign and SC's. SC's are not tied to the campaign what-so ever. You have large groups of people just sitting in city's/warcamps waiting for sc pop's.

If zone flips were tied to sc's, players would start thinking more on larger group compositions then just 6v6. There would be a NEED for it.
Make it easier to que as a warband for a SC for double group que's and triple group que's. This was possible at one time in this game via que quer addon.
There were premade warbands for city sieges at one time.
This will bring back the 12 v 12 scene that AoR supported at one time.
Keep a solo que option as a option and it doesn't contribute to the campaign.
The rest is tied to the campaign.

A problem with the 6v6 scene is you don't need that many players to support it which keeps the community small. You only need one organizer really and he is limited by only needing 5 other players online. Which mean's he only needs roughly 9 or 10 players to upkeep a constant 6 man with some waiting in line to get into the groups. This excludes a large amount of players and puts a serious need for more organizers to keep up the competitive community.

How many organizer's are in this game really? Not that many, otherwise you'd see a TON of 6v6 guilds out there. Its a personality type thing. Most players are followers and not leaders. Followers are there because its the path of least resistance and they can't spend the time to lead due to life. They might be leading in other more important portions of thier life but just not in RoR, which is cool. I'm not trying to pump up organizer's. All you have to due is act to be a organizer and put in a little bit of thought in your group composition, its super simple. If anything your a HUGE GEEK if your a organizer/leader. Followers/causuals and leaders/organizers are just how society/human beings are set up. There are more followers/casuals then leaders/organizers. I really wish this wasn't the case but thats how things are.

If the competitive scene move's to SC's because they are tied to zone flips the need for more followers increases and the premade organizer need for his ability to organize larger group comp increases because he now needs 11 other players or 17 other players online to participate in a competitive SC environment instead of only needing 5 online. This means more people are required to participate in SC's for the organizers and expand his scope. This means instead of only needing 5 online with 2 or 3 waiting the organizer needs 11 online with 2 or 3 waiting. Your grabbing more followers and the pool of players expands more into the competitive environment and everyone is having more fun.

One of the by-products of organizer's focusing on 6v6's is the creation of the solo que. Its because organizer's don't need that many people when the focus is 6 man's. There are more followers then what organizer's need so the solo que was created via to entertain the followers/casuals and provide a safe place/haven for them. By excluding followers/casuals due to 6 man scale we are in part, destroying our own competitive scene as organizers by focusing only on 6v6. If we try to exclude followers you will lose eventually over time. Organizer's on both sides destro and order are what makes this game fun for us. Expand your scope to include competitive SC's which the playground is larger then 6 man's. It is up to us as organizers to create a healthy environment and to control the game direction. The only thing that mythic and RoR dev's have done for us is provide the sandbox for us. We are the one's willing to act, it is our responsibility. The creation of the solo que is our fault in part by being exclusive and maintaining a small scale perspective.

My personal experience. I ran a consistent 12 man for years and some 18 man's. Which meant I fulfilled the needs of roughly 24 to 36 players. 6 to 7 of those players out of the 12/18 were hardcore players that played the hell out of the game like I did. The rest were more casual's that were taught how the group operated and what was expected from them. That included players with families that couldn't log on everyday. Players that had actual lives. We the hardcore players took care of everything as organizers. We provided the spec's/Gold for respec's/tactic's to be used/Gear stats to aim for, overarching strategy to handle specific types of situations. We basically provided all the thought that went into the group composition that was needed for the compositions to work. We the more hardcore players would bounce idea's off on each other for different group comps and test it out. All the casual players had to due was listen and conduct the things we wanted from them, which is conveniently the path of least resistance for them. All we needed was their trust and to provide a fun experience for them to ensure they would want to come back. Its a win/win.

How are these SC's likely going to be dominated by? Guilds. Bring back bragging rights but tie it to guilds instead of individual players. Have statue's constructing like it was for the top guilds instead of celebrating individual players. This game should be based on bragging rights and not carrots of gear/renown. When you hit max RR and Gear what are you left with? Bragging rights, Rep and fun. You don't have to wait until max gear and renown to base your gameplay on bragging rights, Rep and fun.

This is just my opinion.
The only problem is, and I am sure you remember that from live, that not queueing for sc eould become a viable strategy for defending a zone. I didnt read an idea to prevent that in your post. or did i miss it? And dont tell me you forgot, that this was the reason they changed it.
Andyrion Ulthenair
Arphyrion Soulblade

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footpatrol2
Posts: 1093

Re: Some needed 6v6 changes

Post#54 » Tue Oct 18, 2016 12:49 am

No I did not forget.
footpatrol2 wrote:make tweaks so you don't run into the same problems retail did.
That quote Is addressing that issue.

I don't know what to do about that.

Guessing?

Maybe make it so if the defenders don't participate in SC's for a specific amount of time they forfeit any contribution. And the attackers win by default. I dunno. Get creative with solutions to it.

I'm open to suggestions on how to fix that issue with that particular RvR system. I could come up with something.

I think there was too much good coming out of that RvR system when it was working with competitive guilds facing each other. It gave a place for players that wanted to participate in a smaller format to be able to compete and contribute to the campaign. Some players don't want to focus on 24 vs 24 fights or 50 vs 50 fights.

I don't blame them. I don't generally want to participate in that either.

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Theseus
Posts: 526

Re: Some needed 6v6 changes

Post#55 » Tue Oct 18, 2016 12:55 am

footpatrol2 wrote:No I did not forget.
footpatrol2 wrote:make tweaks so you don't run into the same problems retail did.
That quote Is addressing that issue.

I don't know what to do about that.

Guessing?

Maybe make it so if the defenders don't participate in SC's for a specific amount of time they forfeit any contribution. I dunno.

I'm open to suggestions on how to fix that issue with that particular RvR system. I could come up with something.

I think there was too much good coming out of that RvR system when it was working with competitive guilds facing each other. It gave a place for players that wanted to participate in a smaller format to be able to compete and contribute to the campaign. Some players don't want to focus on 24 vs 24 fights or 50 vs 50 fights.

I don't blame them. I don't generally want to participate in that either.
Dont get me wrong, even as I sounded a bit harsh (i tend to do that, when I write in english), I dont have problems with 6v6 on live i was in a nice group myself on Drakenwald, but i wouldnt like an solution, that would make zoneflips a lot harder, that wouldnt be fair to the much larger propotion of the non 6v6 players. So if you propose such a idea you should have a solution for that problem.
Andyrion Ulthenair
Arphyrion Soulblade

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footpatrol2
Posts: 1093

Re: Some needed 6v6 changes

Post#56 » Tue Oct 18, 2016 1:33 am

No worries man. I make a lot of hard statements but its always all opinion. My writing style comes off abrasive at times or defensive.

This is Endgame stuff. Zone flips should be hard to achieve. The harder you make a zone flip the more meaningful it becomes that it flipped. The system I'm proposing suggests that "Yes you do need to organize in order to get a zone flip."

You need to think on your group composition and win SC's. SC's are more objective based now then they were before due to kills not contributing as much anymore.

This is a MMO. MMO's are group based games.

I don't think its asking too much.

If the opposition has a retarded numerical advantage but are horribly organized should they just win through shear numbers? SC's level's the playing field. A 6 man guild or 2 6 man guilds will get overrun by 4 warbands but in a SC setting they won't. Due to equal numbers. If the numerical advantage just maul's the opposition through shear numbers do they deserve the zone flip? I don't think so.

The more organized and coordinated players should win be that the RvR lakes or SC's.

This suggestion will also bring back the 12 v 12 scene. Which by its nature will get more players into competitive play. If you limp in with only a 6 man and your facing a premade 12 man your likely not going to win the SC. So its going to make 6 man guilds expand out to 12 man's or team up with other 6 man's because the majority of SC's in this game are structured at 12 man's and not 6 man's.

Again, I stated to keep the pug only scenario but don't have it contribute to the campaign.

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Eathisword
Posts: 808

Re: Some needed 6v6 changes

Post#57 » Tue Oct 18, 2016 1:41 am

Maybe a solution would be to tie the campaign to 1 particular scenario only. I don't know if the scenario handler can separate things like that, but :
1- if 1 scen can be picked to award points to the campaign
2- if it pops as soon as there is enough people queued from either side
3- if it awards victory points even if the ''losing side'' doesn't show up

Edit : a good incentive for making people queue might be to have medallions drop in that campaign scenario instead of emblems.

It could be great. Would give a way for smaller guilds to contribute greatly doing what they love. And eventually, I believe people would queue it and try to defend it, as otherwise it would award the victory to the other realm anyway.
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Dabbart
Posts: 2251

Re: Some needed 6v6 changes

Post#58 » Tue Oct 18, 2016 2:19 am

Do you not remember the outright Hate that tying SCs in any way to the ORvR campaign caused on Live? Yes. We are not Live, but people already get Hate for not playing a class the way others want them too. Imagine if the SC's outcome actually mattered in the grand scheme of things... "Don't Queue for that SC! You Suck so damned much it is hurting the realm!" is a real problem. Not just in that it is prickish, but that it would actively lead to a reduction in our playerbase.

We have a Proposal section now(Which is **** Awesome!), and the Dev's already have the Honey-Do-List from Hell to get through... Yea, I would love a truly competitive scene here. But maybe that shouldn't even be tried with the game in it's current state? Talking about RR gain reductions, gear limitations, sheer infancy of the Balancing of classes, Bugs, etc.
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Jaycub
Posts: 3130

Re: Some needed 6v6 changes

Post#59 » Tue Oct 18, 2016 2:23 am

^the way scenarios were tied into the campaign on live was shitty, and instead of fixing it they just removed it altogether. Lazy as with most of their fixes, anyone with half a brain figured this out after the CC immunity patch and how much stuff wasn't reworked after that patch that absolutely needed to be. Now you have abilities with longer CD's than they need, tactics that are absolute trash tier etc...
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footpatrol2
Posts: 1093

Re: Some needed 6v6 changes

Post#60 » Tue Oct 18, 2016 2:28 am

Pricks and A--hole's will always exist on the internet. That's never going away. Thats not a good reason to exclude this idea.

There would still be a pug solo que option. That didn't exist before.

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