Changelog 11/11/16

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calsidar
Posts: 13

Re: Changelog 11/11/16 (Pending)

Post#11 » Fri Nov 11, 2016 9:21 am

Hello
I would like to say that keeps weapons and siege weapons should be free of gold
The map should generate those through the amount of suplies that the players manage to gather . A minimum per/minute at the keep , and the suplies as a big bonus when delivered.
There should be a limit cap however depending on the amound of players that are gathered in the rvr areas.
That way we will see a lot more of equipment and have more fun at sieges because they will reach their full potential

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NectaneboII
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Posts: 333

Re: Changelog 11/11/16 (Pending)

Post#12 » Fri Nov 11, 2016 11:58 am

Can we hide the supplies being carried status aswell ?
Keeps remaining stagnant to solid 0 or 1 star while the enemy keep reaches 4 or 5 star , with a very weak Lord and door and aao zerg ofc , should be vehemently looked at .
Suggestion : Keep advancement should be linked to Populance and the Realm Kills
On the Subject of Rams : Keep Inner sanctum falling under 5 mins is not good , at all . Making Ram nearly indestructible or obstructing players from pushing out to the gates ain't good either
I can not possibly contest your ideas and their implementation thereof , but the Solid , Old System is greatly missed.
Thank you

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Azarael
Posts: 5332

Re: Changelog 11/11/16 (Pending)

Post#13 » Fri Nov 11, 2016 12:27 pm

The solid, old system that encouraged zerging, sitting in front of a door for 20 minutes spamming skills at it and funnelling?

Sorry, friend. Can't please everyone. I suggest you learn to deal with things rather than offering unsupported opinion and subtly pushing for a rollback.

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StormX2
Game Master
Posts: 1080

Re: Changelog 11/11/16 (Pending)

Post#14 » Fri Nov 11, 2016 2:55 pm

NectaneboII wrote:Can we hide the supplies being carried status aswell ?
Keeps remaining stagnant to solid 0 or 1 star while the enemy keep reaches 4 or 5 star , with a very weak Lord and door and aao zerg ofc , should be vehemently looked at .
Suggestion : Keep advancement should be linked to Populance and the Realm Kills
On the Subject of Rams : Keep Inner sanctum falling under 5 mins is not good , at all . Making Ram nearly indestructible or obstructing players from pushing out to the gates ain't good either
I can not possibly contest your ideas and their implementation thereof , but the Solid , Old System is greatly missed.
Thank you
Its not like this is the end all, never going to tweak again, Final RVR Patch lol. Just play and provide good feedback.

Also, just because you cant Pop out of a door and safely pop back in does not mean you cant still make a coordinated push. I cannot, Have you never seen a warband jump off keep walls for a coordinated push?

Gnarlimus
Posts: 12

Re: Changelog 11/11/16

Post#15 » Fri Nov 11, 2016 3:16 pm

good changes here aza. had a go last night to test it out.

rams are in a better spot, keep decay is much better. was taking far to long before i think that was what was taking the wind out of everyone to test this, so good fix there.
the change to the main door is a great idea! well spotted.
i have noticed our realm communicating more already and thats always good news!
enjoying it so far, after cannon hammer anyways :P

peace

descent/structure

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faiden
Posts: 96

Re: Changelog 11/11/16

Post#16 » Fri Nov 11, 2016 3:22 pm

Postern door still works right?
I mean you can still pop in and out?
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Marsares
Posts: 368

Re: Changelog 11/11/16

Post#17 » Fri Nov 11, 2016 4:42 pm

faiden wrote:Postern door still works right?
I mean you can still pop in and out?
Yup. And can jump off walls, just can't pop in and out all the time of a main door if it's being rammed.
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NectaneboII
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Posts: 333

Re: Changelog 11/11/16 (Pending)

Post#18 » Fri Nov 11, 2016 5:01 pm

Its not like this is the end all, never going to tweak again, Final RVR Patch lol. Just play and provide good feedback.

Also, just because you cant Pop out of a door and safely pop back in does not mean you cant still make a coordinated push. I cannot, Have you never seen a warband jump off keep walls for a coordinated push?
I am indeed playing and providing good feedback.
Please by all means , set up a warband and see if your point can actually come into fruition with the current system , as a matter of fact , i have led , a coordinated charge to kill ram / secure the defence of the gates many a time , within the Old System . The current one ( and the one amended today ) simply makes defences ( the ones we all know to have little to enough chances of success ) even easier for the Zerg/AAO/Weak Lord combo which will be frequent from now on .
Jumping off walls into the thick of a fight , instead of rushing out from the gate , damages you from the very start of the said Push.
Regarding the Funneling situations , did the changes to artillery damage prove efficient enough to counter that ?
POV : The current system rewards zerging , rather than eliminating it , example (1 day ago): 2 full warbands in Thunder Mountain , 40% aao , Order Keep 0 stars , enemy realm keep 5 stars. Inner sanctum gate fell UNDER 5 mins , Lord UNDER 1 min .
Should the aforementioned scenario taken place within the Old System , the defenders would have a worthy ( even if no bag rolls were given ) chance to save their Realm's Keep.
Regarding Supplies and the "Merry go around" thing , wouldn't it be more appropriate to link supplies directly to the the Bos your realm holds , thus securing that the lakes and the battlefield objectives are been "played"
Regarding Towed Artillery , if i recall correctly during the very first months and up to a later stage of the official game , each keep would have some short of bases ( like in the original tabletop game ) which were bearing the insignia of the realm , a player would place an artillery piece on those platforms in order to spawn siege machinery , not only the current artillery system is time ( essential , strategic time ) consuming , it also lacks certain standards , like efficient (mostly aao ) damage or liberty on targeting ( doors etc ).
I do get and fully support a more "physics-wise" approach to the issued changes ( that would include players blocked from entering or exiting barricated gates ) but the mechanics and the small strategies or strategisms that provide SOME balance at least , are wholly lacking ( even in the official game , do not get me wrong ).
Simply imagining things will work out in "real" ingame situations is far from any so far tested approach.

The above points are strictly POV and thought over , other than that , the project in its entirety is indeed up to your team , that thus far has made significant and respected advancements .

Thank you .

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NectaneboII
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Posts: 333

Re: Changelog 11/11/16 (Pending)

Post#19 » Fri Nov 11, 2016 5:06 pm

Azarael wrote:The solid, old system that encouraged zerging, sitting in front of a door for 20 minutes spamming skills at it and funnelling?

Sorry, friend. Can't please everyone. I suggest you learn to deal with things rather than offering unsupported opinion and subtly pushing for a rollback.
Point taken , respected , but unfortunately not in agreement.

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StormX2
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Posts: 1080

Re: Changelog 11/11/16

Post#20 » Fri Nov 11, 2016 5:49 pm

I am certain that when its all said and done, this will be much better than Doorhammer.

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