Since faction hopping is done to max the rewards for time invested it might be worth to think about different solutions to get rid of it.
The current system does punish the underdog twice. In open with getting rolled over and over again and after lock with tiny rewards compared to the Zerg side. You could link the medals and renown to the AAO or something. AAO alone is simply not enough.
Changelog 25/11/16
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Re: Changelog 25/11/16
lol...Telen wrote:What about a faction lock and a approved selection of guilds that can be trusted to self balance can
no thanks.

Re: Changelog 25/11/16
48 hr lock, when you switch sides you get a 120min debuff, no Renown or Loot rolls from ORVR. I liked the DR system, feel that it is underutilized, still too many folks sitting in a keep farming.
Back on topic, love the postern change. Would even go as far as making it R0 and R1 keeps.
Back on topic, love the postern change. Would even go as far as making it R0 and R1 keeps.
-= Agony =-
Re: Changelog 25/11/16
We're currently getting into the situation when being the zergiest is the new meta. Pugs in the time being got into merc/anni gear, so they're no longer as easy to kill.
Organized warbands basically counts in my eyes as two pug ones in spot on the battlefield. That's why one organized + pugs are a hard force to be dealt with. X realming is making the problem bigger, but well, we can't deal with it currently.
First off, before I'll go into my thought, let me say that I approve one thing - with increased AAO, increase the aoe hit caps.
Since Aza got really good in terms of: If x number of players are close to each other on the x diameter of feet - that will happen.
Implementing some or all of those changes will lengthen the combat, making it more enjoyable, more tactical. No more of situations that you're getting wiped in 5 seconds, just because enemy warband is too close and they sneezed on you.
Here are some crazy ideas. Those below will all work together with themselfs, making combinations of some pretty hard debuffing. It will also affect morals.
Reasoning behind all of this? I'm taking from Middle Ages fights, what body blocking inflicted upon effective combat and target choosing. Pretty often in those zergy battles, there were friendly fire casualties and other terrifying stuff as I could say.
Lets start:
Organized warbands basically counts in my eyes as two pug ones in spot on the battlefield. That's why one organized + pugs are a hard force to be dealt with. X realming is making the problem bigger, but well, we can't deal with it currently.
First off, before I'll go into my thought, let me say that I approve one thing - with increased AAO, increase the aoe hit caps.
Since Aza got really good in terms of: If x number of players are close to each other on the x diameter of feet - that will happen.
Implementing some or all of those changes will lengthen the combat, making it more enjoyable, more tactical. No more of situations that you're getting wiped in 5 seconds, just because enemy warband is too close and they sneezed on you.
Here are some crazy ideas. Those below will all work together with themselfs, making combinations of some pretty hard debuffing. It will also affect morals.
Reasoning behind all of this? I'm taking from Middle Ages fights, what body blocking inflicted upon effective combat and target choosing. Pretty often in those zergy battles, there were friendly fire casualties and other terrifying stuff as I could say.
Lets start:
Spoiler:

Re: Changelog 25/11/16
This is probably a better place to post your ideas: viewtopic.php?f=96&t=18332&start=80Reesh wrote:Spoiler:
Zumos - Member of Red Guard
Current Guilds: The Unlikely Plan - Deep and Dry - Dark Omen
Current Guilds: The Unlikely Plan - Deep and Dry - Dark Omen
Re: Changelog 25/11/16
The main reason - we can't control all of people around. The next reason - usually it is too hard to focus AOE in the same place, what is why funnel needs 2WB (2x2x4 - 16 AOE DDs with tanks and heals). This is not a problem to fight until the attacking zone not more than 1.6-1.8 times than defending. Possible, but hard. The next reason - u want to make friendlyfire. This is break the guilds, WBs, partyes and so on. For opened WBs and partyes it breakes 1st. And so on. I can understand that some people dislike organized guilds, WBs and partyes, which are together at RvR and SC, but u offer to breake game to them.
Last edited by Buran on Sun Nov 27, 2016 7:17 pm, edited 1 time in total.

Re: Changelog 25/11/16
Besides the most likely massive technical hurdles to overcome implementing such a system, friendly fire would be the worst mechanic for an MMO bar none. Imagine the griefing potential, the frustration and the sheer unplayability of such a system, when you have no control over what other people do.
I think a reasonable DR mechanic and a lockout timer for xrealming is the way to go.
I think a reasonable DR mechanic and a lockout timer for xrealming is the way to go.
Thayli - SH
Thlayli - SQ
[Phalanx]
Thlayli - SQ
[Phalanx]
Re: Changelog 25/11/16
Either your timing is absolutely impeccable or you saw my comments about wanting to rework AoE. Either way, I'm happy you posted.Reesh wrote:We're currently getting into the situation when being the zergiest is the new meta. Pugs in the time being got into merc/anni gear, so they're no longer as easy to kill.
Organized warbands basically counts in my eyes as two pug ones in spot on the battlefield. That's why one organized + pugs are a hard force to be dealt with. X realming is making the problem bigger, but well, we can't deal with it currently.
First off, before I'll go into my thought, let me say that I approve one thing - with increased AAO, increase the aoe hit caps.
Since Aza got really good in terms of: If x number of players are close to each other on the x diameter of feet - that will happen.
Implementing some or all of those changes will lengthen the combat, making it more enjoyable, more tactical. No more of situations that you're getting wiped in 5 seconds, just because enemy warband is too close and they sneezed on you.
Here are some crazy ideas. Those below will all work together with themselfs, making combinations of some pretty hard debuffing. It will also affect morals.
Reasoning behind all of this? I'm taking from Middle Ages fights, what body blocking inflicted upon effective combat and target choosing. Pretty often in those zergy battles, there were friendly fire casualties and other terrifying stuff as I could say.
Lets start:Spoiler:
I would have done it this way (because of performance restrictions, some of your ideas are impossible:)
1) No AoE cap, it's gone.
2) Base damage of all AoE attacks drops by 50%.
3) The range of cleave-type PBAoEs increases to ~45-50 feet.
4) AoE attacks increase in damage as more enemy targets are struck, hitting their previous level of 100% after 9 targets, and going up to a suitable maximum when hitting tons of targets.
5) AoE attacks reduce in damage as more friendly targets are struck. The reduction is additive with the increase in 4).
So, let's go through the core of this:
I am sick to the back teeth of bastard chuffing zerg. No, really. I've had enough.
AoE caps of any kind favour the zerg and should not be implemented in any game. The correct answer is to implement an AoE system which increases in effectiveness when employed by smaller formations or diffuse/surrounding formations relative to large blob formations. Only by doing this, using the game's base combat system, will you force an engagement to spread out.
"But Aza, that will favour bomb warbands! Age of Bright Wizards!"
Nope. A capped AoE system is what favours bomb warbands because it shields their inner members from AoEs which should be devastating them. With no AoE cap, and a bonus for hitting many players with AoE, and a penalty for hitting friendly targets which is significantly more potent when few enemies are hit, the blob / zerg loses its ball defense and takes vastly more damage than it deals when facing a smaller or surrounding force using actual tactics against it, just as it should be. The friendly fire penalty is effective against the zerg because of its ball nature - players in the middle and back of it will AoE through other players.
And the counterplay against AoE? Very simple. Split the hell up. Nothing more, nothing less. 9 player formations notice no change, and anything smaller takes less damage than now. This zerg bullshit is going to go on forever unless we strike in a way that makes deathballing a complete losing strategy.
An excellent side effect of this is that it knocks the Slayer skill Inevitable Doom right out of small scale, because a melee train using ID will have its damage ruined by their very presence.
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Re: Changelog 25/11/16
Isn't this just gonna make cone and targeted AoE attacks 100 times better then pbaoe ones aswell as it's now a massive dissfavour of having things like melee healers and tank wall formations????
I like the core idea but it kinda breaks mechanics like guards, buff close friendly targets and stuff like that. Aswell as dmg of all AoE attacks probobly need to be adjusted especvially PBAOE attacks.
I like the core idea but it kinda breaks mechanics like guards, buff close friendly targets and stuff like that. Aswell as dmg of all AoE attacks probobly need to be adjusted especvially PBAOE attacks.
Last edited by roadkillrobin on Sun Nov 27, 2016 8:13 pm, edited 2 times in total.

Re: Changelog 25/11/16
Relative balance of AoE attacks is secondary to splitting up the zerg. As long as this zerg rubbish continues, vastly more skills than just 360° PBAoEs get destroyed. Pretty much every skill with any kind of subtlety is useless in a zerg because it's all about throwing out damage.
Also, you don't need a congested tank wall when any kind of zerg attacking a location is vulnerable to getting blasted into paste unless it spreads out and tries actual tactics.
It goes without saying, btw, that this is where the line in the sand is drawn. People don't want cannons and artillery to break up zergs, so we're moving into the combat system now - but doing nothing about the zerg is not an option. One way or another, I WILL diffuse zerg over a larger area. That's a promise.
Also, you don't need a congested tank wall when any kind of zerg attacking a location is vulnerable to getting blasted into paste unless it spreads out and tries actual tactics.
It goes without saying, btw, that this is where the line in the sand is drawn. People don't want cannons and artillery to break up zergs, so we're moving into the combat system now - but doing nothing about the zerg is not an option. One way or another, I WILL diffuse zerg over a larger area. That's a promise.
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