So the title says it all. A lot of the time people focus on the negative or more controversial aspects of the dev teams RvR changes, tests and systems. But there have been a lot of good with the bad, and the temporary that gets forgotten and sometimes overlooked.
As with everything, a lot of these points will depend on the individual but I just wanted to take a moment to thank the dev team for some nice additions to RvR in general. Keep up the good work!
Siege Weapons
Siege weapons have seen massive improvements over live, and they really feel not only useful, but now any organic part of RvR. Everything from being able to move them, to the scaling damage has been great additions. While powerful they are tactical in nature and this leads to counter play, and counter tactics. There still may need to be tweaks made to weapon hp, damage, and the number of siege weapons available, but all in all they have been a solid addition to the game.
Supply
While there are those that may not like the current supply system, I do not think there are many who could argue that it is not a fast improvement to mythics live version. What the supply system has really done is given way to a lot more small scale play, and spread people around the map more. There are a lot more opportunities now for small groups and lone players find action in the zones, and it has lead to many memorable fights. There may be issues with certain zones, and the easy of blob running supplies, but overall it has been a great addition to RvR in general.
Keep Lords
Some may decry PvE mobs in an RvR game, but no one could argue how useless and easily ignored the old lords were, even on live. They gave no cause for concern, and could be solo'd or duo'd pretty easily. The changes to not only the lords, but the looks of the keeps themselves have really made them something to see and be feared. Getting keep loot is no longer a matter of hitting an empty zone with 4 people in off-hours to guarantee a bag.
For me these have been some great changes, and I want to thank the devs for their hard work. They have done a lot, and while I may not like or agree with the changes they end up doing. I'm glad that this server exists, and that they are working hard to continued development on a dead game, even if I may not like where some of the changes are going. (I love funnels! so the keep door / postern changes have got me a bit jazzed)
What's good with the new RvR system
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Re: What's good with the new RvR system
Well, concerning the RvR changes i can agree wholeheartedly. I like those changes and I actually would love if they were taken further.... cannons that can be deployed anywhere.... barricades, you can put up, to stop the flow of supplies to a keep, siegetowers and so on.... but I think, that will be a dream, so..... I think, whar we got is great.^^
Andyrion Ulthenair
Arphyrion Soulblade
Arphyrion Soulblade
- Gachimuchi
- Posts: 525
Re: What's good with the new RvR system
Current implementation is clunky. I see where Aza has wanted to take this but without a UI incorporating all of the new stuff it's almost like I'm playing DnD or some kind of other make-believe with all of the arbitrary requirements to do anything outside of kill people in the lake. Especially things like:
- Number of shots in siege weapon
- Repairing keep door
- How much damage scaling your siege has(plinking people for 1k damage every 5 seconds or so with limited ammo isn't very effective.)
There are other gripes I have but that's all I can think of at the moment.
- Number of shots in siege weapon
- Repairing keep door
- How much damage scaling your siege has(plinking people for 1k damage every 5 seconds or so with limited ammo isn't very effective.)
There are other gripes I have but that's all I can think of at the moment.
Zuuka - Okayzoomer - and many others
Khandikhaine/Ligmuh/Egf - Meatcircle - Ukruton - and many others
Old School / Lords of the Locker Room
Khandikhaine/Ligmuh/Egf - Meatcircle - Ukruton - and many others
Old School / Lords of the Locker Room
Re: What's good with the new RvR system
I love the new siege weapons utility !
I'd like to see orcapult and more now !
As rvr really turned to siege weapons , why not reintroduce the buff/break siege weapons abilities ? That would suit perfectly the new rvr system ?
However , the new system looks really better than live !
I'd like to see orcapult and more now !
As rvr really turned to siege weapons , why not reintroduce the buff/break siege weapons abilities ? That would suit perfectly the new rvr system ?
However , the new system looks really better than live !
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Dajciekrwi
- Suspended
- Posts: 715
Re: What's good with the new RvR system
Im agreed that RVR system is good , even better then original, with one exception.
These mobs in keep are so annoying , irritating and tiring.
1. they running headless through walls doors, blocked ways,
2. spawns insane with strange places,
3. killing them give nothing, players mostly just avoid them,
4. Lord is fine he can be even stronger but take this brainless mobs!
These mobs in keep are so annoying , irritating and tiring.
1. they running headless through walls doors, blocked ways,
2. spawns insane with strange places,
3. killing them give nothing, players mostly just avoid them,
4. Lord is fine he can be even stronger but take this brainless mobs!
Re: What's good with the new RvR system
Supplies have been great in creating small scale skirmishes and fights. Siege weapons ehhhh well, I don't understand how people prefer getting torn to shreds by a cannon instead of diminishing rations or increased AoE cap; but to each his own. I'd say siege towers and rams and let all the other siege rot in hell. But, since the devs are having a hard time finding a different solution to zerging so be it (for now). As per the keep lord I just wish keeps were more defensible without his mighty intervention, but I guess that comes down to players being disorganized, not guilded or grouped etc. rather than how the game works, I guess keeps might give enough of a defender's advantage even without the keep lords if someone were to use them properly.Karast wrote:So the title says it all. A lot of the time people focus on the negative or more controversial aspects of the dev teams RvR changes, tests and systems. But there have been a lot of good with the bad, and the temporary that gets forgotten and sometimes overlooked.
As with everything, a lot of these points will depend on the individual but I just wanted to take a moment to thank the dev team for some nice additions to RvR in general. Keep up the good work!
Siege Weapons
Siege weapons have seen massive improvements over live, and they really feel not only useful, but now any organic part of RvR. Everything from being able to move them, to the scaling damage has been great additions. While powerful they are tactical in nature and this leads to counter play, and counter tactics. There still may need to be tweaks made to weapon hp, damage, and the number of siege weapons available, but all in all they have been a solid addition to the game.
Supply
While there are those that may not like the current supply system, I do not think there are many who could argue that it is not a fast improvement to mythics live version. What the supply system has really done is given way to a lot more small scale play, and spread people around the map more. There are a lot more opportunities now for small groups and lone players find action in the zones, and it has lead to many memorable fights. There may be issues with certain zones, and the easy of blob running supplies, but overall it has been a great addition to RvR in general.
Keep Lords
Some may decry PvE mobs in an RvR game, but no one could argue how useless and easily ignored the old lords were, even on live. They gave no cause for concern, and could be solo'd or duo'd pretty easily. The changes to not only the lords, but the looks of the keeps themselves have really made them something to see and be feared. Getting keep loot is no longer a matter of hitting an empty zone with 4 people in off-hours to guarantee a bag.
For me these have been some great changes, and I want to thank the devs for their hard work. They have done a lot, and while I may not like or agree with the changes they end up doing. I'm glad that this server exists, and that they are working hard to continued development on a dead game, even if I may not like where some of the changes are going. (I love funnels! so the keep door / postern changes have got me a bit jazzed)
What is indisputably a massive improvement is the way renown and influence are awarded for BOs, kills at BOs and in the zone and zone locks. I don't think there's any controversy about that it's simply **** amazing compared to how the game ever worked on live or RoR.
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