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T4 - Adaptations for possible improvements.

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Alfinnete
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Posts: 549

T4 - Adaptations for possible improvements.

Post#1 » Wed Apr 05, 2017 4:46 pm

Hello guys.

Sorry for my English.

Recently I've been noticing that most players, at least it seems, are not satisfied with the farm method to get medals on T4 and also how to lock the zone.

Well, I've been talking to some players and below are reasons why and soon after possible way to solve the problem:

1. The System favors those who have a strong and closed group.
2. The new way of locking the zone is tiring.
3. Warhammer was not meant to be farmed.
4. I play on time that the server is not full.
5. The amount of Lord's HP is absurd when there are few players to hit him.
6. Somehow it was given a gift for those who are in the defense, it was already difficult, now only with zerg to go through the gates.
7. 2,3 or 4 hours to lock the area? This is absurd, we are remnants of more than 5 years ago, today we have family to take care of, job.

There are other complaints, but I think these are enough for my "auternative."

As indeed the Lord has an absurd HP I believe that this must be solved with a quota system in%.

For example:

Praag Zone - 2 or more WBs = 100%.
In this case the Lord would have the HP he has now.
1wb = 50%.
The Lord would have 50% of the original HP.
-1WB = 40%.
If there is less than one WB, the Lord would have on average 40% of the oroginal HP.

With that at any time we could see the zones being locked.
Considerations:
Obviously the count would be over numbers and not WB, the term WB was used to summarize in significant amount.

Attacks in siege.
I believe that in this case the attack and defense buffs should happen.

Whoever attacks is getting a buff of +% damage every 25.50,75 and 100% damage to the door. This buff takes into account how easy a defense is when both Realms are the same. This idea should be better studied.

Taking into account that keep falling time would be less, less exhausting, throwing that is not playing on strong PTs will have a better chance of getting your Gear and weapon.
With that the game would not enter the notorious farm system. It would cease to be a massive and enjuative system.

It is good to remember that the game is situated on a server that may or may not stop at any time regardless of the reason.

I think it's fair that everyone has equal options to improve their equipment. Independent of schedules, realm or friendships.

Ty and pls, dont troll this post =)

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navis
Posts: 784

Re: T4 - Adaptations for possible improvements.

Post#2 » Wed Apr 05, 2017 9:11 pm

I agree that things like Keep Lord HP, mechanics, NPC's etc could be tweaked to be more effective/interesting.

But I don't think that zones should lock every 2 hours or something. I actually enjoy to see prolonged battles in certain zones. I would rather try to stick with the 'open' concept for PvP, decentralize overall desirable reward from Keeps and Locks - yes they are juicy rewards but should only be supplementary.

For example, you mentioned having shorter hours of play available to you. With reasonable reward from Objective play alone should suffice so long as there is a 6 man enemy party in the same zone, and you happen to engage and win at one of the objectives.

The bad thing about zones locking more (without acute victory conditions that is not coundown timer). Game becomes more predictable or 'campaign on tracks'. Better solution is to modify Pairing Lockdown timers, or 'end-zone' defenses. Previously the 'endzones' would lock themselves if no defense was present. This would be a good 'easy' victory for the defensive realm since two keeps need be taken. Overall we need more options I think and less tank'n'spank Keep Lords.

Also, to mentioned some of the newer RvR gameplay - is the post-keep RvR phase which I think is a good addition, as well it serves as a good example of a positive play experience that is not focused around Keep taking, although all the goodies that surround keeps are still there for players to utilize in their strategy. It reminds more of how RvR was a year(s) ago in Highpass.
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