[FEEDBACK] Roll System

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Alfinnete
Banned
Posts: 549

[FEEDBACK] Roll System

Post#1 » Fri Apr 28, 2017 12:08 pm

Sorry for English.

Yes, they can say it works, but it can not be working right.

I have been testing and observing its functioning for days and it does not correctly interpret the goals that the player concludes.

Goals I've completed for testing:

:arrow: 1. Get BO.
:arrow: 2. Defend BO.
:arrow: 3. Kill Enemies in Bo while Defending.
:arrow: 4. Paste Resources.
:arrow: 5. Deliver Resources to Different Places.
:arrow: 6. Be in PT / WB.
:arrow: 7. Help in the first door attack.
:arrow: 8. Help in attacking the second door.
:arrow: 9. Help kill Hero.
:arrow: 10. I refined points 1 to 6 after Hero died.

I delivered more than 30 resources between the time that Hero was alive and post death, when it hit 30 I stopped counting.

Result:

First roll = 95 :x
Second roll = 300 :o

Total = 395
Placement: 45th Position.

Reward: NOTHING! :cry:


At other times I tested do nothing, just walk with WB as in the first test but do not attack, do not defend, do not pick up feature, do not be on the attack of the first and second door and just be on Hero in overrum.

Result:

First roll = 495 ;)
Second roll = 475 ;)

Total: 970
Placement: 4th Position.

Reward: Blue bag. :lol:
Only one purple bag rolled.

I'm not saying that I've done enough to stay in first, but it's clear that this system does not work right and that's frustrating since this Hero system has super HP and monstrous defense makes the zones take a long time to flip.

The figures quoted may vary little, nothing that could interfere with the final result.

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zumos2
Posts: 441

Re: [FEEDBACK] Roll System

Post#2 » Fri Apr 28, 2017 12:15 pm

Second roll is pure RNG, only the first roll is based on your contribution. The exact activities that reward contribution and in what way are kept unknown. From your experiment you can probably conclude that running supplies is not a good way to get top contribution.

The contribution from your party also matters. So it could be that when you were running with the warband the second time your party did a lot better and therefor gave you higher contribution. Also what class are you running?
Zumos - Member of Red Guard

Current Guilds: The Unlikely Plan - Deep and Dry - Dark Omen

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Collateral
Posts: 1494

Re: [FEEDBACK] Roll System

Post#3 » Fri Apr 28, 2017 12:32 pm

Were you in the zone from the start? We found that's a VERY important thing. Also, were you the top kills in the zone or in a party with top kills in the zone? We found that's another VERY important thing. The other things you listen contribute far less in my experience.

So to sum up, get in a party with a good dps, and get a crap ton of kills. Your contribution for the whole party is almost guaranteed.

Daknallbomb
Posts: 1781

Re: [FEEDBACK] Roll System

Post#4 » Fri Apr 28, 2017 12:35 pm

Collateral wrote:Were you in the zone from the start? We found that's a VERY important thing. Also, were you the top kills in the zone or in a party with top kills in the zone? We found that's another VERY important thing. The other things you listen contribute far less in my experience.

So to sum up, get in a party with a good dps, and get a crap ton of kills. Your contribution for the whole party is almost guaranteed.

Hmm disagree! Two times i was i zone As it opened and i was both Times The one with highest kills. I runned some supllies not many and took bos and deffed bos i was place 17 before roll and place 9
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

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Alfinnete
Banned
Posts: 549

Re: [FEEDBACK] Roll System

Post#5 » Fri Apr 28, 2017 12:40 pm

Thanks for the feedback.

1. Yes I know the first roll is based on contribution, so it includes the amount of completed goals and even then that contribution was ridiculous.

2. This goal based on death is extremely wrong, I believe it does not make sense to force defensive players to try to be offensive. But yes, I know that the DEVs live in another tuning.

3. In the first case, what I did extremely badly, I was in the zone from the beginning, in the second case I arrived when the first door had already fallen and I did not carry any resources and did not help at all, purposely to obtain the result of the my research.

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roadkillrobin
Posts: 2773

Re: [FEEDBACK] Roll System

Post#6 » Fri Apr 28, 2017 1:12 pm

I think the problem in general is that a person can come into the zone solo for 5 min and win a bag while a person that spent 5 hours in a warband can get nothing. Also people can show up in the lake as it's supose to flip get some minor contribution and dialute the rolls due to the few numbers of bags rewarded. Just giving everyone the same amount of medalions for a flip and increase the renown gain based on contribution solve this issue as there would be no internal realm conflict about people showing up to leach the bags. It also solves the issue about less populated time zones have a less dialute chance of bags.

Rolling for loots works ok for when 2-20 people finnished a challening instance as you need to perform to actually finish the task to even get the rolls in the first place. It doesn't work very well when 150 people compete for 3-4 rewards when it's possible for 24 people to carry the other 126 players to the rolls.
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Henrak
Posts: 8

Re: [FEEDBACK] Roll System

Post#7 » Fri Apr 28, 2017 3:39 pm

this system is a big ****
just give medaillon at lock 5/ 10 / 15 / 20 idc but the same way for eveyone

RNG system is not a good idea

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Alfinnete
Banned
Posts: 549

Re: [FEEDBACK] Roll System

Post#8 » Fri Apr 28, 2017 5:15 pm

Henrak wrote:this system is a big ****
just give medaillon at lock 5/ 10 / 15 / 20 idc but the same way for eveyone

RNG system is not a good idea
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Alfinnete
Banned
Posts: 549

Re: [FEEDBACK] Roll System

Post#9 » Fri Apr 28, 2017 5:16 pm

roadkillrobin wrote:I think the problem in general is that a person can come into the zone solo for 5 min and win a bag while a person that spent 5 hours in a warband can get nothing. Also people can show up in the lake as it's supose to flip get some minor contribution and dialute the rolls due to the few numbers of bags rewarded. Just giving everyone the same amount of medalions for a flip and increase the renown gain based on contribution solve this issue as there would be no internal realm conflict about people showing up to leach the bags. It also solves the issue about less populated time zones have a less dialute chance of bags.

Rolling for loots works ok for when 2-20 people finnished a challening instance as you need to perform to actually finish the task to even get the rolls in the first place. It doesn't work very well when 150 people compete for 3-4 rewards when it's possible for 24 people to carry the other 126 players to the rolls.
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Acidic
Posts: 2074
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Re: [FEEDBACK] Roll System

Post#10 » Fri Apr 28, 2017 6:21 pm

Sounds like it confirms my suspicion of RNG heavily basted with rng source from some specific actions,
Whole loot reward with the arrival of conqueror stuff made me stop playing a game I used to like a lot,

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