Pop down, down fast!! =(

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Aurandilaz
Posts: 1896

Re: Pop down, down fast!! =(

Post#21 » Thu May 11, 2017 2:34 pm

Bozzax wrote:Have you ever tried running those classes consistently 6v6 or you just toss it arround as a fact.

The best premades on this server pretty much won with wathever setup they used (enigma proved this)

Ofc it is true to some extent but a well composed setup that is not flavour of the month may be suprisingly effective imo (randomp comps ofc dont work)

Good comp + consistancy > best comp and less consistency?
Good players will provide good results, but when it comes to exceptional players, they will provide exceptional results.
However, the playerskill can only carry you so far; when a good player on "bad" class faces a bad player on a good class, the good player can win very often. An exception player on a non-fotm class can even beat a good player playing a fotm class. But when it comes to good vs good, or exceptional vs exceptional; skill factor becomes a constant value and then it is time for the game balance (or lack thereof) to decide the outcome. Back on live you would also factor in gear imbalances, but they hardly count here as T4 sets are still very close to one another stat-wise.

But considering how averages work, we might have 10% of the playerbase fall into category of "exceptionally good" and 10% into "pls stop feeding" category, with the remaining 80% being either below/above average, or you know, just an average player enjoying a few hours gaming session.

And if you just look at the few remaining 6mans, you will most likely soon find out which classes are underrepresented in the usual setups and which occur more likely in their daily roster. Of course this does not mean 100% correlation, but surely one can draw some sort of assumptions based on daily observations as to which classes form the current fotm. ;)

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dansari
Posts: 2524

Re: Pop down, down fast!! =(

Post#22 » Thu May 11, 2017 2:34 pm

Saying new content hasn't been released in a while is grossly unfair imo. These are volunteers and new content has been steady. I think the release of content has been wonderful, and knowing that a core team is working on bigger things (client control, cities) that will take time is enough to make me stick around.

Overall I think the main rvr campaign is boring, but I don't think this is a dev flaw more than a game design flaw. This has been discussed ad nauseum in other threads, but I also think it's good to continue to flesh out our opinion on the current state. From what I can tell, the team does read our concerns and does try to implement ways to "fix" the issues. They have their priorities and their method with how to address shortfalls in the game design, and satisfy it using the tools they have on hand.

That said, there are three things (already been discussed and not necessarily even my ideas) that could be updated with the current system:

1. Gear progression rather than strictly RNG. Introducing a fragment or shard system into rvr would help people see their progression rather than most people just playing for six hours, getting 17 medallions, not getting a gold bag, and being frustrated when they log off.

2. Changing the RVR campaign to be points based. Each zone should have a finite ending and the BOs should play into the capturing of the zone.

3. Adding a "ranked" queue to the scenarios. If it's not possible to do, then simply adding a ranked scenario map much like we do the pug maps. If you don't want to reward extra emblems in these, then I would say giving extra renown would be a nice reward. The main purpose of this would be to incentivize groups of players on voice comms to queue ranked so more casual players can solo queue and have more fun in scenarios instead of getting stomped. Then you basically have a leaderboard feed to the site, if possible: tracking wins and losses in the ranked queue for each individual player.

These changes would make the gear "grind" seem less grindy, make the RVR campaign more fun, and make scenarios more casual friendly.
<Salt Factory>

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warislove
Posts: 190

Re: Pop down, down fast!! =(

Post#23 » Thu May 11, 2017 2:37 pm

id say majority of the population are players from live, hence when we started to play this game 10 years ago we all had much more time than we have now

IRL stuff keeps us from playing as much as we would like too...

you cant expect to play 15 min a day and expect to have best gear in 2 days right?

ofc there are other issues as well, but at the end of it all RoR Team are doing this for free and in their free time which i assume is not as plenty as was 10 years ago

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tazdingo
Posts: 1260

Re: Pop down, down fast!! =(

Post#24 » Thu May 11, 2017 2:48 pm

i just check here every day for the announcement that emblems can now be traded for medallions

debolstering and SCs are still fun but good god the conq grind in T4 can just go to hell

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Bozzax
Posts: 2652

Re: Pop down, down fast!! =(

Post#25 » Thu May 11, 2017 2:51 pm

Aurandilaz wrote:
Bozzax wrote:Have you ever tried running those classes consistently 6v6 or you just toss it arround as a fact.

The best premades on this server pretty much won with wathever setup they used (enigma proved this)

Ofc it is true to some extent but a well composed setup that is not flavour of the month may be suprisingly effective imo (randomp comps ofc dont work)

Good comp + consistancy > best comp and less consistency?
Good players will provide good results, but when it comes to exceptional players, they will provide exceptional results.
However, the playerskill can only carry you so far; when a good player on "bad" class faces a bad player on a good class, the good player can win very often. An exception player on a non-fotm class can even beat a good player playing a fotm class. But when it comes to good vs good, or exceptional vs exceptional; skill factor becomes a constant value and then it is time for the game balance (or lack thereof) to decide the outcome. Back on live you would also factor in gear imbalances, but they hardly count here as T4 sets are still very close to one another stat-wise.

But considering how averages work, we might have 10% of the playerbase fall into category of "exceptionally good" and 10% into "pls stop feeding" category, with the remaining 80% being either below/above average, or you know, just an average player enjoying a few hours gaming session.

And if you just look at the few remaining 6mans, you will most likely soon find out which classes are underrepresented in the usual setups and which occur more likely in their daily roster. Of course this does not mean 100% correlation, but surely one can draw some sort of assumptions based on daily observations as to which classes form the current fotm. ;)
So many fail before trying ;)

Ofc you need a good comp and play its strengths so no random teams

Ccm showed this 1/3/2 as well beating countless FTM setups

Not saying all classes are equally good I'm saying maybe FTM isn't the best comp and you can play others with extremly good results

No conclutions can be drawn from daily observations unless you daily play 6v6 vs other top premades. I don't currently do you?
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Luth
Posts: 2840

Re: Pop down, down fast!! =(

Post#26 » Thu May 11, 2017 2:53 pm

@thread
Is there any data to back the claim of the slow (or fast) death of the server up this time? Because there was none in the last "server dying" thread and the one before...
Spoiler:
Image
Mid tier lock yesterday EU primetime; 2+ order warbands vs 1+ destro warband.

In other timezones it is different, but that's a problem in that timezone, not one of the whole server and some timezones have population problems since the start of the project.
It's also obvious that people with a certain agenda repeatedly try to utilize the "server dying" meme because they don't like to level via PvP and instead want to grind a new char to level 40/renown rank 3 in a few hours. This is their own problem, not one of the server.

About RvR contribution:
Maybe dying as a group vs a warband gives also big contribution or there is some other strange mechanic, but everyone claims that it is top damage and deathblows as if it is a scenario board (i still don't know how it works; just guessing as everyone else and i still have no interest in knowing it).

Daknallbomb
Posts: 1781

Re: Pop down, down fast!! =(

Post#27 » Thu May 11, 2017 2:59 pm

well noone take the data i think ;D but the dayli 1k Players that where online at eu prime is a wet dream atm liek it was for a time
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

Shlug
Posts: 8

Re: Pop down, down fast!! =(

Post#28 » Thu May 11, 2017 3:04 pm

I agree with Aurandilaz and Mcgotrek that in it's current state rvr system encourages very selfish behaviour. It's not about the gear as we will all get it eventually but it's that playing the game the theoretical 'right' way, so in a wb trying to lock the zone is the least rewarding.

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peterthepan3
Posts: 6509

Re: Pop down, down fast!! =(

Post#29 » Thu May 11, 2017 3:05 pm

blame the 6mans
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Daknallbomb
Posts: 1781

Re: Pop down, down fast!! =(

Post#30 » Thu May 11, 2017 3:08 pm

peterthepan3 wrote:blame the 6mans
jep These 100 % ;D damnit 6 mans
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

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