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Patch Notes 1/9/2017

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Haojin
Posts: 1066

Re: Patch Notes 1/9/2017

Post#181 » Sun Sep 03, 2017 8:51 am

I haven't tested new rvr yet but these "t2-t3 lives matter" guys acting like there was a t2-t3 action running 24/7 in the past and the new patch ruined it which makes me rofl.

To the guys whos under 40: being lowbie isn't permanent; if it's annoys you, go kill x amount of mobs and be 40 or join a warband whos carried by plenty of 40's and level up. Both options are better than a wasteland imho. Also, ttk is low for everyone; you will have more hard times without bolster when you ding 40.

Last note: This patch is the best patch since 2008, i hope with some tweaking it will become the future of war/ror. Good job all.
Guildmaster of Phalanx

K8P - Karak Norn

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Aurandilaz
Posts: 1896

Re: Patch Notes 1/9/2017

Post#182 » Sun Sep 03, 2017 9:40 am

^what Hao said

anyway, some feedback now that I've tried it on Fri and Sat:

1. It's awesome to get proper action in T2 and T3 instead of the eternal 9 zones in T4 that you know every corner of after years of roaming there. Some maps though, like Ostland-TC or Tala-HP, really have map design issues, as after keep locks you just keep going in a big wave formation back and forth to the WC entrance of whichever side is losing. Though not much different from post-Keep Fall T4 action.

2. Butchering lowbies. Tried playing on r16 chosen and r16 SW. Sure, your "main stats" are bolstered to softcap, but you still lack the total strikethroughs and hard avoidance stats that actual 40s have. The absurd lack of tactics is also kinda brutal, as the usual lack of most important class tools that are only achievable in late game. Understandable, but slightly annoying. Having 182% physical dmg mitigation is nice, until you realize your block is so low about anything lands home. Same with DPS and stikethroughs. Not sure how to fix it, as the most obvious solution would be to grind mobs until you reach 40... which is kinda hard with all the nerfs to any form of powerleveling.

3. Zerg formation. Again, not much different from T4. Except it feels worse because of smaller maps. Unless you have some magic solution to prevent people from focusing on Warcamp entrance farming...dunno. People gravitate towards where they see renown available, and for now it means camping warcamps, or just being AFK at some distant BO waiting for lock.

4. Keep fights, as someone else mentioned earlier, you don't really get much people to show up to defend keeps. Either people simply don't care, or they physically cannot because of the massive sea of red surrounding every avenue to relatively small and cornered T2 keeps (Destro in TC, Order in Ellyrion...) Our party yesterday in Talabec was half-assed to be interested in staring at keep walls because there were red targets moving in the lakes, so obviously trying to maximize renown we just hunted people in the lakes, missing most of the actual keep fighting. As for defenders, 20-30 destro camping posterns made sure about none got in. So order scatters to BOs, and Destro keeps PveDooring. Again, honestly not much different from T4 fights, except the keeps there tend to be larger and due to larger size, covering all posterns is sometimes more difficult.
(potential solution, temporary portals from WC to keep as long as Inner door remains undamaged, just to see if more people decide showing up to defend is worth it - though not sure how this might work in T2)

5. Rewards. Obviously somewhat limited bag drops lately, but I don't mind, as having sea of red that you can bomb is a reward in itself. :) Green seals and their quest sometimes have to be fetched 2-3 times a hour because of rain of blood, and the Seals keep raining. Maybe minor adjusting to how much killing lowbies gives renown, so it's an actual positive number instead of just swatting PvE mobs aside. The recent changes to Gold bags look promising.

6. Lag. Seems to barely exist, unless at crowded keep areas. So whatever you did, it's feeling good. Apart from keeps, I don't notice lag unless its some really crowded area with +200 people.

7. Zone-border crossing, when you are a bolstered lowbie, you lose half of your health points when the "zerg wave" goes back and forth over zone border. Slightly annoying.


So far looking good, though with some flaws, which are just mirrored flaws that already existed in T4, but made worse in smaller T2T3 zones. :)

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Acidic
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Re: Patch Notes 1/9/2017

Post#183 » Sun Sep 03, 2017 10:26 am

I really have enjoyed the new rvr system.
The only thing that I am not sure about is the T2 map inclusion as it is very small. This seemed to create just Zerg standing toe to toe with other Zerg.
Would be worth considering breaking the zone to T1 +T2 as the low tier and T3 + T4 as higher tier.

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Hargrim
Former Staff
Posts: 2465

Re: Patch Notes 1/9/2017

Post#184 » Sun Sep 03, 2017 10:31 am

Acidic wrote:I really have enjoyed the new rvr system.
The only thing that I am not sure about is the T2 map inclusion as it is very small. This seemed to create just Zerg standing toe to toe with other Zerg.
Would be worth considering breaking the zone to T1 +T2 as the low tier and T3 + T4 as higher tier.
This would negativelly affect total population.
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Manatikik
Posts: 1249

Re: Patch Notes 1/9/2017

Post#185 » Sun Sep 03, 2017 11:03 am

Hargrim wrote:
Acidic wrote:I really have enjoyed the new rvr system.
The only thing that I am not sure about is the T2 map inclusion as it is very small. This seemed to create just Zerg standing toe to toe with other Zerg.
Would be worth considering breaking the zone to T1 +T2 as the low tier and T3 + T4 as higher tier.
This would negativelly affect total population.

Would it though, how in your opinion would it negatively affect people? What are the numbers for divided T2/T3 now(%)?

And it might be interesting to see how T1 toons fare in Keep sieges; would be fun to give true newbies experience/taste of whats to come with T2 ORvR and give returning WAR players (new to RoR) some of the nostalgia and maybe help stymie some of the Power Level thirst if you can whack on keeps earlier on with a decent population (which Tier 1 seems to always have). This all of course isn't really part of the Doomsday Event and would be well in the future with the current T1 mechanics and the "new" higher tier ORvR mechanics in the pipeline; just a few thoughts of the possibility if population allows.
<Montague><Capulet>

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HorusAximand
Posts: 5

Re: Patch Notes 1/9/2017

Post#186 » Sun Sep 03, 2017 12:03 pm

Very nice - I like idea of global Tier

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Hargrim
Former Staff
Posts: 2465

Re: Patch Notes 1/9/2017

Post#187 » Sun Sep 03, 2017 12:46 pm

Manatikik wrote: Would it though, how in your opinion would it negatively affect people? What are the numbers for divided T2/T3 now(%)?
We have ~400 ppl im active zone during prime timw now. Moving lowbies from T2 away will probably cut the numbers by 1/3. Just guesstimate.
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Theseus
Posts: 526

Re: Patch Notes 1/9/2017

Post#188 » Sun Sep 03, 2017 1:21 pm

Spoiler:
Natherul wrote:
Theseus wrote:Hm as you just cited it with no comment, I guess you agree?

Well I do mostly. So my question would be, is it technically possible to change the contribution system, to get more contribution from a certain area of the map? Or from certain actions?

For example:
If you turn in Resources you get 1 Point contribution
For a normal Kill in your group 2 Points contribution.
Killing a resource bearer brings 3 Points. So brings each kill while defending a resource bearer.
Resources have a timer of 10 minutes after that the remove 20 contribution, so you have to turn in
For a kill during a siege as an attacker 5 points, as well as a kill as defender.
Killing the keeplord brings 4 Points for the whole group who did it.
(Killing contribution schould always be for the whole group of cause, so that healer can get all of that as well.)
Conquering a keep gets you 20 Points, sucessfully defending one as well.
Conquering a Bo gives 10, defending one 15. (That way, defending a bo would be encouraged)

Those numbers are of cause only stand in and fully hypothetically.

My question would be, if it is technically possible and at all desirable to make it that way. And if its not desirable, why wouldnt it be. Or maybe that is the mechanic yet? If so it would ecourage fights if we would know that.

I really look forward to an answer

Regards Alphyrion
It is possible, though it would take more performance for the server to handle specific areas of the map and changing the values of contribution for different actions should be no impossibility either, though Im not going to comment on what the system is right now as I believe aza was right in not disclosing that nor do I think it really needs a change atm[/quote]

And my curiosity is unsatisfied again.^^

But seriously, I dont have anything against the current system. I wanted just to know if it would be possible and how it would affect the game. So I am quite good with that answer. Thanks a lot.
Andyrion Ulthenair
Arphyrion Soulblade

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Vajazzle24
Posts: 43

Re: Patch Notes 1/9/2017

Post#189 » Sun Sep 03, 2017 1:42 pm

@Natherul

The mounting bug in talabec Dam still exists. Played it yesterday afternoon US time. When unsuccessful in planting the bomb you cannot mount or stealth. Until you successfully plant.
Vajazzle <Montague> 40/48 WL
Vajazzlezz <Montague> 40/35 IB

Equinsu Ocha <Molon Labe> 40/54 WE (currently playing)

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Natherul
Developer
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Re: Patch Notes 1/9/2017

Post#190 » Sun Sep 03, 2017 3:02 pm

Vajazzle24 wrote:@Natherul

The mounting bug in talabec Dam still exists. Played it yesterday afternoon US time. When unsuccessful in planting the bomb you cannot mount or stealth. Until you successfully plant.
Could you please elaborate on what you mean with being unsuccessful in plating the bomb mean? In the testing I´ve done it works as it should but its very much possible that I missed an edge case

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