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Ultimate Discussion About Current RvR

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Darks63
Posts: 651

Re: Ultimate Discussion About Current RvR

Post#21 » Tue Jan 30, 2018 4:27 am

Germane wrote:Simply bring back the RVR System from Live. That‘s it.
Which one pre rr100 rvr or post rr100 rvr. Also which iteration of capital sieges? There were 3 or 4 of those too.
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kindred4080
Posts: 87

Re: Ultimate Discussion About Current RvR

Post#22 » Tue Jan 30, 2018 5:54 am

Will bring my 5 cents to the table.

From my point of view current RvR system is about who has a better zerg.
A great example was yesterday:
-at first Order zerg farmed 2 guild premades (at first it was fun resisting an overwhelming force, but then... meh).
-then Ocara log in, he organized all destro pugs and BAM, now the dessies got an advantage starting to roflstomp ovel the map.

Don't get me wrong, all I want to say is that zerging (over 60 ppl) != fun.
Suggestion may be harsh but just turn off the rewards from kills, i mean medallions, if the current zone (around 300ft) overpopulated.
From what i heard a specific formula exists about Lord's room fights:
-the more players hits him the less dmg he receive.
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Exot
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Re: Ultimate Discussion About Current RvR

Post#23 » Tue Jan 30, 2018 6:19 am

Hi there,

Totaly agree that organized order is less then destro. Dunno why. Most of em like play solo or even do not listen when “realm caps” telling what to do. Maybe discord could help with pugs but still its just a try. Order need more organization. Somedays even hard to gather 2 wbs with 50+ population on map. Because not so many leaders who ready to gather wb and normally lead. Some just gather wb and not even responding for coordination. Hope that only true leaders will gather wbs and lead for the win!

Cu in orvr zone!
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lastalien
Posts: 456

Re: Ultimate Discussion About Current RvR

Post#24 » Tue Jan 30, 2018 6:31 am

Exot wrote:Hi there,

Totaly agree that organized order is less then destro. Dunno why. Most of em like play solo or even do not listen when “realm caps” telling what to do. Maybe discord could help with pugs but still its just a try. Order need more organization. Somedays even hard to gather 2 wbs with 50+ population on map. Because not so many leaders who ready to gather wb and normally lead. Some just gather wb and not even responding for coordination. Hope that only true leaders will gather wbs and lead for the win!

Cu in orvr zone!
BR
Go to big guild. For realm mass Organized guild better then mass organized pug.

RVR system is good now. A lot of enemies for RVR is always good.

Last night in TM was 4 organized WB order with 4 leaders. I think this is enough for RVR :)
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Exot
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Re: Ultimate Discussion About Current RvR

Post#25 » Tue Jan 30, 2018 6:59 am

lastalien wrote:
Exot wrote:Hi there,

Totaly agree that organized order is less then destro. Dunno why. Most of em like play solo or even do not listen when “realm caps” telling what to do. Maybe discord could help with pugs but still its just a try. Order need more organization. Somedays even hard to gather 2 wbs with 50+ population on map. Because not so many leaders who ready to gather wb and normally lead. Some just gather wb and not even responding for coordination. Hope that only true leaders will gather wbs and lead for the win!

Cu in orvr zone!
BR
Go to big guild. For realm mass Organized guild better then mass organized pug.

RVR system is good now. A lot of enemies for RVR is always good.

Last night in TM was 4 organized WB order with 4 leaders. I think this is enough for RVR :)
You talking about prime time(Mostly Monday/Wednesday) when organized wb's(guild) UP and running. But I`m talking about day time, till prime time. When only PUG WB's running and there is need more coordination.
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Scrilian
Posts: 1570

Re: Ultimate Discussion About Current RvR

Post#26 » Tue Jan 30, 2018 7:01 am

You misunderstood, there were like 4 leaders per warband :D
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Tesq
Posts: 5713

Re: Ultimate Discussion About Current RvR

Post#27 » Tue Jan 30, 2018 7:08 am

I think the enjoiyment of war is seriously break by some maps:

It's evident if you read some of the past beta time discussions around the internet. One of the very first point being made is the difference between war maps and AoC ones.

Most majority agreed they push for zerg, which is one of the aim of the currently system to prevent tought.

Praag it stand as one of the best maps right now because it make possible all the type of play in the pvp:

Flank
Gank
Ambush
Head on. Assoult
Last stand

Maps like tm/kv/bc offer few tactical choice and rather one sided sometimes with the access to same pve camp spot.

While.i know there are portals they are a bandaind because you cannot substutute the roaming time travel and space traveled with an ista portal.
Because that transition phase have a meaning into the pvp balance.( It is important)

The main problems of live were

-Populations spread across tiers
-realm unbalance in single map
-class balance
-map few diversity and population in map concentration(zerg)

Of these 4 problem:

-population spread across game and map diversity was solved by mega t4.
-class balance is getting work for good or bad but it is going on.
-What remain is map which force you to concentrate (way toi much) the population the other problems arer either in class balance or in a not base aspect of the game.
While these 4 up here are about functionality anyother aspect of the rvr as how fun or not is the rvr is more about the enjoyment so for exemple most OP post are about the enjoiyment but the functionaly problems should be solved first. Why even zerg is a functionality problem? Because rather than enjoiyment there are some carriers or some skills which get totally trashed due the zerg concentration this mean that some skill/ build / synergy CAN'T work as intended so you cant balance it out.

Maps concentration is the number one problem and is still the only one not really work out due imo requiring client controll and some maps rewamp but is the top notch of the RVR problems

To make a final exemple they need to do what they done to battle of praag but with major rewamp.
Last edited by Tesq on Tue Jan 30, 2018 7:11 am, edited 2 times in total.
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davispeed
Posts: 392

Re: Ultimate Discussion About Current RvR

Post#28 » Tue Jan 30, 2018 7:09 am

Aurandilaz wrote:Zones used to be about winning enemy keeps in order to "win".

Now its... ???
Farm enemies, get some renown and white bags. Doesn't really matter if you fought a lot or little at keep areas, or whether you won or lost. Doesn't matter much if it was a draw, or lost zone, or a won zone.

Obviously it is now easier in general, no more 24h KV fights where people ragequit in cycles, and in general bag gaining is easier for the masses, but IMO it just feels that the campaign somehow became "cheaper" in general.
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Nioan
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Re: Ultimate Discussion About Current RvR

Post#29 » Tue Jan 30, 2018 8:04 am

VonEpic wrote:
Well, since capitals aren't actually sackable (yet) and it's basically objective oriented mass PvP, it IS about fighting players and outmaneuvering them as a team.
it is atm, yes, and i'm talking about the finished version like this:


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peterthepan3 wrote: For those of us who play the game for PvP, it is. The rest is secondary (yet still important, don't get me wrong).
peterthepan3, if your aim is pure competitive pvp, warhammer online isn't best game for it. the main notion of the game is taking capital cities with pushing zones while fighting in masses.
Aurandilaz wrote:Zones used to be about winning enemy keeps in order to "win".

Now its... ???
Farm enemies, get some renown and white bags. Doesn't really matter if you fought a lot or little at keep areas, or whether you won or lost. Doesn't matter much if it was a draw, or lost zone, or a won zone.

Obviously it is now easier in general, no more 24h KV fights where people ragequit in cycles, and in general bag gaining is easier for the masses, but IMO it just feels that the campaign somehow became "cheaper" in general.
pretty much this, hardcore rvr wasn't perfect either [ insane keeplord + not accessable postern + 1 shotting aoe cannons + resource system + healable keep door + old contribution ] but atm it's too ez. there should be a mid , sweet spot.

Nefarian78 wrote:
What's the point of removing AoE cannons? Siege equipment is part of RvR, it always has. Removing them only encourages zergling behaviour. Instead of using a cannon you just blob together with the WB and spam your AoE abilities.

We already have BL lairs, why do you think we need more? Only thing that would come out of it are the complaints from the pve community of the server.
I'm talking about aoe cannons at warcamps which pushes people towards middle bo which creates middle bo zergs most likely.
siege equipments were **** back on live, not saying the current cannon system is total garbage. it needs definition [ammo, damage ect ] imho.

Is there a pve community of the server ? any form of pvp is a good thing for the game tbh.
catholicism198 wrote:This thread is nothing but white noise.

Pugs shouldn't be able to take down a keep lord? :roll:
Good luck with that.
dude. again repeating myself, if you are a pug and if you have minimum requirements like 2 tank 2 healer 2 dps in each party, you should be able to take keep, otherwise you shouldn't. i really don't remember when premade warbands tried to take a keep in prime time. it's just not happening cause effort not rewarding.

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Pacso
Posts: 40

Re: Ultimate Discussion About Current RvR

Post#30 » Tue Jan 30, 2018 9:49 am

Hastykrasty wrote:I believe that once fortress and cities will be in-game there will be more will to fight for each zone. To avoid possible "retreat" by the losing side (underdog) and to skip to city defence (better rewards there), if you add a low realm-wide debuff of -5% rr and exp gain for a day, of course if the defenders' capital got pillaged. It will "inspire" people to react and defend each palm or their beloved land, thus "instilling realmpride".

Or it will simply increase the salt factory... Salt for the Salt God!!!
Very bad idea. People will just simply roll their other chars, which are on the winning side, and for a day you wont find enemies on the other side. Which means, there will be another city siege - >more players roll on the winning side because of the debuff ->more city siege-> more xrealm roll->etc.
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