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[ORVR] Brainstorming/Suggestions

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wdesu
Posts: 66

Re: [ORVR] Brainstorming/Suggestions

Post#51 » Wed Nov 28, 2018 7:53 pm

My idea is that you should give only some of the population a bonus for fighting in a new zone so that not everyone would want to leave.

I would select players randomly in the current zone and give them a quest like

'Karl Franz/Tcharsomething wants you to fight in New Zone. Accept this quest and get 20 medallions (or something) when New Zone is taken!'

If they refuse, give the quest to some other player. If they don't leave current zone in 10 minutes, remove the quest.

Everything else I can think of is just a variation of this. It can be a buff instead of a quest, it can be some other bonus, players can be chosen not randomly but by rank/renown rank (give a reward that only lowbies/highRRs can use), player's warband and party could be taken into account (give quest to whole wb at once), etc. And make people feel like they don't lose contribution they got in current zone.

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Cimba
Posts: 376

Re: [ORVR] Brainstorming/Suggestions

Post#52 » Thu Nov 29, 2018 4:07 pm

Natherul wrote: Mon Nov 26, 2018 5:51 pm As I stated packets is only part of whats drawing power, aggro system in general, all combat and other things also draws power. In a vacuum none of these things are an issue but when they all hit at the same time on the same localized calculation zone (thread) with many players then it becomes an issue
So what exactly keeps you from dichting all the strictly not necessary systems?

SOR is essentialy a quality of life addon which apprently decreases quality of life when player numbers exceed a certain threshold. So disable the server side service when there are too many people is the zone. Same for the aggro meter thingy. Or better yet, get rid of the aggro system in large scale encounters. The keep lord is anyway just a glorified speed bump, surely there are ways to design a performance efficient speed bump.

As for the combat system: How much performance does it take to recalculate every dot tick upon hit? Is the old system with precalculated dot ticks more efficient? Maybe the gain in performance is worth a more 'clunky' game mechanic.

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Aurandilaz
Posts: 1896

Re: [ORVR] Brainstorming/Suggestions

Post#53 » Thu Nov 29, 2018 4:29 pm

Relating to what Cimba said;
do you need the game to run checks whether you facing 72 people in order to get normal morale gain, or maybe you could ditch said system when it at 72v72 fight both sides lagging heavily and most likely failing to coordinate morales just due to lag. Maybe it helps prevent morale use in smaller fights, but its another "check" system that by just existing adds another layer of calculations to fight, most likely contributing to lagggggggg.
Then BO proximity checks... does the BO "check" whether there is just one hostile player around, or might it be doing a check for each unique hostile player around? Does it perform another calculation as to whether too many players around, in which case renown/supply ticks are disabled? Does the portal-open system perform multiple checks per multiple enemies on BO? Is it another layer of checks that is absolutely vital, or might it also contribute to the laaaaagggg?
And user interface + showing allies on minimap... it's for sure as hell buggy as we know due to some patch breaking all unitframe addons in case some person in party not nearby. Would the unitframes that try to locate the missing person be performing useless checks on locations of allies, and just how much is that contributing to lag? Unitframes worked last year, until some of your patches "fixed" something which then broke unitframes.

Some graphical effects from debuffs/buffs/abilities also have a tendency to bug out, like Engi napalm sticking to target, minutes after combat has ended, just the visual effect.
Having restored some VFX and what else, have you ensured they do not misperform, that is either add unnecessary sounds to battles or unnecessary graphical effects, all which will be contributing to the lag?

Was the addition of napalm/molotov/snare AoE bomb potions also wise? Maybe if only 1-2 people use them in fight, small effect, but when you have 100 people in fight, and dozens of people throw said bomb potions to cover larger portions of ground area, it will be doing more unnecessary combat calculations as to whether people standing in snare potion area or taking dmg from multiple bomb potions, all which are capable of proccing other dmg procs + ability procs.

Loot rolls + "zone PQ contri", cannot say how exactly it works as that is a mystery to us plebs, but could it be that some extra addition checks you have put there might be adding layer of unnecessary checks that cause huge performance loss in larger fights where lot of players dying, healing, tanking, doing dmg, dropping renown... would the local area PQ choke from trying to handle too much contri being done in small amount of seconds?
could it be that instead of contri counting towards ONE zone wide PQ, all players are doing contri calculations towards multiple personal contribution checks and something going wrong with performance.... as there are theories that adding personal contribution rolls was around when lag became really worse, whereas was less bad before. (just a theory, but what if in past it was just 1 PQ where all contributes, whereas current variant would be doing hundreds of individual PQ checks?)

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wiscel
Posts: 487

Re: [ORVR] Brainstorming/Suggestions

Post#54 » Thu Nov 29, 2018 6:29 pm

I always always thought the resources running to warcamp or keep was more fun than the standing at a bo to level keeps.
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Xergon
Posts: 798

Re: [ORVR] Brainstorming/Suggestions

Post#55 » Fri Nov 30, 2018 6:42 pm

wiscel wrote: Thu Nov 29, 2018 6:29 pm I always always thought the resources running to warcamp or keep was more fun than the standing at a bo to level keeps.
Resources should have bigger impact but they dont, they are only good for solo/roamers for additional RP no WB cares about them...
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adamthelc
Posts: 832

Re: [ORVR] Brainstorming/Suggestions

Post#56 » Fri Nov 30, 2018 11:00 pm

When the sides are close to even increase the drops/rewards from kills for both sides. Maybe BOs as well.

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bichka
Posts: 439

Re: [ORVR] Brainstorming/Suggestions

Post#57 » Sat Dec 01, 2018 5:39 am

Personally i am missed scavens, especially that one who was able to throw allies on walls :)
They are was good addition to rvr. Also "aerial bombing" wasn't bad idea at all, but realization is meh.

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Kabuterimonga
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Posts: 184

Re: [ORVR] Brainstorming/Suggestions

Post#58 » Sat Dec 01, 2018 6:08 am

Increase EXP on RvR Lake so you can level up by only doing PvP, this way more players will want to do rvr instead of leveling up at PQs and farm mobs.
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Groham
Posts: 2

Re: [ORVR] Brainstorming/Suggestions

Post#59 » Tue Dec 04, 2018 2:34 pm

Do not lock zones after capture of BOs and keeps.
Only lock the keep for a certain time.

Only allow the capture of a keep when the BO's of a previous or linked zone are under control (except those of tier 2).
It would force warbands to have people stay behind at the BO's to protect them and for the defenders to utilize counter attacks at those BO's to prevent the capture of a keep.
To counter the effect of the defenders zerging one BO to counter the capture of a keep they need to control all the BO's in said previous zone thus forcing them as well to have people stay behind.
Add rewards to successfully defend a BO, recapture a BO, add a reward for successfully defending a BO when the linked keep is captured.

Capturing and controlling the BO's in the same zone while fighting the lord should give debuff to the lord but only when there are actually people at the BO's. Again add a reward for defending but also perhaps for a critical attack , the closer you were in recapturing the BO while your keep was under attack the better the reward ?

(footnote : in case of mistakes about the rvr system , blame it on me being new).

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CountTalabecland
Posts: 1026

Re: [ORVR] Brainstorming/Suggestions

Post#60 » Tue Dec 04, 2018 3:23 pm

Not much of a brainstorm but imo RvR suffers from weird population imbalances between timezones. Like outside of EU keep sieges tend to happen at 1 star and the whole thing is over in 30 minutes. During primetime, its the Western Front in 1916 and everything is in gridlock because there are so many people that defending a keep is pretty easy and the whole process takes three hours, usually ending due to one side losing population.

Not sure what could even be done about this but this is the main thing that makes me choose 3 pm or so Altdorf time on the weekends mostly to RvR. For me that’s like 8 am US central. Trying to play 8 PM Altdorf time is pretty awful and zergy then NA Order is pretty non-existant/ the destro 6-mans make the lakes unusable for the casual gamer/ pug grp lol.

Mechanically speaking, there should be some way to correlate keep siege difficulty with population. Trying to take an even mildly defended keep with 1 wb is an entirely different animal than zerging with a wb on every door. I know one party should be able to handle the lord but honestly Order isn’t even close to being that competent. In sum, this means there is a population sweet spot where the game is challenging yet fun. Outside of that ORvR has a pretty soul crushing diminishing return to it depending on how outnumbered and how much you outnumber the other side. I guess this is really your typical, “ORvR is too population dependent,” whine post/ my 2 cents on why I play mostly scens. :)
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