I think 2-3 years ago there were the same zerg complains.
I’m on mobile so no lengthy posts, but WAR / RoR is a game where it’s not easy to learn how exactly you should play, it’s mostly that you learn about it from other players. The issues you list exist, but they existed before, nothing changed except that there is bigger variety of maps to play on and T2-T3 is not dead.
Using the argument of removing lowbies for increased stability also doesn’t hold very well - in essence we want server to be stable, but if we can’t stress it it will never allow us an opportunity to fix it.
SC t3-4 not viable no more after invader!
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- Collateral
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Re: SC t3-4 not viable no more after invader!
What changed is the scale. And with it the balance was disrupted imo. But anyway, we will see what you guys come up with concerning the morale changes. Hopefully it restores my faith, but I can't really see it happening. Guess I've been here for too long, and too much has changed 

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- Posts: 631
Re: SC t3-4 not viable no more after invader!
How do you join PUG scenarios to avoid premades? I dont mind premades, but they will often just storm the warcamp to farm people.Twyxx wrote: Wed May 08, 2019 6:39 pm The population is too small to do that, especially during NA times. Just means longer que times. You also have the pug scenario to avoid premades. ¯\_(ツ)_/¯
- peterthepan3
- Posts: 6509
Re: SC t3-4 not viable no more after invader!
An unfortunate by-product when there is an abundance of boring, 'Dora the Explorer' PvE maps in the rotation.BeautfulToad wrote: Thu May 09, 2019 3:03 pmHow do you join PUG scenarios to avoid premades? I dont mind premades, but they will often just storm the warcamp to farm people.Twyxx wrote: Wed May 08, 2019 6:39 pm The population is too small to do that, especially during NA times. Just means longer que times. You also have the pug scenario to avoid premades. ¯\_(ツ)_/¯
To find out the PUG SC, type .pug, and then queue only for the one listed.

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- Posts: 631
Re: SC t3-4 not viable no more after invader!
Ah, cheers peter. Is having more than 1 pug scenario viable?
There is a kind of sweet irony to a mass of lowbies wiping out these 40/70+ six man groups in seconds while they are farming scenarios. To be honest, it kind of makes RoR fun. Having all the tiers back would be ideal if numbers permit, however. Youd have to make t4 maps a lot smaller though for 40s only, and roughly the size of t2 maps.Collateral wrote: Thu May 09, 2019 12:10 pm I don't know about live, but 2-3 years ago I really enjoyed rvr. Fights were smaller and skill mattered. So did composition and organization. The problem back then was the dead middle tiers. And sure you had an occasional zerg, but it was very rare. Now almost as soon as a zone starts, you will see blobs of lower lvl players forming up, until it reaches critical mass and nothing can stop it but another zerg of similar or bigger size.
- Collateral
- Posts: 1494
Re: SC t3-4 not viable no more after invader!
Going way off topic so I will spoiler this.
Spoiler:
- peterthepan3
- Posts: 6509
Re: SC t3-4 not viable no more after invader!
I'm pretty biased, but I don't think having more than one pug sc is a good idea: a) population is too small to further split up, and b) sorta sends the wrong message if we are encouraging/endorsing people to play on their own any more than is necessary.BeautfulToad wrote: Thu May 09, 2019 3:17 pm Ah, cheers peter. Is having more than 1 pug scenario viable?

Re: SC t3-4 not viable no more after invader!
Yeah, there's no need for another pug sc.peterthepan3 wrote: Thu May 09, 2019 3:38 pmI'm pretty biased, but I don't think having more than one pug sc is a good idea: a) population is too small to further split up, and b) sorta sends the wrong message if we are encouraging/endorsing people to play on their own any more than is necessary.BeautfulToad wrote: Thu May 09, 2019 3:17 pm Ah, cheers peter. Is having more than 1 pug scenario viable?



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Re: SC t3-4 not viable no more after invader!
So I'm just now installing but I played back before the game shut down and reading this post has me rethinking things. I always described warhammer online to my friends as the most fun I've ever had in an MMORPG, that is before lvl 31. I loved the teir 1 through 3 areas, loved queuing up for scenarios, i lvled everyone i played from 1 to 30 with nothing but pvp. Only game I'd ever been able to do that in at that point.NoRKaLKiLLa wrote: Thu May 09, 2019 8:24 am Alright, so either:
don't allow sub 40s to join forts
or allow them to enter with their own separate allotted number of noobs per fort which doesn't count towards the cap, such that they are most often just fodder and not a deciding factor in the grand scheme of things.
Finally, the idea to allow 32+players access to all Morales also includes level 40 players but with the acknowledgement that m4s as a whole would need to be all brought in line with one another in terms of effectiveness, as outlined in my thread in the balance discussion proposals.
These and the tapered bolster being proposed to directly combat the "I just hit level 32 and now want to quit" blues, which are very much a thing if you're a new player to the server without friends to regularly play with yet and get stomped until you stop logging in. I'd bet a majority of players which play ror for a month and never come back don't make it to see 40.
Then 31 hit. It was a nightmare. I pushed through to 40 rr50ish before calling it but never caught up to rr80s, the equipment gap was huge. The rr skills made everything worse and those players already were more skilled. It drove me out of the game and everyone I knew that played it. I actually had a bunch of free stuff from the time the billing system messed up and charged my credit card more than a thousand dollars, cool dyes, etc but it just couldn't keep me around. Seems like the first thing they'd try to fix in the Return server. It doesn't just keep new players out but it keeps people from rerolling alts on needed classes and/or other factions which can help bring balance to pvp numbers. I get long painful grinds and making people "go through what I had to do" are major things with the elite MMO communities but they hurt war more than other games because of the PvP focus. Sad to hear this issue is alive an well so many years later.
Re: SC t3-4 not viable no more after invader!
u know how to solve dis problem, just make it so premades only play against anoda premade and da game will be so fun, stop dis premade farmin pugs madness, learn the fact that competitive gameplay in dis game is nuts since dere are no rankin system
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