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SC t3-4 not viable no more after invader!

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Hargrim
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Re: SC t3-4 not viable no more after invader!

Post#21 » Thu May 09, 2019 12:48 pm

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.
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Collateral
Posts: 1494

Re: SC t3-4 not viable no more after invader!

Post#22 » Thu May 09, 2019 2:39 pm

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 :P

BeautfulToad
Posts: 631

Re: SC t3-4 not viable no more after invader!

Post#23 » Thu May 09, 2019 3:03 pm

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)_/¯
How do you join PUG scenarios to avoid premades? I dont mind premades, but they will often just storm the warcamp to farm people.

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peterthepan3
Posts: 6509

Re: SC t3-4 not viable no more after invader!

Post#24 » Thu May 09, 2019 3:08 pm

BeautfulToad wrote: Thu May 09, 2019 3:03 pm
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)_/¯
How do you join PUG scenarios to avoid premades? I dont mind premades, but they will often just storm the warcamp to farm people.
An unfortunate by-product when there is an abundance of boring, 'Dora the Explorer' PvE maps in the rotation.

To find out the PUG SC, type .pug, and then queue only for the one listed.
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BeautfulToad
Posts: 631

Re: SC t3-4 not viable no more after invader!

Post#25 » Thu May 09, 2019 3:17 pm

Ah, cheers peter. Is having more than 1 pug scenario viable?
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.
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.

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Collateral
Posts: 1494

Re: SC t3-4 not viable no more after invader!

Post#26 » Thu May 09, 2019 3:35 pm

Going way off topic so I will spoiler this.
Spoiler:
BeautfulToad wrote: Thu May 09, 2019 3:17 pm Ah, cheers peter. Is having more than 1 pug scenario viable?
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.
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.
There will always be strenght in numbers, and there is nothing wrong with that. The problem is when organized warbands, i.e. people who put in some effort, have to mindlessly blob as well because there is nothing you can do. That's my biggest issue with the whole system. Others might not see it as a problem, especially new players who don't know what the system looked like before.
Spoiler:
You can check some older phalanx videos from late 2016 and early 2017 if you want to see what I'm talking about. Most fights are between two warbands, sometimes up to 4. You will have many people around keeps and natural funnels, that's normal, but not in open fields.

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peterthepan3
Posts: 6509

Re: SC t3-4 not viable no more after invader!

Post#27 » Thu May 09, 2019 3:38 pm

BeautfulToad wrote: Thu May 09, 2019 3:17 pm Ah, cheers peter. Is having more than 1 pug scenario viable?

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.
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Twyxx
Posts: 934

Re: SC t3-4 not viable no more after invader!

Post#28 » Thu May 09, 2019 4:43 pm

peterthepan3 wrote: Thu May 09, 2019 3:38 pm
BeautfulToad wrote: Thu May 09, 2019 3:17 pm Ah, cheers peter. Is having more than 1 pug scenario viable?

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.
Yeah, there's no need for another pug sc.
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cheesekhalifa
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Re: SC t3-4 not viable no more after invader!

Post#29 » Thu May 16, 2019 1:48 am

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.
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.

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.

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adapter
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Posts: 420

Re: SC t3-4 not viable no more after invader!

Post#30 » Thu May 16, 2019 2:11 am

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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