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Patch notes 22/06/2019

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oaliaen
Posts: 1201

Re: Patch notes 22/06/2019

Post#131 » Wed Jun 26, 2019 1:08 am

Some faction passed the last 6 months blobing...but only now some faction is complaining about? Hmm i wonder why.
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Secrets
Former Staff
Posts: 414

Re: Patch notes 22/06/2019

Post#132 » Wed Jun 26, 2019 1:18 am

Hey guys,

Would like to mention the changes that have just been finished internally. You should see the following active and in the patch notes on Saturday (or sooner if we push it early though I doubt that):

Changes have been made to the one-pairing system. It is now a three pairing system:

-Three pairings are open at a time and can be closed by capturing forts.
-When a pairing's fort is completed in favor of the attackers, it is closed until the campaign resets.
-When two pairings are closed in favor of one faction, the campaign is reset and all T2 zones are open once again.
-An unfinished pairing that is moved to T2 as a result of a campaign reset will not grant any bag rolls. Pick your targets wisely.
Let us know feedback on the system when it's live, and feel free to continue discussion here. Thanks!

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TenTonHammer
Posts: 3807

Re: Patch notes 22/06/2019

Post#133 » Wed Jun 26, 2019 2:14 am

Nice I look forward to those new changes
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Jeliel80
Posts: 121

Re: Patch notes 22/06/2019

Post#134 » Wed Jun 26, 2019 5:15 am

Secrets wrote: Wed Jun 26, 2019 1:18 am Hey guys,

Would like to mention the changes that have just been finished internally. You should see the following active and in the patch notes on Saturday (or sooner if we push it early though I doubt that):

Changes have been made to the one-pairing system. It is now a three pairing system:

-Three pairings are open at a time and can be closed by capturing forts.
-When a pairing's fort is completed in favor of the attackers, it is closed until the campaign resets.
-When two pairings are closed in favor of one faction, the campaign is reset and all T2 zones are open once again.
-An unfinished pairing that is moved to T2 as a result of a campaign reset will not grant any bag rolls. Pick your targets wisely.
Let us know feedback on the system when it's live, and feel free to continue discussion here. Thanks!
Excellent news, thanks.
http://www.seventhlegion.net/
Jeliel - RP 87
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flintboth
Posts: 440

Re: Patch notes 22/06/2019

Post#135 » Wed Jun 26, 2019 5:30 am

Look really interesting to play, thanks for the news changes.
monkey 079 (test failure - escaped)

Raggaz
Posts: 136

Re: Patch notes 22/06/2019

Post#136 » Wed Jun 26, 2019 5:38 am

Spoiler:
more **** on top of ****
User warned. Constructive feedback is appreciated - not this one. Sio

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Alfa1986
Posts: 542

Re: Patch notes 22/06/2019

Post#137 » Wed Jun 26, 2019 5:44 am

Starke wrote: Tue Jun 25, 2019 8:52 pm Even players on both sides is a nice change of pace, yes, (I DETEST the blob) but when all you do is stand there for an hour funneling it's not fun, it's literally who goes afk first.
It happens because such conditions and rules are set by the game itself, and not by the players. Any action has its own development scenario, at the moment it is
1 take bo
2 carry wooden boxes
3 Take the ram and besiege the keep
4 get rr and / or bag
if for some reason stage 3 is not possible (too much resistance, buggy ram, etc.), then the game scenario breaks down and there is nothing left for people like blobbing. and by the way, in areas where it is possible (Prag, Reikland), it is more interesting to play than in areas where the warcamps are too far away (black crag). It is if we consider the game from the point of view of a pug. from the point of view of an organized warband, but other problems, this is primarily a ram)), is it often either buggy or after a wipe for a long time to wait for the restoration, what can an organized warband do? wear wooden boxes until the second coming of Jesus Christ, and watch the grass grow up to 5 stars). there are still small guilds which do not participate in the siege gameplay at all, but only do what they run around the area looking for singles or small unorganized groups of enemy players, and they call this action RvR), and when they see that they are given at least some resistance, they escape from all legs (pathetic cowards). Why am I saying all this? Do not stick to everywhere there are intractable problems, so it’s not about the style of play (pugs, organized, gankers) I think
Last edited by Alfa1986 on Wed Jun 26, 2019 12:22 pm, edited 1 time in total.
15th orks on a dead elf's chest
yo ho ho and a bottle of rum

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peterthepan3
Posts: 6509

Re: Patch notes 22/06/2019

Post#138 » Wed Jun 26, 2019 6:09 am

Alfa1986 wrote: Wed Jun 26, 2019 5:44 am
Starke wrote: Tue Jun 25, 2019 8:52 pm Even players on both sides is a nice change of pace, yes, (I DETEST the blob) but when all you do is stand there for an hour funneling it's not fun, it's literally who goes afk first.
It happens because such conditions and rules are set by the game itself, and not by the players. Any action has its own development scenario, at the moment it is
1 take bo
2 carry wooden boxes
3 Take the ram and besiege the keep
4 get rr and / or bag
if for some reason stage 3 is not possible (too much resistance, etc.), then the game scenario breaks down and there is nothing left for people like blobbing. and by the way, in areas where it is possible (Prag, Reikland), it is more interesting to play than in areas where the warcamps are too far away (black crag). It is if we consider the game from the point of view of a pug. from the point of view of an organized warband, but other problems, this is primarily a ram)), is it often either buggy or after a wipe for a long time to wait for the restoration, what can an organized warband do? wear wooden boxes until the second coming of Jesus Christ, and watch the grass grow up to 5 stars). there are still small guilds which do not participate in the siege gameplay at all, but only do what they run around the area looking for singles or small unorganized groups of enemy players, and they call this action RvR), and when they see that they are given at least some resistance, they escape from all legs (pathetic cowards). Why am I saying all this? Do not stick to everywhere there are intractable problems, so it’s not about the style of play (pugs, organized, gankers) I think
Yes, small groups who escape the zergs, or don't like afking in Forts, are pathetic cowards!

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Alfa1986
Posts: 542

Re: Patch notes 22/06/2019

Post#139 » Wed Jun 26, 2019 6:44 am

peterthepan3 wrote: Wed Jun 26, 2019 6:09 am
Yes, small groups who escape the zergs, or don't like afking in Forts, are pathetic cowards!
pathetic cowards because they run away from a fight if they see that the enemy can win, for example, when 6-8 people attack 1-4, then winning is always 90-100% out of 100, but when these 6-8 people see the same number of opponents, they prefer to run away. Of course, not all premeydes adhere to such tactics, but I also meet a lot of such people.
15th orks on a dead elf's chest
yo ho ho and a bottle of rum

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Vaul
Posts: 333

Re: Patch notes 22/06/2019

Post#140 » Wed Jun 26, 2019 10:23 am

Secrets wrote: Wed Jun 26, 2019 1:18 am Hey guys,

Would like to mention the changes that have just been finished internally. You should see the following active and in the patch notes on Saturday (or sooner if we push it early though I doubt that):

Changes have been made to the one-pairing system. It is now a three pairing system:

-Three pairings are open at a time and can be closed by capturing forts.
-When a pairing's fort is completed in favor of the attackers, it is closed until the campaign resets.
-When two pairings are closed in favor of one faction, the campaign is reset and all T2 zones are open once again.
-An unfinished pairing that is moved to T2 as a result of a campaign reset will not grant any bag rolls. Pick your targets wisely.
Let us know feedback on the system when it's live, and feel free to continue discussion here. Thanks!
Sounds good. Just thinking... if Order lock one pairing and Destro lock another then we would have just a single pairing open, right? Epic final battles meets increased lag and campaign grind/stalemating possibly. More concerning may be people then throwing last zone and/or fort to get to City, but that happens already to an extent with last zone so maybe something to think about in meantime. Thanks for updating.
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