I think there are a couple of issues. The first is the rate at which the explosions can happen. Even if you are on the side capping it leads to just a bunch of running back and forth to dodge explosions. That's could be easily fixed and might be with the changes that were already mentioned.
The second problem is due to the map itself, it feels pretty small. In something like Khaines embrace, even after a cap you can avoid an explosion and have a decent fight. Now in this map if you try to do that the encounter is going to take place pretty close to someone's spawn and often guards. I dont know how you fix that besides having a safe zone in the middle tunnels.
The only suggestion I can think of would be not having the middle node open all the time. Maybe like after a minute of no one capping then make it available.
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Logrin's Forge feedback
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Re: Logrin's Forge feedback
This sounds really interesting, I would be quite eager to try that Scenario Mechanic.adamthelc wrote: Tue Nov 12, 2019 11:54 pm
The only suggestion I can think of would be not having the middle node open all the time. Maybe like after a minute of no one capping then make it available.
Kabuchop / Kabusquig / Kabuterimon / Tentomon
Re: Logrin's Forge feedback
Yes, brawl oriented cause in this current form someone just caps and it blows up before conflict remotely starts.anarchypark wrote: Tue Nov 12, 2019 10:23 pmbrawl oriented?Celyt wrote: Tue Nov 12, 2019 4:11 pm You also have an sc that blows up upon the flags being capped. Let's agree that Logrins isn't an sc meant for having said mechanics as it's a brawl oriented map.
ppl stay and wait at 1 objective.
you have to go mid in new design.
fight for the capture.
- anarchypark
- Posts: 2085
Re: Logrin's Forge feedback
Celyt wrote: Wed Nov 13, 2019 12:51 pmYes, brawl oriented cause in this current form someone just caps and it blows up before conflict remotely starts.anarchypark wrote: Tue Nov 12, 2019 10:23 pmbrawl oriented?Celyt wrote: Tue Nov 12, 2019 4:11 pm You also have an sc that blows up upon the flags being capped. Let's agree that Logrins isn't an sc meant for having said mechanics as it's a brawl oriented map.
ppl stay and wait at 1 objective.
you have to go mid in new design.
fight for the capture.
and what stops you from interrupting that capture?
or why can't you capture it first?
what's difference between you and enemy.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
Re: Logrin's Forge feedback
Well the thing is if you're ahead of the enemy it provides incentive for them to attack your flags but if you're looking for an actual core mechanic to force more conflict cause the bos to unlock in a minute or so requiring 2 bos to cap in order to accumulate pointsanarchypark wrote: Wed Nov 13, 2019 11:50 pmCelyt wrote: Wed Nov 13, 2019 12:51 pmYes, brawl oriented cause in this current form someone just caps and it blows up before conflict remotely starts.anarchypark wrote: Tue Nov 12, 2019 10:23 pm
brawl oriented?
ppl stay and wait at 1 objective.
you have to go mid in new design.
fight for the capture.
and what stops you from interrupting that capture?
or why can't you capture it first?
what's difference between you and enemy.
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