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Logrin's Forge feedback

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adamthelc
Posts: 832

Re: Logrin's Forge feedback

Post#31 » Tue Nov 12, 2019 11:54 pm

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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adapter
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Posts: 420

Re: Logrin's Forge feedback

Post#32 » Wed Nov 13, 2019 3:31 am

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.
This sounds really interesting, I would be quite eager to try that Scenario Mechanic.
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Celyt
Posts: 138

Re: Logrin's Forge feedback

Post#33 » Wed Nov 13, 2019 12:51 pm

anarchypark wrote: Tue Nov 12, 2019 10:23 pm
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.
brawl oriented?
ppl stay and wait at 1 objective.
you have to go mid in new design.
fight for the capture.
Yes, brawl oriented cause in this current form someone just caps and it blows up before conflict remotely starts.

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anarchypark
Posts: 2085

Re: Logrin's Forge feedback

Post#34 » Wed Nov 13, 2019 11:50 pm

Celyt wrote: Wed Nov 13, 2019 12:51 pm
anarchypark wrote: Tue Nov 12, 2019 10:23 pm
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.
brawl oriented?
ppl stay and wait at 1 objective.
you have to go mid in new design.
fight for the capture.
Yes, brawl oriented cause in this current form someone just caps and it blows up before conflict remotely starts.

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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Celyt
Posts: 138

Re: Logrin's Forge feedback

Post#35 » Thu Nov 14, 2019 12:50 pm

anarchypark wrote: Wed Nov 13, 2019 11:50 pm
Celyt wrote: Wed Nov 13, 2019 12:51 pm
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.
Yes, brawl oriented cause in this current form someone just caps and it blows up before conflict remotely starts.

and what stops you from interrupting that capture?
or why can't you capture it first?
what's difference between you and enemy.
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 points

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