Debate about why Order is how it is.

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emiliorv
Posts: 1341

Re: Debate about why Order is how it is.

Post#231 » Thu May 07, 2020 5:51 pm

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cfabr wrote: Thu May 07, 2020 5:20 pm So i have somewhat of a different approach (after having a similar discussion in another thread) and thinking that, that might actually have an impact on players playstyle and bring a larger variety of builds aswell as classes ingame. What would happend if we removed ALL armor talisman from game? Simply, no more stacking armor like crazy. Now you would be given the choice. Do i still want to dish out damage, but be super squishy? or go more deffensive? Which would have a significant impact on your damege output? ...
I think it would bring a much better dynamic into the fights. Your backline would suddenly rely on your frontline too keep the enemies at bay, ASWELL as paying attention too your surroundings because WE/WH and SW/SH would suddenly have a role in wb with their physical damage. Your frontline dps would rely on your tanks to actually guard them and still pay attention to everything that hapends behind them because those pesky WE/WH and SW/SH could do some serious damage behind the lines.
There would be no more "Lets only roll this or that class, because its super meta" because it wouldn't work without the other classes. Classes would suddenly go back too having their intended rolls and if your realm doesn't have any tanks/any heals/ any mdps/rdps? Tough luck!. Maybe you should try another class that would benefit your realm.
Good MDPS have a high armor penetration, also the ones you talking about have tools to bypass 100% armor by positional attacks....

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normanis
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Re: Debate about why Order is how it is.

Post#232 » Thu May 07, 2020 5:55 pm

wonshot wrote: Thu May 07, 2020 3:30 pm
So where amn I going with this?
Ive seen CNTK around lately, a guild that used to be a powerhouse for warbandplay, I see Beavers and VII around asking for fill to their warband events, New guilds have come and tried their luck, heck even some destro guilds like Lutz and Gitbane have come to Order, but went back home to destro.
destro just is more op that why they go back
p.s i think git was tired to lead all pugs and train ppl, he better go back to destro , because destro has more pro players what makes ather pro players not sweat so hard.
u will not believe byt in destro side ole even smile in discord ( he is comletly diferent). so its true order side lack good players and if u trainn player , he can go to destro or leave guild and make his own or joi another half empty guild. problem is order dont have coockies to make good players stay on order side. evil is more tempting not stronger. also pro players has '' pee in head'' they think they know all and its make diverce in guild . there are lot good players on order byt they leave after 1 wipe or leader spill some stronger word and their ego is hurted. telling the true should be good to improve themslevs not make big deal out of it.
p.s i hope tc will not go destro side. :cry:
"give wh and witch propper aoe like evrywone has it!"

PieTreBlu
Posts: 30

Re: Debate about why Order is how it is.

Post#233 » Thu May 07, 2020 6:22 pm

courtsdad1 wrote: Thu May 07, 2020 3:40 pm One thing that Ive wondered though is are there a lot coming from non MMO's because honestly a lot of it should not be that hard to pick up. Swift assist ( or just freehand assisting by paying attention and using target priority thinking) should be a no brainer for anyone looking to play as well as tanks guarding, squishy ranged not standing in the fcae of enemy melee train etc but it happens constantly.
WAR is not your average mmo where stuff like taunt/de-taunt and guarding are PvE skills that have no use in PvP.

Unless you come from DAOC you will be completely lost even if you played other MMORPGS (maybe even more so). They're basically all PvE driven and have instanced pvp as a side activity mainly balanced around small skirmishes and not large warbands and RvR. Guilds Wars 2 is probably the only exception but it plays very differently from WAR.

WoW ranged classes for ex. can become immune to damage, have spammable hard cc, can teleport at a distance to counter melee pounces or can reduce/absorb incoming damage without any need for support. Then you play a BW/Sorc and you just explode immeditely as soon as a melee looks in your general direction without support from a group.

jokerspsycho
Posts: 244

Re: Debate about why Order is how it is.

Post#234 » Thu May 07, 2020 6:49 pm

PieTreBlu wrote: Thu May 07, 2020 6:22 pm
courtsdad1 wrote: Thu May 07, 2020 3:40 pm One thing that Ive wondered though is are there a lot coming from non MMO's because honestly a lot of it should not be that hard to pick up. Swift assist ( or just freehand assisting by paying attention and using target priority thinking) should be a no brainer for anyone looking to play as well as tanks guarding, squishy ranged not standing in the fcae of enemy melee train etc but it happens constantly.
WAR is not your average mmo where stuff like taunt/de-taunt and guarding are PvE skills that have no use in PvP.

Unless you come from DAOC you will be completely lost even if you played other MMORPGS (maybe even more so). They're basically all PvE driven and have instanced pvp as a side activity mainly balanced around small skirmishes and not large warbands and RvR. Guilds Wars 2 is probably the only exception but it plays very differently from WAR.

WoW ranged classes for ex. can become immune to damage, have spammable hard cc, can teleport at a distance to counter melee pounces or can reduce/absorb incoming damage without any need for support. Then you play a BW/Sorc and you just explode immeditely as soon as a melee looks in your general direction without support from a group.
Eh I wouldn't say WAR is that much different. As someone who has played A LOT of mmos all the way from vanilla to now the most important thing to understanding the game and your role is to:
1. play multiple classes (not even at max just lvl them up and get an understanding)
2. Use talent calculators/career builders to understand skills for most classes.
3. Find a good player that plays your class and spark up conversation.
4. RESEARCH! Dig up forum posts and figure out what works and what doesnt, look through YouTube videos that are recent (which can be hard to find) and try and find class guides (again hard to find updates ones on certain classes)
5. Practice, practice, practice in warband, small scale, solo, sieges, city, etc

I'm in a Disc with a bunch of other WH with all sorts of experience and I've learned so much about my class just from those folks. I think there should be class discord for this game as it would also help give information to newer players.

If anyone has pvpd in any other game, you must do at least those 5 things to be good at pvp.

My 2 cents as a new player.

More on topic, I will say SW and WH are my 2 favorite looking classes with physical looks and skills, and man are they underwhelming in large scale atm. Really looking at any class on order that isnt those 2, WP, or BW I have no interest in playing.

Destro on the other hand I think they all look aesthetically pleasing, I just personally love rogue archetype and wh fits it very well, or else I would likely be playing destro atm.

courtsdad1
Posts: 118

Re: Debate about why Order is how it is.

Post#235 » Thu May 07, 2020 7:58 pm

PieTreBlu wrote: Thu May 07, 2020 6:22 pm
courtsdad1 wrote: Thu May 07, 2020 3:40 pm One thing that Ive wondered though is are there a lot coming from non MMO's because honestly a lot of it should not be that hard to pick up. Swift assist ( or just freehand assisting by paying attention and using target priority thinking) should be a no brainer for anyone looking to play as well as tanks guarding, squishy ranged not standing in the fcae of enemy melee train etc but it happens constantly.
WAR is not your average mmo where stuff like taunt/de-taunt and guarding are PvE skills that have no use in PvP.

Unless you come from DAOC you will be completely lost even if you played other MMORPGS (maybe even more so). They're basically all PvE driven and have instanced pvp as a side activity mainly balanced around small skirmishes and not large warbands and RvR. Guilds Wars 2 is probably the only exception but it plays very differently from WAR.

WoW ranged classes for ex. can become immune to damage, have spammable hard cc, can teleport at a distance to counter melee pounces or can reduce/absorb incoming damage without any need for support. Then you play a BW/Sorc and you just explode immeditely as soon as a melee looks in your general direction without support from a group.
You see heres the thing, when AOR came out I had never played DAOC but I caught on pretty fast as its not like we splitting the atom when it comes to the basics of pvp.

So one day or less to learn the differences? You pointing at WoW is where I see the problem coming from. These players, if they played MMOs at all, probably played there and have a mentality that shows the inability or unwillingness to adapt and learn. Not all of course and it has gotten better but when we had the influx of new players it was something to behold. I dont know, maybe I've played so many MMOs and pvped enough, combined with real life experience that the first thing I do is learn how things work and tactically what is viable. I see questions about taunt etc every day in Advice and thats a good thing as it means people want to learn.

malorn
Posts: 18

Re: Debate about why Order is how it is.

Post#236 » Thu May 07, 2020 8:22 pm

I've been watching this thread, it's been insightful. I wanted to offer some perspective from someone who recently started playing RoR but did play WAR at release launch back in 2008.

In 2008, Order was significantly under-pop compared to Destruction. On some servers it was really bad, like 2:1 or worse. If you were lucky you were in a situation sort of like RoR is today. That pop difference had absolutely nothing to do with balance or end-game warband viability or anything of the sort - none of that was known at the time. People just naturally wanted to play Destruction more. There may be many reasons for that, but it doesn't much matter, its just a fact of the game. I think that's an important data point that's still relevant to today, and it still holds today as well. In 2008, the only known differences to the general population excited about the game was the aesthetics of the factions. We didn't have any end-game knowledge of what things would be like. We just know what looked cool and what we thought would be fun to play (and some got to experience it in beta for a short time), and that was overwhelmingly in Destruction's favor. Organization or WB effectiveness or any other such meta explanation does not fit this data point at all. And I think it's important to consider that in the context of what follows. Also any new players joining this game are effectively in the same situation - they don't know the meta. They don't know what is or is not effective end-game because very few will have invested enough time in the game to know it. They are generally in the same state as anyone else who was playing the game for the first time and drawn to a particular faction.

Now today we also have a population difference, and as I write this the side bar for T2+ says 54% Destruction, 46% Order, with a total of 1572 players. That's fairly typical. I often see it at 53-47 most of the time, just from anecdotally spot-checking it periodically to see which character I want to play that day. Sometimes late night at low pops it creeps up to 51-49 and I have rarely seen order leading with 51-49. Some of you might be thinking its not that big of a deal, and at first glance it doesn't seem too bad - 4% is pretty close, it's not that far off, right? Lets look closer. It means Destruction has 17% more players than Order. In actual numerical terms, with 1572 players, it really means Destruction has about 125 more people than Order. That's 5 warbands worth of people difference. Not so small a difference afterall. And it has some significant consequences.

When you have that big of a population difference, it means a lot. It means comparatively speaking Destruction has the luxury of being picky. They have a surplus of labor - more players than they need for their warbands, which means it's a buyer's market for them (buyer in this context is warband formation). Order does not have this luxury. They need bodies, and to compete they MUST be more efficient than Destruction - they have to make their manpower count to compensate for the numerical disadvantage. However, because they lack that manpower, they have no means by which to enforce that efficiency. Destruction can establish a culture of "if you don't fit what we want, you won't be invited to groups". Order can do what destruction does, but on a smaller scale, leading to fewer overall effective groups, which translates to more order groups being mismatched against Destruction. Order instead must generally take what is given, or settle for a smaller number of optimized groups and a much larger number of garbage groups. This seems to explain a lot of what I see commented here, where Order has the potential to do well, and has examples of groups doing well, but on the whole, they do not do as well. Its simply the longer-term effects of population disadvantage and how people have dealt with it.

There are other cascading effects too. If you aren't getting the highest rewards as often, you will start to see a gear difference develop that may be noticeable, which will exacerbate the problem. Since Destruction can be picky and enforce composition, there's motivation for people on that faction to reroll and be the classes people want for warbands. That will improve the overall composition of Destruction compared to Order. If the culture of the disadvantaged faction is toxic and starts blaming their situation on other faction members' choices, then that leads to more infighting and turning people away, who may go to Destruction to avoid the drama or simply stop playing. Defeatism can also set in, where some players on the Order faction start accepting the situation as unchangeable and so they lose motivation to try to improve it and just do whatever they want. Population disadvantage has far reaching consequences that explain essentially everything I've seen described in this thread.

So to summarize, I'd say that given my past experiences with this game, the "problem" with Order stems from aesthetics and general faction attractiveness, which leads to population difference, which leads to less than optimal groups, which can lead to gear disparity (when you don't get as many rewards), which all fuels animosity out of a necessity to be efficient. That leads to a more toxic faction culture and frequent blaming of each other with less motivation to actually face the problems and address them.

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EsthelielSunfury
Posts: 110

Re: Debate about why Order is how it is.

Post#237 » Thu May 07, 2020 9:26 pm

malorn wrote: Thu May 07, 2020 8:22 pm I've been watching this thread, it's been insightful. I wanted to offer some perspective from someone who recently started playing RoR but did play WAR at release launch back in 2008.

In 2008, Order was significantly under-pop compared to Destruction. On some servers it was really bad, like 2:1 or worse. If you were lucky you were in a situation sort of like RoR is today. That pop difference had absolutely nothing to do with balance or end-game warband viability or anything of the sort - none of that was known at the time. People just naturally wanted to play Destruction more. There may be many reasons for that, but it doesn't much matter, its just a fact of the game. I think that's an important data point that's still relevant to today, and it still holds today as well. In 2008, the only known differences to the general population excited about the game was the aesthetics of the factions. We didn't have any end-game knowledge of what things would be like. We just know what looked cool and what we thought would be fun to play (and some got to experience it in beta for a short time), and that was overwhelmingly in Destruction's favor. Organization or WB effectiveness or any other such meta explanation does not fit this data point at all. And I think it's important to consider that in the context of what follows. Also any new players joining this game are effectively in the same situation - they don't know the meta. They don't know what is or is not effective end-game because very few will have invested enough time in the game to know it. They are generally in the same state as anyone else who was playing the game for the first time and drawn to a particular faction.

Now today we also have a population difference, and as I write this the side bar for T2+ says 54% Destruction, 46% Order, with a total of 1572 players. That's fairly typical. I often see it at 53-47 most of the time, just from anecdotally spot-checking it periodically to see which character I want to play that day. Sometimes late night at low pops it creeps up to 51-49 and I have rarely seen order leading with 51-49. Some of you might be thinking its not that big of a deal, and at first glance it doesn't seem too bad - 4% is pretty close, it's not that far off, right? Lets look closer. It means Destruction has 17% more players than Order. In actual numerical terms, with 1572 players, it really means Destruction has about 125 more people than Order. That's 5 warbands worth of people difference. Not so small a difference afterall. And it has some significant consequences.

When you have that big of a population difference, it means a lot. It means comparatively speaking Destruction has the luxury of being picky. They have a surplus of labor - more players than they need for their warbands, which means it's a buyer's market for them (buyer in this context is warband formation). Order does not have this luxury. They need bodies, and to compete they MUST be more efficient than Destruction - they have to make their manpower count to compensate for the numerical disadvantage. However, because they lack that manpower, they have no means by which to enforce that efficiency. Destruction can establish a culture of "if you don't fit what we want, you won't be invited to groups". Order can do what destruction does, but on a smaller scale, leading to fewer overall effective groups, which translates to more order groups being mismatched against Destruction. Order instead must generally take what is given, or settle for a smaller number of optimized groups and a much larger number of garbage groups. This seems to explain a lot of what I see commented here, where Order has the potential to do well, and has examples of groups doing well, but on the whole, they do not do as well. Its simply the longer-term effects of population disadvantage and how people have dealt with it.

There are other cascading effects too. If you aren't getting the highest rewards as often, you will start to see a gear difference develop that may be noticeable, which will exacerbate the problem. Since Destruction can be picky and enforce composition, there's motivation for people on that faction to reroll and be the classes people want for warbands. That will improve the overall composition of Destruction compared to Order. If the culture of the disadvantaged faction is toxic and starts blaming their situation on other faction members' choices, then that leads to more infighting and turning people away, who may go to Destruction to avoid the drama or simply stop playing. Defeatism can also set in, where some players on the Order faction start accepting the situation as unchangeable and so they lose motivation to try to improve it and just do whatever they want. Population disadvantage has far reaching consequences that explain essentially everything I've seen described in this thread.

So to summarize, I'd say that given my past experiences with this game, the "problem" with Order stems from aesthetics and general faction attractiveness, which leads to population difference, which leads to less than optimal groups, which can lead to gear disparity (when you don't get as many rewards), which all fuels animosity out of a necessity to be efficient. That leads to a more toxic faction culture and frequent blaming of each other with less motivation to actually face the problems and address them.
What would you change in this to make our faction more appealing to people and veterans? Also, do you not think that because the developers have tweaked quite a few things the faction is much close to 50-50 than 33-66 like it was on live apparently?

Alteia
Posts: 9

Re: Debate about why Order is how it is.

Post#238 » Thu May 07, 2020 9:34 pm

Maybe making them look more epic would help.

Let me stand on my soap box and proclaim: MAKE ORDER HAWT (or at least SM and SW)
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CountTalabecland
Posts: 1026

Re: Debate about why Order is how it is.

Post#239 » Thu May 07, 2020 9:37 pm

I say release, if possible, Hammerer appearances for IB and some Greatsword/statetroop/Knight skins for KoBS as there are some skins that look better. Otherwise idk, I don’t think there is any saving Swordmaster.

As far as the rest goes, 2H WP being heal spec would be nice, I would feel a lot cooler wielding the Heldenhammer than looking like a Jehovah’s Witness handyman with my adventure Bible and nail hammer.
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.

malorn
Posts: 18

Re: Debate about why Order is how it is.

Post#240 » Thu May 07, 2020 10:41 pm

EsthelielSunfury wrote: Thu May 07, 2020 9:26 pm What would you change in this to make our faction more appealing to people and veterans? Also, do you not think that because the developers have tweaked quite a few things the faction is much close to 50-50 than 33-66 like it was on live apparently?
It wasn't 33-66 on every server, but on some it was. The problem itself is really just long-term effects of consistent underpop.

This is a very deeply rooted problem in how they set up the faction identities, and how they modeled the classes, it's not something the devs can really fix through balance or a lot of modeling work (thankfully). Since the problem is essentially long-term population mismatch, the solution is to try to offset that mismatch and provide some compelling reasons for people to play the low pop faction with the goal of correcting that mismatch long-term.

The best way I think this could be done without screwing over balance is to buff XP and renown gain for a underdog faction population-wise. To determine that, take the average weighted pop difference throughout the day across the factions and automatically apply buffs to whichever one is at a consistent disadvantage over the previous 2-weeks/month, with the amount of the buff scaling with the amount of disadvantage. This could translate into a higher gear droprate too. Additionally, use that same sort of information to try to funnel new players to the underdog faction, with potentially even larger benefits for the early levels of new accounts. However for a quick and dirty feature, jsut apply the buff globally to the faction and tweak it by hand as developers monitor the population. The automatic part described above is more of a self-sustaining population balance system, but given these are long-term plays it really doesn't need to be programmed in as a system, just something that' easy for devs to change as they see population metrics shift.

For example, Imagine if it was 25% faster to level Order characters for career and renown, and they gained medallions and loot drops 25% faster (The numbers are just for example, don't get hung up on them). For anyone on order thinking of rerolling to a more warband-desirable class, or who wants to have an alt for different realm situations or composition flexibility, this becomes tempting, as is it tempting for destruction players to consider spending time on Order leveling an alt they may end up enjoying. Maybe 25% is too much. Maybe it's not enough. I dont' know. I dont' think something like 10% would be compelling enough, and what is "compelling" is going to vary person to person. I do know at some point you'll get a number that's very tempting to a lot of players, and that long-term this will help correct the issue, its just a matter of tuning. This is a long-term play, so implementing it won't see results overnight, it'll take months before you start to see the effects.

And for the players on the other faction not getting that bonus, I think most would probably be OK with it honestly, since its purpose is to try to balance out the realm so it is a net win for them too long-term when their realm pop isn't stacked and they have faster scenario queues and more RvR action going on.

Also, higher prioritization on aesthetic and quality of life bugs on Order would be a small help. We spend a lot of time staring at our characters, and little aesthetic bugs are going to grate on some people over time, and fixing dying issues or maybe tweaking particularly ugly armor if possible would help out, as would fixing some of the minor annoyances we face every day (like getting dismounted all the time riding through Altdorf, wtf). Things that just make the characters we play and our experience on order more enjoyable would contribute to long-term faction sustain.

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