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T2

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PartizanRUS
Posts: 612

Re: T2

Post#11 » Tue Jun 09, 2015 1:56 pm

Telen wrote:
Azarael wrote:What kind of system are you proposing?
Emp locks open Dwarf keeps. Dwarf locks open Elf keeps.
Thats actually good, but there is one problem : when 100+ players will fight in T2 it can be laggy. Maybe you should keep Empire and Dwarf open at evening and only Elf zone locked and when capturing Empire or Dwarf zone it will open Elf zone.
Also there can be 200 players on server or even full 250 after T2.
Luth wrote:Maybe there could be a mechanic, that unlocks another zone when a specific playercap is reached. So that areas don't get too crowded.
Why not.
Burn heretics and mutants, purge the unclean. ingame - Partizan . Hammer of Sigmar guild [RUS]
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Azarael
Posts: 5332

Re: T2

Post#12 » Tue Jun 09, 2015 1:59 pm

By the way, initially only one pairing will be available in T2, so the strategy for dealing with keep-go-round need not be decided quickly.

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Tesq
Posts: 5713

Re: T2

Post#13 » Tue Jun 09, 2015 2:21 pm

It's true there are ppl going for empty and easy lock but war was designed to have multiple map full at time and that should be the aim,and for me there are 3 main problem.

-First one due to the leveling; those zone became empty and over time all the ppl move to t4.

-The second one is related to renow. A lot of time ppl refuse to fight in 2 zone cos they could have lost 1 lock. Ppl look for the renow, only when they cannot win the fight in one map they spread over the 3 pairing.
War suffered from have both too much concentration and too much spread in different situation.

too much concentration when things get easy---> no enemy realm opposition or empty zone
too much spread when things get hard----> ppl get roll stomp and choose to look away instead fight follow the principle
time=renow

-The last problem is the road for enemy capital:

Actually even after the 1.4.0 the way to reach capital never changed. 2 zones were required. Based on what were said until now what if t2 t3 t4 all could contribuite to open the city istance?

Let's try to see the city as the final stage of warhammer, where destruction and order force gather for the final battle.
It can be said that city it's like a T5.
Look at pre 1.4.0, city were a full and alive maps. There were quest, internal istance, etc. They were more hard to reach and more hard to conquer.

1)The de-bolster can offer a solution to the first problem and half of the second. PPL could be able to fight in those lower tiers so less empty pairing, also bring help were is needed. That said bolster need to be better scale and actually reduces better both stats, set, renow bonus.

2)The second one must be solved by give ppl tools and rewards to def.

the original system have those tool: guards, buyable oil, keep upgrade.
----1.4.0 introduced play as monster and it was a wasted opportunity. The chance to became the lord of the castle wasn't at all taken in consideration. That would had made keep defense more cool. Fluff wise the guild that claim the keep must have the chance to make one of his member the keep lord.
Make ppl to actully be able to put up a def and also earn rewards from it. Make guards and lords more strong based on number of ppl inside the zone so that with few ppl they are not enough to prevent the lost of the keep but they are either good when things get massive ( the only good things i saw from gw2)

3) I would not seek to change the city but change the way city can be unlock and acces. Intead just rush 2 zone and arrive at the city you need to fill a dedicated VP bar. Also all ppl fight in only 1 big city istance so no more empty run.

That VP bar could rappresent the campaign status, meaning that for push in the upper zones you need a base controll of the lower zones. A VP system that allow you to reach city with bonus or malus so ppl need to give attention to even other zone other than t4.


T1 should remain a total noob zone, new player need to be in a close and nice enviroment to try and enjoy the game for the first time. Also is the easiest tier to have acces, you just have to create a pg and jump in rvr.

Indeed make t2-t3 more relevant for t4 purpose should be the objective. This could be achive making some kind of rotation +debolster so that ppl could acces to zones other than t4,
Let's say one zone in t2 and one zone in t3 should have de-bolster active (similar to what telenn said but with more centered around de-bolster). To gather the fight, if those zone get locked the de-bolster stop work there and change location to the next t2 / t3 zone.
This make both ppl able to gather in 1 zone for the fight or go to other 2 zone if they stuck with too good opponents.
But have 1/3 of t2 t3 taken by de-bolster mean lowering the chance for easy lock run, also if 1 zone get lock the ppl must gather again so ppl are FORCED to gather at some point. If all the 3 pairing are locked when de-bolster re-start his rotation the zone auto unlock; so fight can still continue. While other zone continue with their lock timers. So it can happen that 2 zone are viable at time or only 1, having so that flexibility to the lock systemt that is actually missing.


2 zone where all ppl from server can fight. Make able even lower char to join good battle. 3 dedicated to t4 player set up the final stage for the war. Other than make spots where we fight move various this could possibly solve the dead tiers problem after ppl moved in t4. Make enviroment for new player in t2-t3 more massive and less pve-farm.
The city can still be open with just lock 2 pairing in t4 but defenders have huge defensive boost that way, common war sense tell that if ppl behind wall have the same number of attackers then they have the advantage.

For reduces those disadvantages you need to secure the supply line that pass from the lower tier hence fight, kill , lock into de-bolster zones.

Set the vp system on weekly rotation offer more chance to conquer the enemy capital during week-end as vp are costantly earned .
Each week the vp bar reset.
Underdog system would work as always if an enemy realm would just make too many city the underdog would make malus to balance things. Indeed underdogs do not reset weekly but monthly.
Lock a t2-t3 zone grant 1 vp to your realm and 1 less vp to the other realm.
With the 2 walls of lower tiers and underdogs, not only capitals became more interesing, but also the t2-t3 enviroment get new life.

Conseguence
-Inside the city istance things get harder, there are lot of ppl inside, defendere have huge bonus unless you didn't care to secure some vp for your assoult. and with only 1 istance ( some could point out the lag problem but i have faith in ror dev)
-Outside the city istance the game start have a truly RvR ecosystem (finally) things get various and just lock t4 do not grant you the city even with few ppl defend it.
-This would force ppl to spread over the zones or otherwise they will never get rewards from capitals
-Classes that are not optimal for t4 could have better chance in t2-t3 where the difference in class balance are less.
-t2-t3 would stop being dead
-More fun for every one ( play as lord of the keep, last resistence at keep for few vs a lot, Less spammy and more epic city; all of this Create FUN).
Last edited by Tesq on Tue Jun 09, 2015 4:26 pm, edited 4 times in total.
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gokkentime
Posts: 10

Re: T2

Post#14 » Tue Jun 09, 2015 2:37 pm

Luth wrote:Maybe there could be a mechanic, that unlocks another zone when a specific playercap is reached. So that areas don't get too crowded.

I like this idea a lot, because being a private server the playerbase is more limited so a funnel could be a good idea.

how to do it I have no clue, but yea keeping zones locked, would be an idea.

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Azarael
Posts: 5332

Re: T2

Post#15 » Tue Jun 09, 2015 2:37 pm

Tesq, if I may offer a piece of advice:

Can you possibly be more concise when posting? :P The length of your posts is on the verge of becoming a meme!

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noisestorm
Posts: 1727

Re: T2

Post#16 » Tue Jun 09, 2015 2:38 pm

Azarael wrote:Tesq, if I may offer a piece of advice:

Can you possibly be more concise when posting? :P The length of your posts is on the verge of becoming a meme!
Well inside certain communities it is already a Meme :lol:

Luth
Posts: 2840

Re: T2

Post#17 » Tue Jun 09, 2015 2:40 pm

I would really like to read (almost) any thoughts people post on the forum, but these monster-posts make this virtually impossible for me.

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PartizanRUS
Posts: 612

Re: T2

Post#18 » Tue Jun 09, 2015 2:42 pm

Tesq wrote: the original system have those tool: guards, buyable oil, keep upgrade.
----1.4.0 introduced play as monster and it was a wasted opportunity. The chance to became the lord of the castle wasn't at all taken in consideration. That would had made keep defense more cool. Fluff wise the guild that claim the keep must have the chance to make one of his member the keep lord.
Make ppl to actully be able to put up a def and also earn rewards from it. Make guards and lords more strong based on number of ppl inside the zone so that with few ppl they are not enough to prevent the lost of the keep but they are either good when things get massive ( the only good things i saw from gw2)
I always thought that "play as monster" is bullshit and doesn't belong to order side as example, so it doesn't belong to big part of Warhammer. Its implementation always failed, rats were atrocious.
So playing as keep lord, maybe its not a good idea at all. So Mythics only screwed T4 with monster-play.
Burn heretics and mutants, purge the unclean. ingame - Partizan . Hammer of Sigmar guild [RUS]
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Tesq
Posts: 5713

Re: T2

Post#19 » Tue Jun 09, 2015 3:00 pm

Azarael wrote:Tesq, if I may offer a piece of advice:

Can you possibly be more concise when posting? :P The length of your posts is on the verge of becoming a meme!
How should i post less if the implication and motivation are big? i try btw.

P.s. you should try to read indeed not like it take more time than read 5 smaller post from others and it's not like write less is equal to give better solution.... i try to explain what i would do and why...... if ppl just tell i think Y with not reason and don't calculate the conseguence of what they suggest i shouldn't and not be the one to get lol at
T2-t3 is complex matter not like make 1 change can solve all problem. Thus ppl that contiuosly make fun of me or anyother and offer no better reason to counter my/others post, are not only the cancer of this game but of the whole humanity and they are always been.
They have no motivation so they make fun of other ppl.
Last edited by Tesq on Tue Jun 09, 2015 11:47 pm, edited 4 times in total.
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Chaoself
Posts: 218

Re: T2

Post#20 » Tue Jun 09, 2015 3:01 pm

noisestorm wrote:
Azarael wrote:Tesq, if I may offer a piece of advice:

Can you possibly be more concise when posting? :P The length of your posts is on the verge of becoming a meme!
Well inside certain communities it is already a Meme :lol:
lol'd hard :lol:

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