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T2

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PartizanRUS
Posts: 612

Re: T2

Post#111 » Fri Jun 12, 2015 10:09 pm

Bozzax wrote: * Attackers trying to retake are rewarded for all failed attempts (encourages fighting)
* Outnumbered defenders are rewarded for making a last stand instead of running (encourages fighting)
* AAO is used to increase renown for an outnumbered side

* AAO is used to reduce renown thus starving the blob to death
AAO could work this way to engcourace big blob to split and move to other zone 2, but what if other zone 2 is almost empty already. So if defenders don't want to split up because they are getting good renown in zone 1 we can have the same old pve situation. Group or two versus keep lord for example.
Last edited by PartizanRUS on Fri Jun 12, 2015 11:17 pm, edited 1 time in total.
Burn heretics and mutants, purge the unclean. ingame - Partizan . Hammer of Sigmar guild [RUS]
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Vigfuss
Posts: 383

Re: T2

Post#112 » Fri Jun 12, 2015 10:24 pm

If the devs can pull this off it would be amazing. But a simple solution without the need for a ton of coding might be better.
Fusscle of Critical Acclaim

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Tesq
Posts: 5713

Re: T2

Post#113 » Sat Jun 13, 2015 12:03 am

PartizanRUS wrote:
Bozzax wrote: * Attackers trying to retake are rewarded for all failed attempts (encourages fighting)
* Outnumbered defenders are rewarded for making a last stand instead of running (encourages fighting)
* AAO is used to increase renown for an outnumbered side

* AAO is used to reduce renown thus starving the blob to death
AAO could work this way to engcourace big blob to split and move to other zone 2, but what if other zone 2 is almost empty already. So if defenders don't want to split up because they are getting good renown in zone 1 we can have the same old pve situation. Group or two versus keep lord for example.


That's why there is skirmish in vp contribution atm, or there will be no reason for that, and also that's why i suggested to make skirmish contribuite less based on aao, that way all get the same renow based on what they do still they cannot achive lock if there are too much zerg.


Population ain't gona be a problem now and de-bolster can solve a lot of population problem in future.
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Bozzax
Posts: 2650

Re: T2

Post#114 » Sat Jun 13, 2015 9:24 am

The only way you can gurantee balanced zones is by hard login cap and flightmaster cap but then you better be prepared to have realm character transfers as well.

I prefer making blobing being badly rewarded and give carrots to those who put up a fight. At least in the "bad" scenario one zone may be balanced and one unbalanced
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Bozzax
Posts: 2650

Re: T2

Post#115 » Sat Jun 13, 2015 9:28 am

Blobs exist mainly because it is more profitable to join one then fight one. The steady flow of renown coming from accelerated capture ticks is the enabler
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Sulorie
Posts: 7461

Re: T2

Post#116 » Sat Jun 13, 2015 9:58 am

Being underdog with a good group gives more renown. People play the zerging side, because individual skill isn't relevant. They get renown for doing nothing.
Dying is no option.

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Azarael
Posts: 5332

Re: T2

Post#117 » Sat Jun 13, 2015 10:39 am

Has nobody suggested artillery yet? Nothing better for breaking up a mass.

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Tesq
Posts: 5713

Re: T2

Post#118 » Sat Jun 13, 2015 12:14 pm

Bozzax wrote:The only way you can gurantee balanced zones is by hard login cap and flightmaster cap but then you better be prepared to have realm character transfers as well.

I prefer making blobing being badly rewarded and give carrots to those who put up a fight. At least in the "bad" scenario one zone may be balanced and one unbalanced
I dont think so, ppl gather togheter cos is more easy lock a zone if you prevent them to do so zerg loose meaning, let em wait 20 min to lock a zone if not fight

While in those 20+ min some good party can take 1 bo back and let em waste totaly the zerg and waiting. while they maybe loose other 2 zone lock. Spread became mandatory if you do not want other zone while your lock after a tons of time.
You can base lock timer even on aao.

Azarael wrote:Has nobody suggested artillery yet? Nothing better for breaking up a mass.
please nothing like wc cannons.... they are a freely total destruction tool not like they make game better in anyway
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Azarael
Posts: 5332

Re: T2

Post#119 » Sat Jun 13, 2015 12:20 pm

The concept of artillery in terms of breaking up a mass is not implemented by one-shot cannons. It's implemented by having a long range tool which is inaccurate and deals good AoE damage.

If you want to break up a zerg, you need to punish the idea of putting a lot of players in a single area of the map.

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Tesq
Posts: 5713

Re: T2

Post#120 » Sat Jun 13, 2015 12:59 pm

Azarael wrote:The concept of artillery in terms of breaking up a mass is not implemented by one-shot cannons. It's implemented by having a long range tool which is inaccurate and deals good AoE damage.

If you want to break up a zerg, you need to punish the idea of putting a lot of players in a single area of the map.
I understand this but you will end punish even good mass situation like keep siege, aoe cannos were not accurate, the final position where the hitted was randomize by the "wind" .....try ask ppl what they thinkg when they got 2 -shoot from near the keep by the cannons from wc, terrible............
If you make such weapon able to be put freely or even put them to fire near Sensible postion inside rvr lake , you just make keep/bo impossible to take as those are situation where there is mass vs mass.
Aoe cannon were alredy present in game but none want the same kind of cannon of 1.4.0, pre 1.4.0 aoe cannons were good maybe little low damage but good.

This is a RVR game mass is required to achive something sometimes, it became a problem when it got exploited vs low enemy numbers. You need to not let this happen not punish the mass x se.
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