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Azarael
Posts: 5332

Re: T2

Post#141 » Mon Jun 15, 2015 9:49 pm

1 ramp. Please. This creates long stands, and ramp congestion which allows for the long awaited 'CHARGE" up the ramp, or the coordinated 'They are wiping, push down' fun times.
People actually liked this utter, utter bullshit?

This, and the same **** at fortresses, was why I quit this game in 2009.

I cannot emphasise enough how bullshit this design was for a game designed for mass RvR.

If you have hundreds of players attacking a single ramp no wider than 5 metres, and that's your idea of great PvP, you need your head checked. With so many numbers concentrated in a single place you have ZERO strategy (what can you do except attack that one place?), ZERO tactics (you have so many players in one spot that you can neither employ nor benefit from finesse) and a ton of lag to go with it.

It was absolutely and completely appalling design, and I still believe it's one of the reasons this game failed. They had the opportunity to do large-scale RvR right with a more battlefront-oriented design, but instead they chose to make 4 chokepoints (battlefield objectives), 2 MAJOR chokepoints (the keeps) and waste the rest of the maps. Asinine in the extreme.

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jonathanmurphy3
Posts: 266

Re: T2

Post#142 » Mon Jun 15, 2015 9:50 pm

I liked it. A lot of people were peed off when it was altered.
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Coryphaus
Posts: 2230

Re: T2

Post#143 » Mon Jun 15, 2015 10:14 pm

then how do you plan on making "more of the map useful"? T4 maps are massive
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Azarael
Posts: 5332

Re: T2

Post#144 » Mon Jun 15, 2015 10:19 pm

I don't really plan anything. My perspective dates to 2009, so someone is probably going to come in and tell me that they changed the game for the better.

If it turns out to suck just as badly as it did when I was playing, that would be the time to see if anyone in this community has what it takes to design a better RvR system which promotes some actual strategy.

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Tesq
Posts: 5713

Re: T2

Post#145 » Mon Jun 15, 2015 10:38 pm

Exept that close 1 ramp maybe would require change to game files.... summ what aza said 1 ramp is dumb and i agree.

Def tick and upgrade are very good, imho 1.3.8 was truly well done the problem was no ppl aroudn that time....
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Mez
Posts: 730

Re: T2

Post#146 » Tue Jun 16, 2015 5:05 pm

I guess Daoc would have been appalling for you Az. But there is something special about taking a keep requiring overcoming effort that makes RvR immersive. Plus this server will not maintain enough players to compliment a 2 ramp system after the initial release hype has died off and people take breaks once more. A 1 ramp system at least in group vs group or less compliments a defense effort.
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

Mec
Posts: 68

Re: T2

Post#147 » Tue Jun 16, 2015 5:20 pm

Mez wrote:I guess Daoc would have been appalling for you Az. But there is something special about taking a keep requiring overcoming effort that makes RvR immersive. Plus this server will not maintain enough players to compliment a 2 ramp system after the initial release hype has died off and people take breaks once more. A 1 ramp system at least in group vs group or less compliments a defense effort.
In Daoc you could at least Turn the Towers,Walls and Keeps to dust.
And the best thing and the worst is that you could kill 300people with 8people....so much fun.... :/
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Tesq
Posts: 5713

Re: T2

Post#148 » Tue Jun 16, 2015 10:43 pm

just warhammr is not daoc, if you want daoc go play daoc :/

1 ramp is dumb, 2 wb would not let you move an inch inside keep, know why? cos the upper position and the fact that aoe hit 9 ppl make 8 tank in hold the line impossible to kill if propper healed.
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Aquilon
Posts: 203

Re: T2

Post#149 » Tue Jun 16, 2015 10:51 pm

Azarael wrote:I don't really plan anything. My perspective dates to 2009, so someone is probably going to come in and tell me that they changed the game for the better.

If it turns out to suck just as badly as it did when I was playing, that would be the time to see if anyone in this community has what it takes to design a better RvR system which promotes some actual strategy.
Strategy in WHO? :lol: It''s merely tactic. Kinda. Not really. :lol: And to, at least, rise WHO to tactic level simple thing could be done (this idea belongs to Anr, I think) - expel healing skills from the game. Healers spoil gameplay, really.
Means determine end.

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nalgol
Former Staff
Posts: 296

Re: T2

Post#150 » Tue Jun 16, 2015 11:28 pm

just and crasy thinking here

anyone played wow the old alterac valley?
what if we make the t4 zones like it bascly
so no zone locks / control in t4
all keeps are attackable if you own a keep you get a lord inside the fortress
flags are respawn points
collect skulls to summon bloodthrister and the like

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