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Any ideas to bring back players?

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gyps
Posts: 155

Re: Any ideas to bring back players?

Post#111 » Fri Jun 03, 2022 2:50 pm

I'll be throwing some thoughs here, just brainstorming:

RoR World is spread through different maps and zones as their players, we need to "force" or convince players to play together in different zones.

After each siege the defending size shall push the enemy towards their city choosing one of the three zones, there will be oRvR only on that Zone, rest of zones will be "neutral lock". Who will choose wich zone will be used? Here the thing gets interesting...

Appointed Commanders, appointed commanders will be 1 of 100 highest rr players currently online, this may be choosen randomly or by votation between these 100 online players. Commander will have the option to choose the zone, verify the current population online, wbs open, groups open (maybe numbers per each class) and have the possibility to send on screen messages to everyone of its faction.

What else should this commander do? If we want such a mechanic to grow lets say that he could pin point the number of each players that can join scs to balance the groups in the scs, he could appoint a Scenarios Commander with a similar role which balance the access of their current population to the scenarios being able to create balanced groups / specialized ones / bizzare ones...

Over time if the population rise we could open 2 zones at a time, creating subroles like sergeants to micro managing zones, etc..

Keeps / Castles must give a true feeling of home for a guild, each time a Zone is unlock and a guild has a keep on it they must feel the urge to protect and maintaining it (and maybe the enemy will opt for a different zone if you are so fierce to avoid being hitted), managing keeps should be different, Keep Rank should maintain the current supplies system up to a certain number of Stars but should also be maintained by the claimed guild by either carrying out different PVE quests (maybe promoting lairs, epic quests, dungeons) by doing this you can go over x number of stars and improving the difficulty of your keep (maybe adding more heroes mobs selectable by the guild master itself) in order to customize the deffence of the keep by the guild. This maintenance should reward the guild itself as well over time.

But...here we are talking about coding and changing core game mechanics, which I believe its difficult and in rewards of these before all I've said before the main overall focus of the devs must be:

1- Game / Client install process shall be cristal clean and easy (if you are on dicords every day there are 2-3 persons joining and having trouble with the installation process, torrent download, switch client, allow permits, tick this, tick out that..updating 174000 files), if the beginning of the game is 3 hours of troubleshooting you will loose people before starting.

2- Game optimization, as previously stated NASA's like computers crashing, lagging, etc. in order to smooth those oRVR battles and numbers.


This was my grain of sand :D

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uselessheals
Posts: 13

Re: Any ideas to bring back players?

Post#112 » Fri Jun 03, 2022 5:16 pm

1 idea is fix the dang armor so when someone comes back they wear the armor they had when they left. my destro toon could not wear half his armor and all the different types of crest and medalion where gone . i had 50 crest and half naked toon. who wants to come back to that ****

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Reivren27
Posts: 92

Re: Any ideas to bring back players?

Post#113 » Fri Jun 03, 2022 7:24 pm

The server has already experienced its golden days, do not expect a significant influx of new players.

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GorkaBorka
Posts: 40

Re: Any ideas to bring back players?

Post#114 » Fri Jun 03, 2022 9:32 pm

The fun thing about bringing some new players: all the guys I've tried to pull into RoR (MMO vets and fans of AoR, UO, Darkfall Online, DAoC, EQ, WoW and etc.) when finishing T1 tried to grind some SCs... Guess what they said? That RoR's SCs were their worst exp of "battlergrounds" ever. And that's true.

Caduceus
Posts: 696

Re: Any ideas to bring back players?

Post#115 » Sat Jun 04, 2022 7:46 am

The issue is the game isn't very fun (read, no fun at all) for the losing side.

You get farmed and in a "no fun allowed" fashion basically don't get to play the game.

New players can cope with that for a while, because they don't understand what's happening. Experienced players will just xrealm or stop playing.

I've been saying this for a while, but the way the game takes shape at higher levels of organisation is where it falls apart. Too much of a safety net to the point where the side who groups more people together in a somewhat coherent fashion wins by default.

Not only that, but they can do pretty much anything they want without getting punished, because again, the safety net provided by the game's defensive features (healing/tanking) is simply too strong.

Offense / defense balance is messed up. If it were shifted more towards offense, fights would become more volatile and interesting, the underdog would have a fighting chance, mistakes would be punished harder, fights would involve real tactics rather than imaginary tactics while waiting for a perfect storm, close fights would actually resolve instead of continuing forever in an endless slog, etc.

Tune down healing by ~25% and see what happens to the game.
"I watched a snail crawl along the edge of a straight razor. That's my dream; that's my nightmare. Crawling, slithering, along the edge of a straight razor... and surviving." - Colonel Walter E. Kurtz

Panel
Posts: 158

Re: Any ideas to bring back players?

Post#116 » Sat Jun 04, 2022 8:38 am

I think you would be surprised at the number of ppl on both factions who no longer play because of the stunbots - what to do i have no idea.
Destro Pull ins have cost me more friends and guildies than i care to remember. Perceptions matter - folks see something as grossly unfair they put up with it for a while until the day they get stunbotted or pulled for the last time and something snaps and then they are gone

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Fenris78
Posts: 866

Re: Any ideas to bring back players?

Post#117 » Sat Jun 04, 2022 9:48 am

1. There should not be undefendable aoe CC ; mine/infestation stagger need to be defendable again. Otherwise what's the point of morales or some defensive skills/tactics ?

2. There should not be bumps/pulls without immunities ; SH/Zealot exploits need to be gone. Deleting groups under M2 healers with repetitive pulls is a nono.

3. There should not be such things as DPS healers dealing twice as much DoT damage than the one of a pure dps (4k Sham/AM single DoT - vs 2k for SW/SH one... Come on).

3 Main things that currently are ultra toxic to the game enjoyment. That and the constant onesided zerg, ofc.

Sulorie
Posts: 7459

Re: Any ideas to bring back players?

Post#118 » Sat Jun 04, 2022 9:55 am

Fenris78 wrote: Sat Jun 04, 2022 9:48 am
3. There should not be such things as DPS healers dealing twice as much DoT damage than the one of a pure dps (4k Sham/AM single DoT - vs 2k for SW/SH one... Come on).
One would think so if comparing single dots and ignoring all the other skills/mechanics around them. No idea where you pull the numbers from but e.g. 24s dot ofc makes more damage than 15s one but there is plenty time to cleanse it.
Dying is no option.

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Farrul
Posts: 610

Re: Any ideas to bring back players?

Post#119 » Sat Jun 04, 2022 10:20 am

Caduceus wrote: Sat Jun 04, 2022 7:46 am
Tune down healing by ~25% and see what happens to the game.
Alongside they could tweak healing debuffs to - 35 %. A bold change but one that makes sense. Healing in PvP mmos has always felt ridiculous.

Sulorie wrote: Sat Jun 04, 2022 9:55 amOne would think so if comparing single dots and ignoring all the other skills/mechanics around them. No idea where you pull the numbers from but e.g. 24s dot ofc makes more damage than 15s one but there is plenty time to cleanse it.
Shaman Dots combined with their ability to kite is a plague on the server, for this single reason every noob ;) plays one sooner or later. SW? Struggles and is considered bottom of the barrel by most Order players. Context.

Sulorie
Posts: 7459

Re: Any ideas to bring back players?

Post#120 » Sat Jun 04, 2022 10:32 am

Farrul wrote: Sat Jun 04, 2022 10:20 am

Sulorie wrote: Sat Jun 04, 2022 9:55 amOne would think so if comparing single dots and ignoring all the other skills/mechanics around them. No idea where you pull the numbers from but e.g. 24s dot ofc makes more damage than 15s one but there is plenty time to cleanse it.
Shaman Dots combined with their ability to kite is a plague on the server, for this single reason every noob ;) plays one sooner or later. SW? Struggles and is considered bottom of the barrel by most Order players. Context.
SW can significantly better kite and they got much more CC tools. So it all boils down to shaman healing better than SW and therefore surviving the 1vs1, which in itself doesn't matter at all.
Dying is no option.

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