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LOTD balance anyone?

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User avatar
Ninjagon
Posts: 537

Re: LOTD balance anyone?

Post#61 » Thu Aug 18, 2022 6:14 am

When more content appears in LotD, the rules for the zone has to change anyway. (Or I cant imagine that the dungeons there will be locked for one faction so long, until the next battle.)
This is summer time for EU, less players online. We dont need to reduce LotD population cap. Just keep the same numbers on both sides and if there is more interest - raise the population cap. Easy model, similar to forts, just in equal numbers.
Ninjamag - The Sorcerer. RETRIBUTION / DEVASTATION guild.
Order: Velmires WP, Carnow Knight, Ninjagon BW, Ninjab WL
Destro: Ninjamar mara, Khaininja DoK, Ninjaguard chosen, Ninjamag sorc
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Lithenir
Posts: 370

Re: LOTD balance anyone?

Post#62 » Thu Aug 18, 2022 7:17 am

wonshot wrote: Thu Aug 18, 2022 12:41 am
Ninjagon wrote: Mon Aug 15, 2022 11:25 am Zone population - we dont know, but Tier 2+:
Order: 41%
Destro: 59%
Solution: For good and competitive play, for good fights and for the fun, there should be equal population balance in the zone.
So if this whole topic was about attendance and numbers on both realms, but the same ammount is allowed to queue on both realms. Maybe this topic is not for everyone to debate, but instead more on order alliances, guilds and groups to figure out why they dont seem to be filling up (some community mangement numbers shreading light on if order actually fills up would be welcome)
From a small scale guild point of view. It's just not fun.
It's a giant zergfest much like the usual oRvR areas but worse. I have to admit I only tried it like 3 times and that was months ago. I tried wb and 12-man and it was just the same all the time. Even going to the outskirts with the 12-man you end up getting zerged by 2 wbs of destro.
Order seems to lack communication, coordination and leadership pretty badly and it just becomes clearer in an environment like LotD.

So why should I do LotD, if I get the same result and confused order as in oRvR?! And it is much harder to avoid the zerg as in oRvR

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Yazeran
Posts: 23

Re: LOTD balance anyone?

Post#63 » Thu Aug 18, 2022 12:51 pm

Inbalance situation in LOtD is differend against situation in RvR.
Like this Wednesday order fight against stronger destro in BFP and Avelorn.
We had a lot of good fight in Bugmans Brewery because its easy defendable.
We were able split destro into two zone with summoning the ram.
At the end order lock Avelorn even against stronger enemy.
And it was fun.

In last time LOtD we were able beat destro in Library, because its easy defendable.
But in situation 40vs60 inbalance ,when destro blobing near order camp and there was not good defendable place
and we cant even split destro becauce all flags were red and locked
Order hasnt much tactic choices how to fight against stronger enemy.
and that was not fun at all.
Nobody want to be farmed.

So if someone here give order advice like "try to learn how to fight", it realy out of topic.

User avatar
WaaaghBoy88
Posts: 44

Re: LOTD balance anyone?

Post#64 » Thu Aug 18, 2022 4:02 pm

Detangler wrote: Tue Aug 16, 2022 5:05 pm From what I recall, the coding for all the LotD public quests and bosses was lost to the sands of time, so its not really possible to just reinstall it. The entire thing would have to be built from the ground up by a small group of volunteers who hold this server together. Not ideal for them to spend precious time on that when there are other more pressing issues to attend to.
Before I reply to OP in this amusing albeit pathetic thread, I'd like to address this comment:

@Detangler: The Original Land of the Dead PQ's and wandering bosses, outside of the Bone Giant Sentinels, weren't exactly stellar or worthwhile to bother with outside of what the primary purpose was: Unlocking Glyphs to gain access to the Dungeon. Even the Wandering Sentinel dropped like...some high ranking crafting materials and that was it. The lizard spawning nests by the riversides provided better loot than any of the PQ's ever did. And that shouldn't have been what the LOTD was known for. Hell, an endless "Difficulty Challenge" dungeon that rewarded you for how far you could push and challenge yourself as you dug deeper would've been really cool and thematically appropriate considering underground tombs feel like they could stretch on forever into the shadowy long forgotten abyss (consider that as an idea, devs? Endless self generating with quests/perpetyally generated instances reusing and redesigning Tomb King tomb assets would be EPIC! Very Dark Souls like).

But times have changed, and the fact is what they should do, is reinstate the Dungeon (which they will eventually) and turn the LOTD ORVR zerg-whack-a-mole into a competitive race for who gains access to the Dungeon and zone until the lockout timer resets. Zone lasts to one faction for five days, until the zone resets, then so on. IIRC this was the way it functioned back on live. Lets be honest, the reason most people play is because of RvR and SC's, so RvR-driven effort for viable PVE rewards is an exceptional method.
Overall, it'll be interesting to see how they develop the progression reward system for TOVL, because it was a god-aweful nightmare in live as the drop rate for your class items set of the Rune-Glyphs was abysmally low. The cape wasn't any better. Here's hoping they'll outdo the original devs.

On topic: OP, your problem is Order isn't interested in organizing and working together in order to win the 'deathmatch'. Just play the game, git gud and recruit more for the meat grinder. Everything else is just a whinefest and solves nothing. Want to be the best to defeat Da Best, that being Da Freebootaz?

Work to be 'Da Best'. Good luck, we love a gud fight.

- Gruzzug.

Sulorie
Posts: 7461

Re: LOTD balance anyone?

Post#65 » Fri Aug 19, 2022 6:13 am

Yazeran wrote: Thu Aug 18, 2022 12:51 pm ...
and we cant even split destro becauce all flags were red and locked
....
You mean order couldn't teleport away from camped WC to attack bases anywhere on map?
There is actually a teleport location for silver scarabs, where you need no locked flags.
Dying is no option.

User avatar
Yazeran
Posts: 23

Re: LOTD balance anyone?

Post#66 » Fri Aug 19, 2022 8:54 am

Sulorie wrote: Fri Aug 19, 2022 6:13 am
Yazeran wrote: Thu Aug 18, 2022 12:51 pm ...
and we cant even split destro becauce all flags were red and locked
....
You mean order couldn't teleport away from camped WC to attack bases anywhere on map?
There is actually a teleport location for silver scarabs, where you need no locked flags.
Sure we can teleport to desert and that was the only way to avoid destro blob.
But if u cant take flags near camp u cant connect next flags and unlock others....
Kaspar - WP RR80+ from Bene Tlailax
order alts: Kazador (IB), Hargin (SL) and 7 more
destro alts: Kash (Mara), Kashnik (Shamy) and 8 more

Sulorie
Posts: 7461

Re: LOTD balance anyone?

Post#67 » Fri Aug 19, 2022 10:14 am

Yazeran wrote: Fri Aug 19, 2022 8:54 am
Sulorie wrote: Fri Aug 19, 2022 6:13 am
Yazeran wrote: Thu Aug 18, 2022 12:51 pm ...
and we cant even split destro becauce all flags were red and locked
....
You mean order couldn't teleport away from camped WC to attack bases anywhere on map?
There is actually a teleport location for silver scarabs, where you need no locked flags.
Sure we can teleport to desert and that was the only way to avoid destro blob.
But if u cant take flags near camp u cant connect next flags and unlock others....
Did they remove the options to back cap flags and interrupt the connection to destro main base? This alone would split the enemy forces. Or are only certain flags close to last one attackable? Originally you could hit any flag, even deep in enemy backline.
Dying is no option.

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CyunUnderis
Posts: 535
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Re: LOTD balance anyone?

Post#68 » Fri Aug 19, 2022 12:13 pm

Sulorie wrote: Fri Aug 19, 2022 10:14 am Did they remove the options to back cap flags and interrupt the connection to destro main base? This alone would split the enemy forces. Or are only certain flags close to last one attackable? Originally you could hit any flag, even deep in enemy backline.

Since this patch, they removed the possibility to back cap when the frontline is too pushed :
- You can now only capture objectives at most 2 steps away from a connected objective owned by your realm, or 2 steps from your warcamp.

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Sulorie
Posts: 7461

Re: LOTD balance anyone?

Post#69 » Fri Aug 19, 2022 4:40 pm

CyunUnderis wrote: Fri Aug 19, 2022 12:13 pm
Spoiler:
Sulorie wrote: Fri Aug 19, 2022 10:14 am Did they remove the options to back cap flags and interrupt the connection to destro main base? This alone would split the enemy forces. Or are only certain flags close to last one attackable? Originally you could hit any flag, even deep in enemy backline.

Since this patch, they removed the possibility to back cap when the frontline is too pushed :
- You can now only capture objectives at most 2 steps away from a connected objective owned by your realm, or 2 steps from your warcamp.
You recall what purpose this change had?

Capturing objectives takes time and when the stronger realm can cross the distance between 3 objectives within this time frame, I would say it only supports the superior side...
Dying is no option.

User avatar
Detangler
Posts: 1030

Re: LOTD balance anyone?

Post#70 » Fri Aug 19, 2022 6:07 pm

Maybe the solution is to make all objectives captureable at all times. The more objectives you take, the more you have to spread to cover your back lines to maintain supply to forward objectives. Overpopulated side gets spread out more, underpopulated side has more opportunities to disrupt winning side's point gain and more opportunities to engage smaller forces.

Can I call it? I'm gonna call it.

/thread.
Detangler and alts - 84 Chosen, other 40s - DoK, Zealot, SH, WE, BG, BO
Destro - Mostly Harmless
Tangler and alts - 8X IB, other 40s - RP, SM
Order - Most dishonorable

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