Community perception

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Kragg
Posts: 1788

Re: Community perception

Post#21 » Thu Apr 06, 2023 5:41 pm

Rapzel wrote: Wed Apr 05, 2023 8:00 am I would prefer a split between t1-t2 and t3-t4.
I have no idea why t2 zones are open for rank 40 players as the keeps here only have a inner door. Most t2 maps are just a long farm fest outside WCs.

This would to my understanding also allow for new players to learn the mechanics of sieges and defense before they are tossed into a t4 keep at level 16 and getting killed by oil.
Because this has been tried and T2 and T3 were completely dead. Not enough players. no sieges and no defenses.

Now everyone can enjoy these zones.
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Rapzel
Posts: 452

Re: Community perception

Post#22 » Thu Apr 06, 2023 6:05 pm

Kragg wrote: Thu Apr 06, 2023 5:41 pm
Rapzel wrote: Wed Apr 05, 2023 8:00 am I would prefer a split between t1-t2 and t3-t4.
I have no idea why t2 zones are open for rank 40 players as the keeps here only have a inner door. Most t2 maps are just a long farm fest outside WCs.

This would to my understanding also allow for new players to learn the mechanics of sieges and defense before they are tossed into a t4 keep at level 16 and getting killed by oil.
Because this has been tried and T2 and T3 were completely dead. Not enough players. no sieges and no defenses.

Now everyone can enjoy these zones.
No? t1-t2 was never merged AFAIK. My suggestion is not that we should revert to the tiers that were implemented at live (or the start of this server), but that t1 and t2 should be merged into one newbie tier, and t3 and t4 should be merged into 20+ tier or something.

Current population;

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Now imagine that when Nordland and Norsca locks, Ostland and Trollcounty opens. Ost+TC locks, it checks if Elf/DwOrc t2 is locked and if all T2 are locked, tier 1 is unlocked. I don't see how three of these much smaller zones could not be supported by 200+ players.

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Gainsboreaux
Posts: 9

Re: Community perception

Post#23 » Thu Apr 06, 2023 8:22 pm

Hi all. Newly returning player here. Saw this post so I thought I'd throw in my two cents about coming back into the game and how I dealt with the issues mentioned here. First for context, I was a long time Live player with multiple BiS high RR toons. Before that, I played DaoC for over a decade. So I'm not going to have the same 'new player experience' that would be common.

Without restating too much that has already been mentioned, I feel like the main two issues for new players would be:

1) ORvR is pretty much inaccessible for new players. I don't really count T1 here because we all know T1 ORvR is pretty much a joke and is only used to get a decent RR as you hit T2.

2) The jump from CR 39 to 40 just sucks. Not only is ORvR still very rough, but even SC's are pretty much out of the question for a while.

I first rolled a Blackorc, and hit 40 at around RR50. Though I noticed that I was just not going to have enough crests to buy appropriate gear, had no way of keeping stocked with high quality talismans and potions. So I took a break to level up 2 other characters to use for PvE farming/crafting. Now I have 4th character that I will be leveling for PvP only (as well as cult/apoth). So I have the standard 4 character spread to make sure that you can keep yourself in high quality talis, pots, gear, etc. as you level to make sure you can stay competitive at all levels. Also plan on progressing through gunbad/BB/BE and saving my Crests for high RR gear so I won't out RR my ability to obtain gear, and also to mitigate the huge drop off from 39 to 40.

This is pretty standard for experienced players I'm assuming, and I'm used to it having PvE grind characters from DaoC. But since we're talking about truly new players, I'm sure there are quite a significant number of players who try this game out, get wrecked, and quit pretty quickly. When talking about suggestions, it's important to not make significant changes that will unbalance the game for the current population in favor for new players. That idea is what finally killed Eve Online.

As stated before, grouping together T2/3 in by themselves, or splitting T1/2 together, and T3/4 together would inevitably end up with dead zones. Even Live had this problem with the population was pretty high. So what do?

This may be a completely unhinged suggestion, and I apologize. I feel like the SC grouping are pretty strong right now. I never felt like I was at a huge disadvantage even on my first character. The main problem is ORvR. Here's an idea that I don't think I've seen mentioned yet...

1) Get rid of T1 ORvR.
2) Make T2 ORvR the new T1 range.
3) Make T3 ORvR for the mid-tier SC range.
4) T4 for 40s.

Obviously it would require some type of portal, flight, quest, etc whatever to allow level 1 characters to access the T2 RvR lakes. But I feel like that would give each proper tier its own feel, a strong population, and further separate the high RR40s from the mid tier players who want to ORvR. Could be really wrong though.

gyps
Posts: 155

Re: Community perception

Post#24 » Thu Apr 06, 2023 10:31 pm

Keep everything as it is, open T1 for everyone, apply a stat cap per tier.

RR 80 participating in a T1 scenario suffers a -x % stats that meets one specified cap, for example willpower can't go above 300, 400..etc...crit above x%..etc..
Same malus its applied in T2 and T3 proportionally per each tier.
RR80 can only participate at its full capacities at T4, before that in T1/T2/T3 they already have the knowledge, the knowhow and perhaps the perfect wb as a bonus on their side to win on lower tiers (as well as more armor, unlocked skins, tactics etc)

Now, low level gets already a boost when enters the lakes, just balance the boost to surpass the above specified cap per tier, basically in a way that in T1
RR80 tank has 2k hp
RR01 tank has 3k hp

I'm throwing numbers do not take em seriously something like this needs serious and long thinking, but overpowering lowbies in this way could give some more action, higher renowned players will face some dififculties and proper challenge, and even in T3 things could be even better between recent 40's with rr50 with less equipment but better stats and rr80+ with less stats but better equipment.

The cap is applied to anyone..if you have stats over it you will be underpowered as your equipment should be enough to give you proper balance in that specific tier.

T4 must be HELL, thats where the real stuff happens. point.

In this way the road to the city starts at T1, more people showing in lower rvr, more openwbs and more entertainment for everyone.

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brokencommand
Posts: 2

Re: Community perception

Post#25 » Thu Apr 06, 2023 11:06 pm

New Player here.

I've playing for little over a week and have my black ork up to 32.

Regarding the T1, T2, T3, T4 (death) RVR experience.

T1 should be levels 1-20 Considering if you're level 1 and your boosted to 19 that was probably the original intention. From 1-20 by 15 your class opens up slightly and by 19 you have actual mastery points to get an ability versus a trait.
T1 is a fun time as everyone is learning their classes and getting used to objectives which the game doesn't explain really at all and you can count the walls of text and I'll counter with you can read all of the lord of the rings but still have zero idea how to speak elven.


T2 should be 20-30 this would keep things interesting and in a fair fight as both sides are getting into the mix and then they'd have 10 levels to figure out the keep system which i had ZERO idea how that worked until last night and this morning where I defended a keep and then sieged one.

T3 Should be 30-39 This would give more breathing room as that range really heats up and allows you to focus on renown rank for the big 40 with it's onslaught. Plus renown slows down quite a bit up to this point so the extra levels in the tier helps anyone with catching up.

T4 should be just 40+ and most likely with two zones with separation with Renown Ranks with one zone being 40-60 and the last being 60-80.

That's my current thought on open ORVR.

Also i know there'd be concern for the previous zones to be dead after, however the simple fix there would be to build a mechanic if you're 40+ or above the tier and want to be in a lower zone then should just level crunch you to the max level of that tier and including renown rank as well. It'll keep things fair for new players but also for Veteran players that would still get the rewards including experience and renown.

Now onto Scenarios, the short of it should be the same as listed above.

Also, they desperately need reworks, especially on geometry in the game. The amount of times I've been stuck in something is frustrating as it's related to a knock back or some other tiny fragment that causes me unable to move. The Scenarios also need a good way to prevent spawn camping either the addition of high level Guards to discourage that or something along those lines to punish those who are too greedy. The Maps themselves need a few overhauls as well like Highpass Cemetary can we please for the love of God get rid of that crypt in Destro Spawn, legit struggle to jump out of it every time. Also, the map with the Aquishy core, the lava pools we just need a ramp to get out of it. That would truly help everyone, the number of times I've seen someone get knocked into that death pit and completely jump out but is still somehow stuck then die from it is pretty frustrating to be a part of and watch.

Rapzel
Posts: 452

Re: Community perception

Post#26 » Fri Apr 07, 2023 12:14 pm

gyps wrote: Thu Apr 06, 2023 10:31 pm Keep everything as it is, open T1 for everyone, apply a stat cap per tier.

RR 80 participating in a T1 scenario suffers a -x % stats that meets one specified cap, for example willpower can't go above 300, 400..etc...crit above x%..etc..

...

Now, low level gets already a boost when enters the lakes, just balance the boost to surpass the above specified cap per tier, basically in a way that in T1
RR80 tank has 2k hp
RR01 tank has 3k hp
Mechanic called debolster was tested a few years back. The hook for 40s was that you were rewarded with a specific currency used to buy imperator (and some other one I cannot remember the name of) gear, a shoulder + helm set. There was no incentive to participate in lower tier after you had farmed this, effectively killing the mechanic.

Why would I run into T2 with a 40/80+ BiS character, if it is going to make me weaker than a rank 1/1? I also do not see the point of joining T1 to fight lowbies, when I might as well just queue scenarios.

There is an issue with this approach where new players who lack knowledge about the mechanics, and do not have a network, would be farmed by people who played the game for 10+ years.
Not that long ago there was an event called return to Nordland, where Nordland opened for all players, you could only slot appropriate gear and mastery/renown, and sadly I do believe that this event made new players quit the game rather than entice them to continue playing. Running into an organised warband of 24 players the first time you enter RvR may deter new players.

T1 IMHO needs to stay as a sandbox/playground for new players to explore and learn.

With that said I do agree that a split needs to be done, at least so that DPS have access to a incoming heal debuff in the higher tier.

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Scottx125
Posts: 976

Re: Community perception

Post#27 » Sat Apr 22, 2023 1:44 am

Spoiler:
brokencommand wrote: Thu Apr 06, 2023 11:06 pm New Player here.

I've playing for little over a week and have my black ork up to 32.

Regarding the T1, T2, T3, T4 (death) RVR experience.

T1 should be levels 1-20 Considering if you're level 1 and your boosted to 19 that was probably the original intention. From 1-20 by 15 your class opens up slightly and by 19 you have actual mastery points to get an ability versus a trait.
T1 is a fun time as everyone is learning their classes and getting used to objectives which the game doesn't explain really at all and you can count the walls of text and I'll counter with you can read all of the lord of the rings but still have zero idea how to speak elven.


T2 should be 20-30 this would keep things interesting and in a fair fight as both sides are getting into the mix and then they'd have 10 levels to figure out the keep system which i had ZERO idea how that worked until last night and this morning where I defended a keep and then sieged one.

T3 Should be 30-39 This would give more breathing room as that range really heats up and allows you to focus on renown rank for the big 40 with it's onslaught. Plus renown slows down quite a bit up to this point so the extra levels in the tier helps anyone with catching up.

T4 should be just 40+ and most likely with two zones with separation with Renown Ranks with one zone being 40-60 and the last being 60-80.

That's my current thought on open ORVR.

Also i know there'd be concern for the previous zones to be dead after, however the simple fix there would be to build a mechanic if you're 40+ or above the tier and want to be in a lower zone then should just level crunch you to the max level of that tier and including renown rank as well. It'll keep things fair for new players but also for Veteran players that would still get the rewards including experience and renown.

Now onto Scenarios, the short of it should be the same as listed above.

Also, they desperately need reworks, especially on geometry in the game. The amount of times I've been stuck in something is frustrating as it's related to a knock back or some other tiny fragment that causes me unable to move. The Scenarios also need a good way to prevent spawn camping either the addition of high level Guards to discourage that or something along those lines to punish those who are too greedy. The Maps themselves need a few overhauls as well like Highpass Cemetary can we please for the love of God get rid of that crypt in Destro Spawn, legit struggle to jump out of it every time. Also, the map with the Aquishy core, the lava pools we just need a ramp to get out of it. That would truly help everyone, the number of times I've seen someone get knocked into that death pit and completely jump out but is still somehow stuck then die from it is pretty frustrating to be a part of and watch.
IMO that's overcomplicating the whole issue, and we don't have the population to support that kind of separation of the player base. Also your LOTR analogy doesn't work. You're not reading elven you're reading English. SC's are in a decent state right now IMO, a lot of maps have spawn barriers to stop the enemy getting into your spawn. Spawn camping however is a thing if you don't have the strength to push out. That's what the surrender command is for. Only issue with SC's is there's no matchmaking, at all. Which is something the devs want to address, but again this skill system rework is delaying everything.

The level crunch idea just won't work either. It'd have to be able to account for gear players are using. And if it uses the system where if you have armour too good it turns you into a chicken. Then people simply won't go into lower tiers. It's too much of a hassle to carry around a lower tier of gear just to go into T3 or T2 for example. Which is why I support the bolster up method rather than bolster down. Because it's far easier to balance. You know the best gear that can be gained at each level, simply adjust the bolster at each level to compensate and have that bolster remain till lvl 60 when you get vanq gear.
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Everdin
Posts: 742

Re: Community perception

Post#28 » Sat Apr 22, 2023 9:55 am

Don't want to be offensive here but, while the feedback from new players are good to hear, suggestions from new players are mostly out of range due to the limited knowledge of the game and how it works.

The game is simply not populated enough to seperate the playerbase more and where is the benefit from debolstering high rank players? It's the negativ sibling of bolster, but instead of giving low players something its punishment for playing the game for a long time? To be honest, I would rather loose two new player then kick one loyal player thats here for a long time in front of the train.

The struggle with Rank/Renown ratio could be addressed with some renown benefits for new players. The fear of some people could "abuse" this is ridiculous. Why is anybody here complaining about this? So what, let them get 20 toons on rr80, they only can play one at a time, it's pure envy to say "mimimi they will abuse it", nobody will get hurt.

If a new player is not a total gaming-potatoe, playing open (especially solo) is the best way to leve fast and with a good ratio. bolster is a big thing, you can easily kill r40 players (if you play better). It just depends on who you try to kill, go for the experienced rr80 solo-geard Witchhunter and you will loose, go fo a not so fresh looking squig and your chances are better.

If you want to play this game, look for a guild that matches your playstyle, they can provide you with information, talismans, help you with pve and special class stuff. And it is total bullshit that all guilds only search for high veteran players, there are a lot of helpfull guilds in all languages.

If your playstyle is "not playing in a guild or group" look for a game that matches your playstyle.
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Nameless
Posts: 1407

Re: Community perception

Post#29 » Sat Apr 22, 2023 10:59 am

It sounds ridicules but there are quite a few solo-playstyle friendly guilds. Even the basic realm guild is decent for giving you tips and valuable info.
Boolster is quite good and from my recent experience from lvl brand new char pugging solo could say the best way ti lvl and keep good rr is purelly orvr. Atm my tank is at lvl 32 and rr 47, at lvl 40 rr will be +50 for sure.

There are some things that could be changed so leveling become more smooth.

1st sc exp is huge. That should be lowered, may be to be at par with renown gain or twice but now for 10k renown sc I got 160k exp. Just too much and that make me avoid sc at least until lvl 38-39 where boolster become too weak.

2nd devs should introduce pve, or even only dungeon exp stop scroll. Wanted to do/help with sewers but all that exp that will make me lvl and loose booster benefit stop me.

3rd lower vanq to be at 50-55 rr bracket and relocate rr req for higher sets to fill the gap
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Mudfoot
Posts: 2

Re: Community perception

Post#30 » Sun Apr 23, 2023 10:59 pm

Thought I would give my experience and attitude I have towards the game as a new player, so I played live however I was just a kid with a love of warhammer did not do mass endgame stuff.
Coming to ROR older and wiser but still an idiot with a love of warhammer(and not spelling or punctuation.) I am currently cr26 rr42 little bolstered engineer I have no guild and I only join WB if they are open and leader says any are welcome as I don't wish to jeopardise any wb comp as my little engineer self, so I just surf the wb in rvr as I find that the most fun, yes I die easily and WE love me and my dmg sucks, I'm not really under any elusion that I should be dominating, and as this is pretty much the hole game I'm very much just enjoying my time while learning how the wb seems to operate and having a great time.
I surfed the webs and found guides for gear so have been following that so far just got mayhem ill then get ruin, dungeon to bloodlord ect I have 2k crests 37 genesis.
I find so far gearing is fine and spoke to a 40 engineer who was fresh 40 and his stats where more than mine not sure his gear but still, he was stronger than me and not in endgame gear and as I'm having fun in my weak state I can only look forward to more, i understand this dose not help answer solve anything but I believe new players need to have a more chill mindset coming into this we are new and weak play what career is fun not meta or needed and just enjoy I know enjoying this for some means dominating and winning your 1v1s hitting a button and watching a health bar get chunked but that's probably not very realistic.

So yeah this answered nothing just think new players or casual like my self need to be kinda realistic in what we can do and find enjoyment in that, weather it's slowing everyone so the sov geared can clean them up ect I duno just gotta find your fun in a realistic way.

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