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Proposal to remove all barriers from scenarios

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Sulorie
Posts: 7459

Re: Proposal to remove all barriers from scenarios

Post#21 » Fri Aug 09, 2024 11:36 pm

Bosli wrote: Fri Aug 09, 2024 10:51 pm I don't think the argument of "barriers are terrible for the weak team" can be said just yet. They added the barriers with ring event where by far the most premades play as often as possible. That is the main reason why matches are crazy imbalanced in kills per team. Doing a change like that at the same time where you know that player and playstyle mentality drastically changes from one day to the next is actually insane, because you can't really get conclusion from it.
The barriers are not new to several sc and even back then the complaints were the same. It's just more obvious with Serpents Passage. There is no reason for a barrier, when the spawn is large enough to not get hit by people camping the spawn.
Dying is no option.

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Speedyluck
Posts: 102

Re: Proposal to remove all barriers from scenarios

Post#22 » Sat Aug 10, 2024 1:18 am

i can understand barriers are for ranged abusers try to kite back to spawn area to avoid death, but ide hand or quitter either one has to go, its such nonsense, you are forcing ppl to quit this game.

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Aethilmar
Posts: 743

Re: Proposal to remove all barriers from scenarios

Post#23 » Sat Aug 10, 2024 1:55 am

Speedyluck wrote: Sat Aug 10, 2024 1:18 am i can understand barriers are for ranged abusers try to kite back to spawn area to avoid death, but ide hand or quitter either one has to go, its such nonsense, you are forcing ppl to quit this game.
And so what if they do? The point of the scenario is first to 500 points. Killing everyone is secondary (or supposed to be).

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Bozzax
Posts: 2624

Re: Proposal to remove all barriers from scenarios

Post#24 » Sat Aug 10, 2024 5:53 am

Problem ranged kiting groups kiting melee premades to death by abusing spawn?

Solution: Barriers?

Is this what we are discussing here?

How often does this happen or is it anecdotal?

Could there be other solutions like git guud or don’t play their game?

Queue ranked group sc?
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Szaas
Posts: 2

Re: Proposal to remove all barriers from scenarios

Post#25 » Sat Aug 10, 2024 6:50 am

Agreed. I also think having a guard defended camp would be better than barriers.
Make the defenders gain (at least partially) renown from guards kills and you will see spawn camping drop significantly.

Everdin
Posts: 742

Re: Proposal to remove all barriers from scenarios

Post#26 » Sat Aug 10, 2024 7:31 pm

If you dont remove Them, at least add a damage/ kill mechanic.

You can go through a barrier from both Sides.

You cant shoot/heal through and as soon as you attack somebody or assist somebody doing this with heal you cant go back for 10 sec
#AllClassesMatter

“A man can fail many times, but he isn't a failure until he begins to blame somebody else.”

― John Burroughs

JohnnyWayne
Posts: 266

Re: Proposal to remove all barriers from scenarios

Post#27 » Sun Aug 11, 2024 2:55 am

Bozzax wrote: Sat Aug 10, 2024 5:53 am Problem ranged kiting groups kiting melee premades to death by abusing spawn?

Solution: Barriers?

Is this what we are discussing here?

How often does this happen or is it anecdotal?

Could there be other solutions like git guud or don’t play their game?

Queue ranked group sc?
Regularly. No it is not. If you think you, you never met a good one. I'm with Bosli on this one.

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Boursk
Posts: 515

Re: Proposal to remove all barriers from scenarios

Post#28 » Sun Aug 11, 2024 3:29 am

I don't play any scenarios with barriers, they're lame as **** - Bring back being able to punt people into guards.
Last edited by Boursk on Sun Aug 11, 2024 8:16 am, edited 1 time in total.
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Morradin
Posts: 264

Re: Proposal to remove all barriers from scenarios

Post#29 » Sun Aug 11, 2024 3:32 am

Bosli wrote: Fri Aug 09, 2024 6:12 pm There is a reason to fight there, and the reason is that you have to relentlessly push forward to have a chance against a proper rdps group.
Here's an idea. Play the scenario. Cap the flags, run the parts / bombs. The rdps grp will have to either come out, or sit in spawn earning nothing. If they come out, slaughter them. If they run back to spawn and guards, go back to running parts, capping flags.


Dedicated premades focus only on kills. Spawn camping so they can kill solo players coming out one at a time. They do not want even fights. They want one sided slaughters. And current game design is imo focused on pleasing the dedicated premades. Spawn Guards are ineffective. Spawn siege doesn't work. All the tools added by Mythic to give casuals and pugs a chance at getting a kill or two, have simply been taken away. Because dedicated group players do not like dying and having their stats go the wrong way on the kill boards.
That is just how I feel.

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Fenris78
Posts: 866

Re: Proposal to remove all barriers from scenarios

Post#30 » Sun Aug 11, 2024 8:38 am

Make warcamps a dangerous zone for campers, to also give a chance to defenders for a comeback, guards killing 2-3 reckless attackers should be punitive for farming team, and actually be a help for farmed one.

Making barriers as a PUG meatgrinder is only discouraging people to queue at all, even more forming groups, knowing how bad class repartition in the game currently is, and how bad the matchmaker still being...

Remove barriers altogether, make guards aggro range long enough to aggro/kill attackers going less than 100 feets from camp border (for camps upon hills, move guards on the bottom, instead of on top), and adjust cannons to be able to hit at same range to support the defense.

Place an antirez debuff with a 10 or 15s timer on people killed by guards, to discourage camp farming and actually create a danger zone, alongside a time windows for defenders to make a counterattack.

Farming people in RvR warcamps is heavily punished (guards, no barriers, bonus damage to defenders), why do scenarios not obey to same rules ?

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