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Removed guards

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Emissary
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Posts: 476

Re: Removed guards

Post#11 » Sat Feb 01, 2025 3:30 pm

Automation wrote: Wed Jan 29, 2025 10:25 pm So, i noticed today multiple scenario's have had there guards removed.
Idk if you live in a different sorth of reality?
You do realise you removed the counter play to spawn camping?
I understand, it is alpha and you have 0 clue wtf youre doing or even how to run a game even tho you think you know how game developing works.
But please... are you suprised the game is in such a bad spot?
Fck me... i told my self to keep my mouth and just watch everything unfold but wtf are you doing?
You think this is some smart change?
Which scenarios are we talking about?

Also when trying to solicit responses or make a positive change please use a better tone and approach. Thank you
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Rubius
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Re: Removed guards

Post#12 » Sat Feb 01, 2025 9:25 pm

Nameless wrote: Sat Feb 01, 2025 6:26 am Twisted tower guards are gone and that was made recently unannounced so yea.
No guards means, no safe spot, which means less comeback mechanics and overall less fights. Some individuals think that this help premades but in reality it doesnt scenario mode is most unbalanced nowadays and need urgent attention
Thank you for the specifics, will look into it!

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quda
Posts: 63

Re: Removed guards

Post#13 » Sun Feb 02, 2025 10:47 am

I playing a lot this month, and for sure I spend a very little time on 40sc, starting with that Im not Sov yet, and ending with - long queue, very unbalanced matchmaking that premades vs pugs. And often not enough people to even get a decent sc.

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Martok
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Re: Removed guards

Post#14 » Sun Feb 02, 2025 7:38 pm

Automation wrote: Wed Jan 29, 2025 10:25 pmI noticed today multiple scenario's have had there guards removed.

This has been part of an ongoing process as an extension of and in deference to the Ranked Scenario format. Over time every scenario was modified to prevent Ranked Solo players from securing one kill and then using the camp guards as a shield. Long ago I suggested there be one designated Ranked Solo Scenario map and all ranked battles would take place there. This was logical, as ranked players do not care about scenario mechanics but no, instead every scenario was modified over time by removing the spawn-point guards or placing them so far back they became completely irrelevant.

This endeavor was also endemic to the continuing process to make life here as hard as possible on the solo or casual player.

Automation wrote: Wed Jan 29, 2025 10:25 pmYou do realize you removed the counter play to spawn camping?

Using the camp guards to your teams advantage was a viable strategy, at one time. Now we have a temporary defense buff upon leaving the spawn-point area which times out in fifteen seconds which means your enemy simply has to back off for fifteen seconds and problem solved.

But yeah, the 'counter play' as you call it was removed by default.

Automation wrote: Wed Jan 29, 2025 10:25 pmI understand, it is alpha and you have 0 clue wtf you're doing or even how to run a game even though you think you know how game developing works.

Here I will defend the team. As a participate on this server for quite some time observation alone has taught me the Devs are invested and know what they are doing. We may not agree with the reasoning supporting everything they do, as with this issue, but they are not dimwits with zero clue.

Lighten up.

Automation wrote: Wed Jan 29, 2025 10:25 pmBut please... are you surprised the game is in such a bad spot?

As a participate on this server for quite some time I can state the game is in good shape. Yes, there are a few issues here and there, such as this one, however overall the game is both playable and enjoyable. Most of the time.

There has to be some effort involved in the leveling process in any game such as this, or such a game isn't worth playing.

Automation wrote: Wed Jan 29, 2025 10:25 pmYou think this is some smart change?

This issue has been discussed many times on many formats. The majority of the players here are of the opinion the changes to the scenarios are poorly considered and poorly implemented. In all the times this subject has been discussed, I have yet to see anyone 'on the inside' come on and make any attempt to either explain or justify why these changes were made.
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Spawn153
Posts: 6

Re: Removed guards

Post#15 » Sun Feb 02, 2025 8:37 pm

I'm glad I came across Warhammer Online, I've never played an mmorpg like this before, why haven't I seen it before?

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kirraha
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Re: Removed guards

Post#16 » Sun Feb 02, 2025 8:44 pm

I like it. I was tierd of getting killed by guards as a healer cus some randome dps accidentally hit them and wonky aggro went off on the healer.
They didnt work properly. Either they were all over the place or they vere completely useless and didnt trigger at all. They dont help turn scs around cus ppl who sit in spawn dont rly wanna come out again.

If they reworked or fixed them maybe they should get put back. But atm, no. they dont work fairly. Gates of Ekrund is a brillant example.

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Fey
Posts: 941

Re: Removed guards

Post#17 » Mon Feb 03, 2025 6:06 am

If you spawn camp, you should expect to pull guards. As it stands there are very few scenarios where guards are positioned to do anything at all. Any scenario with a barrier might as well not have any at all.

You were honestly tired of getting killed by guards, as a healer? On this server? I don't know how to respond to such a ridiculous statement.

They didn't work properly? They aggro, cast terminate, and return to their position. What is not working about that? Also, they were never, "all over the place," on RoR. They are near the spawn point.

Thanks Martok, I was unaware that all these frankly terrible scenario changes were aimed at the ranked scenario community. It makes more sense to me now. I mean, it makes no sense, but at least we have an explanation.

At least Reikland Factory has no barrier and a couple of properly positioned guards. I actually saw someone die to a guard today. I couldn't believe my eyes. Granted we were spawn camped in literally every scenario I played. Apparently that's what the community wants.
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calipso
Posts: 71

Re: Removed guards

Post#18 » Mon Feb 03, 2025 12:47 pm

Black Fire Basin had separate versions, Ranked and regular sc. Right now, normal sc doesn’t have guards placed like it used to and you got one triggering, sometimes, in Order side (you can find it throughout some part of the wall, bellow respawn).
Serpent's Passage: they are placed so far away from the invisible wall that they don’t exist at all. Same as Battle for Praag.
Highpass Cemetery and Blood of the Black Cairn: guards don’t exist at all.
Maw of Madness and Black Crag Keep: guards working.
The rest of scenarios, kills by Guards are made thanks to tanks, where you can get punted to end up inside the enemy respawn (Stone Troll Crossing, Mourkain Temple, Phoenix Gate, Logrin's Forge etc)
All Guards are positioned backwards, deep inside respawn, so they don’t get triggered at all.
It has been for so long already, that one has lost any faith.

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Hugatsaga
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Re: Removed guards

Post#19 » Mon Feb 03, 2025 1:29 pm

Automation wrote: Wed Jan 29, 2025 10:25 pm So, i noticed today multiple scenario's have had there guards removed.
Idk if you live in a different sorth of reality?
You do realise you removed the counter play to spawn camping?
I understand, it is alpha and you have 0 clue wtf youre doing or even how to run a game even tho you think you know how game developing works.
But please... are you suprised the game is in such a bad spot?
Fck me... i told my self to keep my mouth and just watch everything unfold but wtf are you doing?
You think this is some smart change?
I don't have inside information so I could be wrong but as far as I'm aware, this was kind of a rogue change pushed by one guild leader & developer who's part of his guild. There's even a stream clip of guild leader telling his dev friend/guildie that he will send evidence of how bad the sc guards are to the game in his opinion (evidence being some range dps premade being next to their scenario guards) and next patch scenario guards got moved back and barriers added and shortly after some short duration comeback buff was added.
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Fey
Posts: 941

Re: Removed guards

Post#20 » Sat Feb 08, 2025 5:42 am

This weekend's scenario is an excellent example.

Highpass Cemetary had guards up behind the fountain to prevent spawn camping. Well dog my cats, those guards are now gone. There are just two guards within the gated spawn point. Why those guards are there is a good question, because they cannot physically aggro anything. I played two scenarios tonight, and both times a premade pushed us to our spawn and killed us with no consequence.

It has been years of this crap, and frankly I have no idea how scenarios even pop anymore. If it is indeed ranked scenario mechanics that have prompted these changes, the ranked scenario queue needs to go immediately.
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