Ppl already stop queueing scens. With +1k pop you had only few scens running at prime time. Scens changes are very ill made and push out the average joy. And without ppl the mode will slowly die.
Lately all scen changed catering toward few ninche players so only few ninche players will left playing that mode
Removed guards
Re: Removed guards
Last edited by Nameless on Sat Feb 08, 2025 11:11 am, edited 1 time in total.
Mostly harmless
K8P & Norn - guild Orz
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Re: Removed guards
Martok wrote: Sun Feb 02, 2025 7:38 pm 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.
So THAT'S the culprit. I heard it was to stop kiters, which didn't make sense as the other team can play objectives instead, but if it's been done for ranked that makes a lot of sense.
I don't think there's anything the community is more universally agreed upon than scenarios need to be reverted back to their live state. Barriers create an unfun experience for everyone other than pug farmers. If people are abusing guards in ranked, then sort it out in ranked. Don't let a niche game mode ruin normal scenarios for the majority of the population, most of which will never participate in ranked.
It took 2 weeks of "testing" to decide that 9-cap aoe doesn't work and revert it, yet somehow over a year of player feedback saying guards need to come back isn't enough to revert the change? A simple revert is all we need, but somehow I feel we're gonna get some other "solution" to the problem that will cause even more problems that will then take dev time to tweak and fix indefinitely.
Live nailed scenarios. There's no need to go eternally tinkering with a system that wasn't broken to begin with. A good matchmaker is all we need, then scenarios are done and can be left alone.
Bigun - 86 Black Orc
Gutstompa - 80+ Choppa
Culexus- 70+ Warrior Priest
Karak Norn Veteran
Gutstompa - 80+ Choppa
Culexus- 70+ Warrior Priest
Karak Norn Veteran
- Sinisterror
- Posts: 1142
Re: Removed guards
Can we get these things pls?
Siege weapons, and rams are now affected by your realms AAO bonus. They will now deal between 100% damage at 0 AAO and 400% damage at 400% AAO.
Scenario queues have changed! if you are queueing as a group, you will now only fight other groups.
All warcamps will now have two (2) rank 55 champions at their exits.
Scenario guards now have a 200ft aggro range, will only use ranged attacks, and cannot move (they will not wipe an entire group if they are out of 200ft).
Keeps now have two door locks, one in the outer gatehouse, and one in the keep lord room. If the attacking realm manages to destroy this lock, the door it controls will open immediately. Defenders will need to be extra vigilent against
attack!
Controlling 3 battle objectives will halt all damage on the keep door. The attacking realm will need to control at least two objectives to continue damaging a keep door. This change forces players to roam continually and actively participate in zone control rather than “waithammering” at a keep door.
Controlling all four battle objectives as the attacking realm will cause your ram to deal 10% more damage.
Controlling all four battle objectives as the defending realm will cause your door to heal at a rate of 1% every 10 seconds.
Siege weapons, and rams are now affected by your realms AAO bonus. They will now deal between 100% damage at 0 AAO and 400% damage at 400% AAO.
Scenario queues have changed! if you are queueing as a group, you will now only fight other groups.
All warcamps will now have two (2) rank 55 champions at their exits.
Scenario guards now have a 200ft aggro range, will only use ranged attacks, and cannot move (they will not wipe an entire group if they are out of 200ft).
Keeps now have two door locks, one in the outer gatehouse, and one in the keep lord room. If the attacking realm manages to destroy this lock, the door it controls will open immediately. Defenders will need to be extra vigilent against
attack!
Controlling 3 battle objectives will halt all damage on the keep door. The attacking realm will need to control at least two objectives to continue damaging a keep door. This change forces players to roam continually and actively participate in zone control rather than “waithammering” at a keep door.
Controlling all four battle objectives as the attacking realm will cause your ram to deal 10% more damage.
Controlling all four battle objectives as the defending realm will cause your door to heal at a rate of 1% every 10 seconds.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz
Re: Removed guards
Yuep! I actually doubt they can recover the players that used to enjoy scs has been abusive for so longCulexus wrote: Sat Feb 08, 2025 11:00 am Live nailed scenarios. There's no need to go eternally tinkering with a system that wasn't broken to begin with. A good matchmaker is all we need, then scenarios are done and can be left alone.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
- CountTalabecland
- Posts: 1026
Re: Removed guards
In my experience, abusive premade v. pug scens and the brutality of gearing between Conq and invader are the two most common complaints of ppl that state in chat "F this game I am leaving."
So pretty much when new/pug player/toons are getting farmed by rr80 sov premades. Its almost like that doesn't make for good multiplayer gaming.
So pretty much when new/pug player/toons are getting farmed by rr80 sov premades. Its almost like that doesn't make for good multiplayer gaming.
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.
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