Recent Topics

Ads

Implement Population Controls in ORvR

Chat about everything else - ask questions, share stories, or just hang out.
tefnaht
Posts: 129

Re: Implement Population Controls in ORvR

Post#21 » Sat Feb 15, 2025 6:02 pm

If talk about restrictions - disarray from albion online, debuff damage, healing and cc for overwhelming side. it's not a 1-to-1 balance, but gives some chances to underdog side.

Ads
Alubert
Posts: 506

Re: Implement Population Controls in ORvR

Post#22 » Sat Feb 15, 2025 6:11 pm

tefnaht wrote: Sat Feb 15, 2025 6:02 pm If talk about restrictions - disarray from albion online, debuff damage, healing and cc for overwhelming side. it's not a 1-to-1 balance, but gives some chances to underdog side.
This is the worst solution to the problem possible. We have this solution on LoD. This is a total failure.
This needs to be balanced by rewards/no rewards and not affecting dmg/healing output.
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 60+ / Alubercik BO 50+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+

User avatar
Nameless
Posts: 1396

Re: Implement Population Controls in ORvR

Post#23 » Sat Feb 15, 2025 6:17 pm

add lockouts for BOs that scale with AAO. Higher aao less time BO is locked by enemy and longer time by your fraction and via versa. Then add some meaning for holding BOs like no dmg on the door if all 4 BOs are taken by enemy, higher siege weapons dmg and so on.

Then you make ppl roam and fight over bos instead pile and ultra zerg the keep. And as underpopulated side if you take and lock BO even if u die it could/should mean something and have meaningful impact.

It was similar to that at the start of live when BOs had lockouts and frankly you feel worth it when you lock BO for 15 mins while your fg being zerged by 3 wbs
Mostly harmless

K8P & Norn - guild Orz

tefnaht
Posts: 129

Re: Implement Population Controls in ORvR

Post#24 » Sat Feb 15, 2025 6:42 pm

Alubert wrote: Sat Feb 15, 2025 6:11 pm
tefnaht wrote: Sat Feb 15, 2025 6:02 pm If talk about restrictions - disarray from albion online, debuff damage, healing and cc for overwhelming side. it's not a 1-to-1 balance, but gives some chances to underdog side.
This is the worst solution to the problem possible. We have this solution on LoD. This is a total failure.
This needs to be balanced by rewards/no rewards and not affecting dmg/healing output.
Then, equal rewards for both sides, -5% -10% max diff. Because PvDoor reward vs losing reward most frustrating thing about fighting on underdog side if you not in full BiS.

User avatar
Sinisterror
Posts: 1108

Re: Implement Population Controls in ORvR

Post#25 » Sat Feb 15, 2025 7:09 pm

Tie aoe cap to AAO. If fighting against enemy who has 20% AAO/20 cap 40% AAO/16 cap 60%/12 cap and over 90%-400%AAO 9 cap. Original Gcd again, will fix alot of issues with healing feeling too OP but not mattering in RvR where fluff aoe Dmg beats all. Remove all Solo and otherwise punishin mechanics in regards of renown gain, if you solo kill in Sc you should get 3-4k renown always per 1 solo kill if in sc or RvR, except ofc AAO starts to boost that Renown per kill to 10-15k again pls.

Bring back Heroic Defender keep buff from live. When you got this buff you had 60% movement speed, you cant be critted, you do more crits and crit dmg, same for heals etc etc why is this not implemented? Outer had to be down for this buff to activate i dont remember what else needed.

Battlefield objectives need Champ mobs again with 3min Defend 10s flag cap all dmg breaks capping. Taking Bo Generates Resourse carriers every 60s R click them to deliver, can be damaged and healed and if killed enemy takes resourses its automatic add to enemy resourses no need for delivery if you kill the mob. 10min Lockdown from taking Bo.

If you attack keep and enemy controls 3/4 of the Bo's it should be impossible to break keep Door because ram dmg is affected and bo's heal keeps/rams as well.

Bring them Skavens or at least Skills from Them to game as well return all the very op things to both sides that have been removed.

The BRAWN!!! – Rat Ogres
Insane HP + Toughness/Armour values. these things are monsters, they’re extremely hard to kill!
They cannot be healed by any player, except by a skaven packmaster.
They can charge through enemies, knocking them all back.
They’re the only thing other than a ram, that can hurt a door.
Oh… and they can pick up any ally nearby, and hurl them onto a keep wall :D

The BRAINS!!! – Packmasters
The only class that can heal a rat ogre.
Provides buffs to rat ogres (and presumably other skaven).
Can summon swarms (and we do mean swarms) of rats, which have a stacking, outgoing damage debuff.
Squishy… but when in trouble, can skitterleap to the closest rat ogre!

Warlock Engineers!
Can produce pulse nodes made of warpstone in/around a keep, giving various buffs to healing/damage/mitigation.
The only thing that can repair siege weapons.
Has a warpstone flamethrower!!!

Gutter Runner!
Can permanently stealth.
While stealthed can move at +70% movement speed.
Super insanely squishy.
Deals poor damage vs players.
Can boobytrap siege weapons so that the next person to use it is hit for high damage (rumours of 4k+).
"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

User avatar
aa91837
Posts: 116

Re: Implement Population Controls in ORvR

Post#26 » Sat Feb 15, 2025 7:14 pm

CountTalabecland wrote: Fri Feb 14, 2025 8:38 pm Destro is zerging all zones during primetime Feb. 14th. More than 300 dest in Avelorn to less than 200 Order.

There is no point in playing as Order. It is just a farm.

The devs need to but hard pop caps in ORvR like they have in forts. Absolutely stupid that destro can zerg that hard.
same numbers fo few days and orda already crying on forum and suggested to make game less fun for all? :lol:

now imagine being outnumbered for months :roll:

>The devs need to but hard pop caps in ORvR like they have in forts

:lol:

>Absolutely stupid that destro can zerg that hard.

ikr only order should zerg that hard
Nobody on the broken noob class

User avatar
anstalt
Posts: 135

Re: Implement Population Controls in ORvR

Post#27 » Sun Feb 16, 2025 3:07 am

Population controls (i.e. hardcaps, like forts) on the RvR lakes would be a terrible idea, and dramatically undermine one of the major selling points of the game.


Does it suck when you're outnumbered? Sure does. But a hardcap on the population is not the answer. This game is definitely lacking what I think of as a "self-balancing mechanism", but im sure something would be possible. Most of my examples come from lotro, which didn't exactly have the best PvP, but anyways:


1) Outnumbered side spawns player-controlled champions

In LotRO, creeps could spawn a troll, freeps a ranger. These were short-term, player-controlled champions with a lot of health and decent damage. In WAR, the equivalent would be letting players become a keep lord, except they could wander the lakes. The idea being that each champion would be the equivalent of 6-12 players, so they could help tip the scales, disrupt enemy warbands and open up the map more. The more you are outnumbered, the more champions you can spawn.


2) Friendly NPCs

I know, I know, its a PvP game, we don't want no PvE in the lakes! However, in other games there are often small camps of friendly npcs dotted around, so if you are outnumbered you can hug those camps and the npcs will help you out. Given how trivial most npcs are in WAR, this would be hard to balance - you dont want a single tank being able to challenge and tank the whole camp, rendering it effectively useless.


3) Give the winning side somewhere else to go

I didn't play DAoC, but i think this is the Darkness Falls idea. In LotRO, we had the Delving of Fror. Basically, the winning side opens up somewhere else to go, somewhere with stuff that they want. So, half the winning side disappears elsewhere, and the remaining half then becomes outnumbered. The balance switches, the losing side now wins, and then half of them disappear elsewhere. If you wipe in the other place (DF / Delving), you return to the main fight until your side is winning again.

Maybe when the devs fully reimplement LotD, they could go this route. In LotRO, we had maybe 6 amazing months when the Delving first released. Loads of people wanted the gear you could get from the Delving, so players would fight hard in the Ettenmoors to take keeps, then when they had 3/5, a ton of people would travel to the Delving, and the balance would switch. The balance would switch basically every 30 minutes, so you were never outnumbered constantly, or for long.

Ofc, after 6 months, most people had all the gear they wanted, and so the incentive to bugger off disappeared, and things returned to normal. But man, that 6 months was cracking!
Spitt - RR82 BO | Scrotling - RR7X Squig Herder | Scabrous - RR80 Shaman

Wholdar
Posts: 41

Re: Implement Population Controls in ORvR

Post#28 » Sun Feb 16, 2025 6:06 am

Sinisterror wrote: Sat Feb 15, 2025 7:09 pm [ Wall of Text ]
I don’t have a frigging idea what works or not, but I just wanna give a shoutout here, some of that stuff sounds pretty cool. :D

/j

Ads
User avatar
Lion1986
Posts: 488

Re: Implement Population Controls in ORvR

Post#29 » Sun Feb 16, 2025 8:10 am

anstalt wrote: Sun Feb 16, 2025 3:07 am Population controls (i.e. hardcaps, like forts) on the RvR lakes would be a terrible idea, and dramatically undermine one of the major selling points of the game.


Does it suck when you're outnumbered? Sure does. But a hardcap on the population is not the answer. This game is definitely lacking what I think of as a "self-balancing mechanism", but im sure something would be possible. Most of my examples come from lotro, which didn't exactly have the best PvP, but anyways:


1) Outnumbered side spawns player-controlled champions

In LotRO, creeps could spawn a troll, freeps a ranger. These were short-term, player-controlled champions with a lot of health and decent damage. In WAR, the equivalent would be letting players become a keep lord, except they could wander the lakes. The idea being that each champion would be the equivalent of 6-12 players, so they could help tip the scales, disrupt enemy warbands and open up the map more. The more you are outnumbered, the more champions you can spawn.


2) Friendly NPCs

I know, I know, its a PvP game, we don't want no PvE in the lakes! However, in other games there are often small camps of friendly npcs dotted around, so if you are outnumbered you can hug those camps and the npcs will help you out. Given how trivial most npcs are in WAR, this would be hard to balance - you dont want a single tank being able to challenge and tank the whole camp, rendering it effectively useless.


3) Give the winning side somewhere else to go

I didn't play DAoC, but i think this is the Darkness Falls idea. In LotRO, we had the Delving of Fror. Basically, the winning side opens up somewhere else to go, somewhere with stuff that they want. So, half the winning side disappears elsewhere, and the remaining half then becomes outnumbered. The balance switches, the losing side now wins, and then half of them disappear elsewhere. If you wipe in the other place (DF / Delving), you return to the main fight until your side is winning again.

Maybe when the devs fully reimplement LotD, they could go this route. In LotRO, we had maybe 6 amazing months when the Delving first released. Loads of people wanted the gear you could get from the Delving, so players would fight hard in the Ettenmoors to take keeps, then when they had 3/5, a ton of people would travel to the Delving, and the balance would switch. The balance would switch basically every 30 minutes, so you were never outnumbered constantly, or for long.

Ofc, after 6 months, most people had all the gear they wanted, and so the incentive to bugger off disappeared, and things returned to normal. But man, that 6 months was cracking!
hardly believe we got any staff member left to introduce such scripts to the game honestly.
My new Healer's UI pack: viewtopic.php?t=53304
Check out my UI pack: viewtopic.php?t=48165

User avatar
Fenris78
Posts: 866

Re: Implement Population Controls in ORvR

Post#30 » Sun Feb 16, 2025 10:25 am

aa91837 wrote: Sat Feb 15, 2025 7:14 pm
CountTalabecland wrote: Fri Feb 14, 2025 8:38 pm Destro is zerging all zones during primetime Feb. 14th. More than 300 dest in Avelorn to less than 200 Order.

There is no point in playing as Order. It is just a farm.

The devs need to but hard pop caps in ORvR like they have in forts. Absolutely stupid that destro can zerg that hard.
same numbers fo few days and orda already crying on forum and suggested to make game less fun for all? :lol:

now imagine being outnumbered for months :roll:

>The devs need to but hard pop caps in ORvR like they have in forts

:lol:

>Absolutely stupid that destro can zerg that hard.

ikr only order should zerg that hard
Few days... ?
Image

For 3 months now, Destro got average nearly one warband more, on average.

Order only got advantage in numbers about 5 or 6 our a day, wich is far from the desired value in any balanced environment.

Now also please note outnumbering by destro is getting frequent spikes to 100+, while Order, when outnumbering, only got 60-80 advantage on brief occasions.

I think complaints being more than "being outnumbered for a few days", just saying...

Who is online

Users browsing this forum: Detangler and 16 guests