yes my point was exactly that regen will always outlast dps in current ror because 25% slower gameplay and overall damage nerfs this project has taken vs what it was in AoR.
https://www.youtube.com/watch?v=lUYjQ_HQ2xA rr80 max lvl. Shows gear in beginning-
https://www.youtube.com/watch?v=sJ3O1PIt5aU rr 100 max shows gear in beginning. How is 2pc 25% crit dmg/12 % crit + 1200 absorb on 10 % being hit with no internal cooldown, this is the definition of having access to both offensive + defensive at the same time.
i have no idea what you talk about throwing gear away, i mean wat where did i say remotely that lol
The main replay loop of this game.
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- Sinisterror
- Posts: 1332
Re: The main replay loop of this game.
"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
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Re: The main replay loop of this game.
Focus people don't transform this into another regen debuff post.
Re: The main replay loop of this game.
I dont know why RvR is such a special case compared to other gamemodes and issues. But its just impossible to get a direct answer to what the plan is, what the issue seems to be and where the bottleneck is.
To put it into context:
- Itemization feedback we get on the forum after feedback
"we have never held more meetings about any other topic"
- Scenarios feedback
"We may see changes to the renown gain on the weekends to compensate more renown during the week. This is all in talks..."
But when it comes to RvR. Crickets... No addressing where the issue is, what the goal is, what the bottleneck hurdle is, or what is being done.
But thats not fully true either. When an other commununity member mentioend Battleobjectices Natherul posted the following
"Id love to make BOs more engaging. Promblem is what" on RoR discord. So indirectly we get the answer that the perfect idea and system just havnt been suggested yet. Which is fine! But atleast come out and say it. Help us give you more ideas in an attempt to find the right solutions.
On a community made podcast Rubious was on, and saying something along the lines "We need to get the King of the hill event up and running and ill not rest before it gets fixed" So there clearly is a will on the team to look into RvR. But us in the community have to dig really deep, to get any glimses of communication or insight in what is being worked on. What the goal is, which bottlenecks are blocking, and if there is any way we can help. Just like with the suggestions towards Random Event ideas forum topic. Locations of RvR spots where you can get stuck to get them fixed topic.
To sum this up.
The perfect idea hasnt seemingly been found yet but theres also no meetings being done about how to find it and no push to try and collect ideas nor suggestions to finding it. So next time EU rvr stalemates in Eataine heatmap, or NA Order gets 60% aao kills a destro ram under oil and destro refuses to besiege any keeps as it seems futile. This is the rvr system we have, and its not an issue on either end of the spectrum appearently.
If the bottleneck really is ideas... Why are we being told that RvR is a coding issue, if thats not the bottleneck this issue is facing?
To put it into context:
- Itemization feedback we get on the forum after feedback
"we have never held more meetings about any other topic"
- Scenarios feedback
"We may see changes to the renown gain on the weekends to compensate more renown during the week. This is all in talks..."
But when it comes to RvR. Crickets... No addressing where the issue is, what the goal is, what the bottleneck hurdle is, or what is being done.
But thats not fully true either. When an other commununity member mentioend Battleobjectices Natherul posted the following
"Id love to make BOs more engaging. Promblem is what" on RoR discord. So indirectly we get the answer that the perfect idea and system just havnt been suggested yet. Which is fine! But atleast come out and say it. Help us give you more ideas in an attempt to find the right solutions.
On a community made podcast Rubious was on, and saying something along the lines "We need to get the King of the hill event up and running and ill not rest before it gets fixed" So there clearly is a will on the team to look into RvR. But us in the community have to dig really deep, to get any glimses of communication or insight in what is being worked on. What the goal is, which bottlenecks are blocking, and if there is any way we can help. Just like with the suggestions towards Random Event ideas forum topic. Locations of RvR spots where you can get stuck to get them fixed topic.
To sum this up.
The perfect idea hasnt seemingly been found yet but theres also no meetings being done about how to find it and no push to try and collect ideas nor suggestions to finding it. So next time EU rvr stalemates in Eataine heatmap, or NA Order gets 60% aao kills a destro ram under oil and destro refuses to besiege any keeps as it seems futile. This is the rvr system we have, and its not an issue on either end of the spectrum appearently.
If the bottleneck really is ideas... Why are we being told that RvR is a coding issue, if thats not the bottleneck this issue is facing?
[BW]Bombling 95
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [WP]Orderling 82 - [Kobs]Bling 81 - [WH]Hatlinggun 78
[MSH]Bombing 89
[Chop]Chopling 83 - [Sorc]Notbombling 83 - [DPSZL]Destroling 82 - [BO]Bonkling 81 - [Mara]Handling 80 - [DPSSham] Smurfling 75
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [WP]Orderling 82 - [Kobs]Bling 81 - [WH]Hatlinggun 78
[MSH]Bombing 89
[Chop]Chopling 83 - [Sorc]Notbombling 83 - [DPSZL]Destroling 82 - [BO]Bonkling 81 - [Mara]Handling 80 - [DPSSham] Smurfling 75
Re: The main replay loop of this game.
I worked on the dev team very peripherally about 2 years back so have some comment about rvr. I did the initial work to reclaim keeps (someone else picked it up and released it a few months later).
Coding is not the biggest issue in my opinion, it is testing. Something like keep reclaim is actually relatively simple mechanically - but it cannot be tested easily by one person. There are so many variables and edge cases. You'd need several test players on both sides doing random edge case things like placing oil at the opposite keep, or dropping a supply box. I had to have several clients open at once with all sorts of characters and it took me several days to test it, maybe a dozen full hours where I kept asking myself why aren't I levelling my Slayer!!
And that was a fairly contained change that actually could be tested, despite the challenge. Further when it did get released im sure someone else had to pick and test the change and there were bugs/maintenance to do afterwards i saw (the oil placing).
Imagine testing a system that involves 200+ players over a several hours of gameplay.
Comparatively something like a new dungeon boss, whilst still very involved, can be tested with a few or even a single person for a large part.
And unlike a Dungeon or some pve change there is no guarantee ar all that an rvr change even has a positive impact (return on investment) - lots of people just don't like change unless its a direct hit.
I dont speak for the ROR team at all here. But, to Bombling and others wanting to foster change and help out, I think something that may help the development team introduce campaign changes is to offer to help test. Can we even create an "offline" way to test the impact of proposed campaign changes?
Coding is not the biggest issue in my opinion, it is testing. Something like keep reclaim is actually relatively simple mechanically - but it cannot be tested easily by one person. There are so many variables and edge cases. You'd need several test players on both sides doing random edge case things like placing oil at the opposite keep, or dropping a supply box. I had to have several clients open at once with all sorts of characters and it took me several days to test it, maybe a dozen full hours where I kept asking myself why aren't I levelling my Slayer!!
And that was a fairly contained change that actually could be tested, despite the challenge. Further when it did get released im sure someone else had to pick and test the change and there were bugs/maintenance to do afterwards i saw (the oil placing).
Imagine testing a system that involves 200+ players over a several hours of gameplay.
Comparatively something like a new dungeon boss, whilst still very involved, can be tested with a few or even a single person for a large part.
And unlike a Dungeon or some pve change there is no guarantee ar all that an rvr change even has a positive impact (return on investment) - lots of people just don't like change unless its a direct hit.
I dont speak for the ROR team at all here. But, to Bombling and others wanting to foster change and help out, I think something that may help the development team introduce campaign changes is to offer to help test. Can we even create an "offline" way to test the impact of proposed campaign changes?
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