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Patchnotes 20/09/16

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Danielle
Posts: 206

Re: Patchnotes 20/09/16

Post#11 » Tue Sep 20, 2016 12:12 pm

Should be interesting to try and I like the design ideas behind the whole concept. However I can imagine that this will make certain keeps where all the BOs are easily contestable from the keep indefensible for the outnumbered realm (for instance one zerg can easily control all 4 BOs when Order attacks the eastern keep in Caledor without much effort at all).

In short good idea, but it might get rekt by other deficincies in the game like some bad zone designs by Mythic.

Also how am I supposed to farm people in keeps now if they won't sit there all the time anymore :? ?
Last edited by Danielle on Tue Sep 20, 2016 12:16 pm, edited 2 times in total.
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Yes, you are welcome to this hitlist. I REALLY enjoy being chased across a whole zone.

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Rowhin
Posts: 18

Re: Patchnotes 20/09/16

Post#12 » Tue Sep 20, 2016 12:14 pm

I quite like the idea behind the resource system in general. We'll have to see how it plays out ingame, since we all know that the best dev intentions can run afoul of player interaction ;)

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Akalukz
Posts: 1821

Re: Patchnotes 20/09/16

Post#13 » Tue Sep 20, 2016 12:23 pm

Two things to remember which is awesome!

These devs aren't afraid to try something new.
These devs arent' afraid to tweak/fix things.

^^ Gives me all kinds of warm and fuzzies

How is the realmpop determined? RvR zone pop / entire zone pop / T4 pop ?
-= Agony =-

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Koha
Posts: 178

Re: Patchnotes 20/09/16

Post#14 » Tue Sep 20, 2016 12:41 pm

Hypothesis :
1. populations are even
2. all BO's on one side (attacker)

=> defender will get farmed at their keep until the can take some BO's back... (defending the first one could be though with debuff)

The concept is interesting, combats should come out of keeps and funnel defense will not work if populations are even.

I can anticipate that PUG order VS destro guilds and premades is gonna suffer seriously... but let's see.
at-least some 6men will have really good fun when the other side is debuffed... will it compensate xrealming ? might work.
I'll be happy to test it tonight and see how it turns out.

EDIT : burst based characters will most enjoy the debuff : BW, sorcs, WL, might be the return of SW FA-bomb too.
Last edited by Koha on Tue Sep 20, 2016 1:19 pm, edited 1 time in total.
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SpacestarKid
Posts: 134

Re: Patchnotes 20/09/16

Post#15 » Tue Sep 20, 2016 1:13 pm

Sooo... If I'm ganking solo in the contested zone i have a risk to suffer from damage debuff? Sweet. Anyway, let's test it, but now it sounds not very nice.
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Toldavf
Posts: 1586

Re: Patchnotes 20/09/16

Post#16 » Tue Sep 20, 2016 1:23 pm

Not sure how i feel about the debuff but maybe the number of Bo's that need to be held should be revised also?
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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Rowhin
Posts: 18

Re: Patchnotes 20/09/16

Post#17 » Tue Sep 20, 2016 1:24 pm

I'm bad at math. Does the formula (outFactor = sqrt(realmPop / Max(36, allowedRealmPop))) mean that there is a cap for the debuff? Or is a cap otherwise implemented? Or is it theoretically possible for the debuff to stack so high that your outgoing damage essentially becomes zero while the incoming damage basically means you're getting oneshotted by healers?

Or does the formula mean that the numbers required for this scenario would be ludicrously high/low respectively?

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Koha
Posts: 178

Re: Patchnotes 20/09/16

Post#18 » Tue Sep 20, 2016 1:26 pm

SpacestarKid wrote:Sooo... If I'm ganking solo in the contested zone i have a risk to suffer from damage debuff? Sweet. Anyway, let's test it, but now it sounds not very nice.
well no, if you're ganking solo :

1. on a map with less than 36 ppl on our side = no debuff = same as before, enjoy aao eventually
2. your side is outnumbered and the other side overcapped their max pop = they're debuffed = enjoy damage buff and increased resistance + aao
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Gobtar
Posts: 799

Re: Patchnotes 20/09/16

Post#19 » Tue Sep 20, 2016 1:32 pm

I really like this change Az, I can't wait to see how it plays out. It really brings in a pseudo-RTS element to the zones.

A global campaign spreading all of the Old World and Ulthuan cannot hope to win if it consolidates all it's forces in one part of the world, until they need to meed at a focal point. Upkeep is a huge part of these forces and I love how needlessly over committing to a region that can not support those numbers has consequences.

From a game standpoint, I think this is a step in the right direction, I would love to see if you have a plan to incorporate lower tiers (and debolster) into a wider campaign following this direction. I look forward to play test it.
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Akalukz
Posts: 1821

Re: Patchnotes 20/09/16

Post#20 » Tue Sep 20, 2016 1:37 pm

but if you are ganking and 100 of your friends are sitting at the keep. Then yeah, you might have a problem.

So what is the most a side can have without having issues if they controll all the BO>

EDIT:

clarified later in the thread
Last edited by Akalukz on Tue Sep 20, 2016 2:47 pm, edited 3 times in total.
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