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RvR is dying after Fort changes.

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Mattia1981
Posts: 56

Re: RvR is dying after Fort changes.

Post#21 » Fri Nov 29, 2019 12:33 pm

@Lordnavar, thanks for opening the thread;
@OndeTv, thanks for pointing out some crucial points;
@Yaliskah, thanks for remembering the whines of players about the previous systems.
@All other posters, thanks to showing their point of view.

I briefly try to overview the matters affecting the game with the actual system from my point of view too, hopefully waiting for any developer answer/consideration:

1) Taking too long for the best equip makes players dismiss their objectives - reasonably the fun of a RVR/PVP games comes from the pleasure of comparison and winning for their skills. If you cannot stand up to comparison because of gear the fun will be heavily affected and players will become frustrating; so lowering the efforts to get the sets pve/rvr/scenarios would be a nice step. Before trashing this consideration, please note that the fun is in quality not in quantity and that comparison should focus on fact that; the total hours spent should be dedicated in any kind of fight against opposite faction, from which comes (too) higher skill.

2)Class imbalances. Above all - i know the game is designed for parties/wbs, to interact with other players to reach the best results - a huge work made on each class taken as a single against each of all others would help definitively even and almost roles of each one class in parties and wbs. I don't think it's fun as healer hitting 2 buttons for group healings / ressing toons, things that happens too often, and too often abused. Tanks spamming htl and building m4 as the best required isn't fun though better than healers job. Dps classes yet melee yet ranged just spamming their best aoe ability (that helps so much for some "supposed" melee classes even in single fights -slayers can win WEs just spamming aoe ones to give an example). or playing as bot their rotation before dumping morales. Don't start an easy reply with some 2h tanks with specific survival spec/gear for wbs or futility of whs aoe etc.... just consider the role of players actually, i mean what needed to win the single fight as group or solo or warband. It's like if everything is already written in stone, you know there is a siege and you have to prepare to absolute boredom, i point out the "have to", because if you aim your gear and renown.... that's it. Maybe just not so annoying for engis/sorcs and their mirror classes when they see their killng death ratio, but just that classes and a minimum fun for dps ones...yeah, let's everybody play just dps!

3)Warbands: good guilds offer a programming time for everything, pve, rvr, organization in general to allow players empower their toons, instead of insane leeching 8 hours renown, you can get in an organized one and maximize you in game time etc and profite of the shared knoledge about spec in path gear etc. That's the plus of an organized wb, pugs can do fine if leaders have enough brain and players follow him, sometimes even instructions are futiles if each member know what to do, the discord become a must for hardcore, that at the state isn't much appreciated, you have to do something like a bot.

4)Politeness: I noticed an incredible amount of gamers abusing of the emotes to provoke and raging other players. Warfare? Not, just rudeness. Could be something being done to avoid definitively any kind of this interaction? Getting insulted/nagged just makes people avoid game as the would avoid bullies in real life, or sometimes if you find someone vengeful just plan a way to humiliate you; and if they do, what remains of the lust of a game that should help you living better?

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