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[DEV DIARY] - NOVEMBER 2015

The latest updates from the front lines.
Stay informed on what the developers are working on and what’s coming next in Return of Reckoning.
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magter3001
Posts: 1284

Re: [DEV DIARY] - NOVEMBER 2015

Post#41 » Mon Dec 14, 2015 11:56 pm

Gatto wrote:this is how Pounce worked on Live.

https://youtu.be/VKA05gbSTOQ?t=1662

it should jump on last know target position and not like in RoR
RoR's pounce already works like that, maybe even better. I feel like it's more responsive compared to the way it was on Live.
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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stefanosgr17
Posts: 82

Re: [DEV DIARY] - NOVEMBER 2015

Post#42 » Mon Dec 21, 2015 9:15 am

First thanks for everything...im speechless!
Secondly im looking forward for the PVE (Player Versus Enviroment) to be "fixed" and get fully funcionality...so the game wont be only RVR and PVP...It could be a huge step trying to fix PVE...MASSIVE! Thanks again and keep up the good work...!
We really really need these PQs and Dungeons to be working...it will change the whole GAME...

eisenhans
Suspended
Posts: 64

Re: [DEV DIARY] - NOVEMBER 2015

Post#43 » Wed Jan 27, 2016 10:03 am

All these goodies, yet my secret wish never gets fulfilled:
C-can we have Divine Strike back? Maybe? Somehow?

navis
Posts: 784

Re: [DEV DIARY] - NOVEMBER 2015

Post#44 » Fri Feb 19, 2016 4:14 pm

I would like to hear the latest dev diary blog updates regarding RvR keeps and such.
I am kinda hoping that the devs are going to improve keeps and what not, so I would like to hear what/if they even play to do so or not.
I don't want to disrespect any of their great work or anything but I currently am finding the keeps and zone locks part of RoR to be fairly stale especially since the keeps are working very similarly to 1.4x version - which was know for it's boredom because every keep take became so predictable - defending became a terrible event for realmies.
How are we supposed to work together without so many important features?
The slippery slope of people who desert defence which could be allieviated with small things.
Map indicators plz.
Siege gear.
Upgrades / guild claims?
What I truly want the most is to have both keeps attackable and not see them just 'reset' after so much time has passed (with exception of server reset OFC).

thx
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Rowanmantle
Posts: 206

Re: [DEV DIARY] - NOVEMBER 2015

Post#45 » Fri Feb 19, 2016 5:15 pm

navis wrote:I would like to hear the latest dev diary blog updates regarding RvR keeps and such.
I am kinda hoping that the devs are going to improve keeps and what not, so I would like to hear what/if they even play to do so or not.
I don't want to disrespect any of their great work or anything but I currently am finding the keeps and zone locks part of RoR to be fairly stale especially since the keeps are working very similarly to 1.4x version - which was know for it's boredom because every keep take became so predictable - defending became a terrible event for realmies.
How are we supposed to work together without so many important features?
The slippery slope of people who desert defence which could be allieviated with small things.
Map indicators plz.
Siege gear.
Upgrades / guild claims?
What I truly want the most is to have both keeps attackable and not see them just 'reset' after so much time has passed (with exception of server reset OFC).

thx
^ What he said.
Rowanmantle /WP
Rowansrage /SL
Rowanbrowan /KOTBS
Rowanthrowan /BW
Matronmother /Dok
Handyrowan /Mara

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Yaliskah
Former Staff
Posts: 1985

Re: [DEV DIARY] - NOVEMBER 2015

Post#46 » Fri Feb 19, 2016 8:18 pm

navis wrote:I would like to hear the latest dev diary blog updates regarding RvR keeps and such.
I am kinda hoping that the devs are going to improve keeps and what not, so I would like to hear what/if they even play to do so or not.
I don't want to disrespect any of their great work or anything but I currently am finding the keeps and zone locks part of RoR to be fairly stale especially since the keeps are working very similarly to 1.4x version - which was know for it's boredom because every keep take became so predictable - defending became a terrible event for realmies.
How are we supposed to work together without so many important features?
The slippery slope of people who desert defence which could be allieviated with small things.
Map indicators plz.
Siege gear.
Upgrades / guild claims?
What I truly want the most is to have both keeps attackable and not see them just 'reset' after so much time has passed (with exception of server reset OFC).

thx
Hi !

Well this post is like an echo from what happens behind the curtains.

I planned to rework ORvR when i'll be back from hollidays (in 2 weeks), starting with T1.
When starting, i will be more precise. Just note that i will lead this revamping and i will assume totally all the bad choices who will be made during the process.

BR

Yali.

Atticussmash
Posts: 1

Re: [DEV DIARY] - NOVEMBER 2015

Post#47 » Sat Feb 20, 2016 11:39 pm

good job all, keep up the great work, and RVR has been a blast so far :)

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Swolv7
Posts: 116
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Re: [DEV DIARY] - NOVEMBER 2015

Post#48 » Sun Feb 21, 2016 12:28 am

The RoR Team has really, really blown me away. They have taken this further than I ever Imagined, and still in Alpha! Thank you all so much for the Privilege to play this Game again!

I was, and still am, a huge fan of Warhammer's PvE. It's Dungeons, Lairs, Open-World Bosses, and Quest-lines. And to see the Team working to bring all that back, and Better than before.. Brings a tear to my Eye. :D Thanks RoR Team! You guys are Outstanding, I know you can do It!
>>Blender Artist<< >>Drawing & Sketching<< >>Texturing<<
Ingame Character: Conker Lvl. 32 Chosen <NAZGUL>

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