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Quality of Life Improvements: Like to have's

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Rida
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Re: Quality of Life Improvements: Like to have's

Post#11 » Wed Nov 28, 2018 9:54 am

Danord wrote: Wed Nov 28, 2018 5:52 am
Fey wrote: Wed Nov 28, 2018 2:00 am 2nd try at posting. QoL changes include pet despawn and clunky class mechanics consuming a global. Let's allow the team to focus on actual problems.
You mean unplayable orvr due to lag?
I havent' noticed any lag. Check your connection m8.
Ridaleth aka Rida aka Whuky Boi
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Arbich
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Re: Quality of Life Improvements: Like to have's

Post#12 » Wed Nov 28, 2018 5:06 pm

Some good points, but I disagree that point 2 is a quality of life improvement. Make respecc available at more places or anywhere will have a huge balance impact. Removing anywhere trainer was one of the better changes in the past. Many of the normal and renown abilities have some opportunity costs. You might think that elixir of the cauldron is a nice ability, because BW and AM are a real threat for your WE, but you will think otherwise when facing a group consistent of Kobs/IB/WL/SL/WP/WP.

The best example might be the renown abilities Reflexes and Deft Defender. The costs for both are the same, while one only helps against one kind of attack (and don´t help at all against attacks from behind) and the other helps against two kinds of attacks at 360°
You still can call the costs somewhat balanced, because the likeliness of facing attacks you can parry is higher in comparision to the attacks you can disrupt or dodge.

That doesn´t necessarily mean I am against renown trainers at keeps in general.
Arbich-BW/Xanthippe-WP/Schnipsel-AM

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Wam
Posts: 807

Re: Quality of Life Improvements: Like to have's

Post#13 » Wed Nov 28, 2018 5:25 pm

ram / siege weapons travelling/placement should be number 1 on your list if this is quality of life suggestions

It is the thing which has the most impact on ORVR (nothing else comes close) and out of players control, it is the one thing through no fault of players on either side which can cause a zone to stall and become tedious and delayed and effect player numbers in a negative way (eventually log off to boredom or tiredness)

With fortress's in the works and campaign progression soon more a priority ... surely the most fundamental and key basic of orvr should be number one on any list? because without ram's you cannot damage inner, without door broken you cannot hurt keep lord... need keep to lock zone. Other "minor" problems is mostly fluff compared to most key aspect of ORVR and siegeing when it bugs out / blocks progression / reward / fights.

number 2 would be combat lag

Game is good would be better if it run more smoothly like it did in the past. Other QoL are bonus if dev's have spare time and they are worthwhile, but reliable core mechanics should be priority imo, especially like i said with fortress's in the near distant future.
Wamizzle Guild Leader [TUP]
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BurbsToo
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Re: Quality of Life Improvements: Like to have's

Post#14 » Thu Nov 29, 2018 2:59 pm

How about reducing the number of currencies instead of making them all just 1? We have too much crap in our inventories.

zwerrie
Posts: 92

Re: Quality of Life Improvements: Like to have's

Post#15 » Fri Nov 30, 2018 6:06 am

Make the kill quests per zone available for any 16+
Example: a rank 18 runepriest can pickup the 25 player kill quest in Praag warcamp. Obviously he will get t2 rewards/experience.

Einherja
Posts: 37

Re: Quality of Life Improvements: Like to have's

Post#16 » Fri Nov 30, 2018 6:28 am

1.)I want Buffbots in every rvr zone, who gives you all available buffs by clicking them.
2.)Also we need a 3rd realm for more rvr action and possible x-teaming.
3.)Relics.. yeah we need relics (melee/magic realm bonuses)
4.)A little Housing Zone would also be nice!
5.)And god damn, i want my all time stealther nick back, who is stolen by an inactive lvl 3 WE!!11111

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Tesq
Posts: 5713

Re: Quality of Life Improvements: Like to have's

Post#17 » Fri Nov 30, 2018 10:55 am

-Rvr minigame for small killteam, such relic system implemented zone wide and not pairing wide, ninja keep steal relic last floor by kill a very duerable hero and move by foot the relic into keep, and yiu are signed on map. Only one kill team can enter at time and there can be any defenders.
Kill team must have at least 1 we/wh to ninja as a whole.

-Rework keep siege and make it less copy pasted.
Add flags on outer walls, the more you controll the more your ram do dmg, also if you loose outer wall sides of outer door your ram is disable. (Create opportuniry of def and flnkimg in keep)

Relic buff for 5%

-moral in dwarf
-dmg reduction in emp
-dmg increase in elf

If you hold both you have bonus hold one the other one must not be in the same zone tobnot negate the effect so summary:

1 -0 n zone: one realm recive bonuses
1-1 no bonises for both
2-0 bonus for 1 realm.

If you hokd 1 or both you need to move em in t4 intonthe new zone, so for exemple prag into reik by foot one at time.to have relic benefith.

Relic give bonusea too even if they are both holdes by a players and not just placed inside keep so yes you cannkeep 1 on the move if you like.

Create resource spot for rvr different than flags give flags a role and reaource spot another one.
Aka differentiate between point that need to be hold and product spot where you take supply

A-the first are required to lock (via zone controll) and other stuff you may came up with.
B-the other are required to lv up keep


Multiple.points of interest and make em.all open and close togheter to spread zerg.

Allow realm to have togheter 2-3 ram (thus allow other to flank it and attack em (fun).
Make ram less durabke but putba dmg cap x aecond so that every ram use last a min of x min

Make ram holder immune to punt and dismount while in keep eange.

Allow resource drop only to underdog side.

Nb: i feel pretty heavy on keep and flags changes also we need back rank 5 lock in his very first implementation as it worked well; and helped spread zerg need those backup.
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