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Fixing boring unbalanced scenarios

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mindmelt
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Posts: 78

Re: Fixing boring unbalanced scenarios

Post#161 » Wed Mar 16, 2016 2:32 pm

peterthepan3 wrote:99% of players playing ROR have come from live. Live lasted for 5+ years. If, by now, people STILL haven't got it into their heads that they need to dedicate time and coordinate with other players to succeed then lol.
tru dat

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hamun
Posts: 51

Re: Fixing boring unbalanced scenarios

Post#162 » Wed Mar 16, 2016 3:19 pm

TenTonHammer wrote:the main issue with scenarios is the system not working correctly yet that results in unequal arch type distribution like 3 healers vs 1 and stuff

As you say, the main problem is the class distribution... It really happens a lot like order has 3 tanks and 3 heals for example and destro has many light armor aso..
On the other hand there are a lot of premade parties.. I think I dont have to explain what + and - of this..
Other thing is that server doesnt have that much players that they could put some distributing system in it. It could cause that SCs wouldnt pop long time aso.. Other thing is that u have afkers aso..
Osviel 40 WE
Mamrd 40 Shaman
Hamun 40 WH
Prcek 38 SH
Nangud 40 Mara
Hnusak 40 Choppa
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spikespiegel84
Posts: 303

Re: Fixing boring unbalanced scenarios

Post#163 » Thu Mar 17, 2016 8:28 am

Idrinth wrote: Noone is arguing to take the gear away. Just limit the benefit that gear brings, so learning is doable without needing to rund head-first into a wall for weeks or years ;)
Find a guild, in three days you get to lvl 25 and start Stalker, in max one week you can start competitive T3, taking your time to collect medallions and emblems. If you moderate this, why should I bleed my eyes killing for sets, while I could just buy renown gear or farm drop?
Idrinth wrote: This is not a favor to bad players, it's a favor for people who start later and for those that need content. Bad players that don't want to improve will die as much as now, the ones who profit are the ones who want to get better.
With my t2 set I am killing (with efforts and pain) t3 players in oRvR. Guys, let's be honest. Getting top gear in this game is really easy, if compared to many others.
Idrinth wrote: And that is great, that is where people need to work towards, but the way there is so hard on newcomers, that there is just a lot of players that stop playing, resulting in content for everyone else lacking.
Newcomers should understand that this is not a solo game. Without a group you don't go anywere. If the veterans are afraid to lose people, they should just open their mind and increase their ranks training new forces, to forge the champions of tomorrow. War is nothing else but this.
If I didn't have Blast or Goorg telling me what a moron I was wearing this, and not using that skill, I wouldn't make to 35/40.

We have new players, we invite them on TS, we are a group of friends. In the end this is a game, and the only way to make it work is having fun. So, to make the newcomers stay, you don't need to make this game an easy mode of what is supposed to be, you need them to have fun. And is our duty, as vets, to do this, if we like this game so much.
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Jail
Posts: 376

Re: Fixing boring unbalanced scenarios

Post#164 » Thu Mar 17, 2016 8:50 am

altharion1 wrote:Firstly this topic isn't for the issue of pugs v premades so take that discussion elsewhere.

So anyway, I'm sure you've all sat in scenarios that were over in less than 2mins. One wipe, pushed to your warcamp. Try to push out, fail. Then sit in warcamp for 15mins waiting for the end. This situation is no fun for either side, and when it persists over multiple scenarios, causes people to log out or relog to the other faction.

Now losing is part of pvp, however no one wants scenarios that regularly end 30+ kills to 0. Could we do something to help the side that's being completely smashed? Winning a balanced scenario is far more satisfying, and when both sides are able to get kills then the renown begins to flow.

I'd suggest something like:

If the winning side has "n" times more kills than the losing side then the losing side gets a buff that increases outgoing damage/healing and reduces incoming damage. This buff would then increase in strength if the losing side continues to be dominated. But would stop increasing and begin to decrease in strength as the losing side begins to get kills. Thus the buff would balance out inadequacies of the weaker side.

Thoughts?
What a joke.
peterthepan3 wrote:99% of players playing ROR have come from live. Live lasted for 5+ years. If, by now, people STILL haven't got it into their heads that they need to dedicate time and coordinate with other players to succeed then lol.
+1

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Idrinth
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Re: Fixing boring unbalanced scenarios

Post#165 » Thu Mar 17, 2016 8:57 am

spikespiegel84 wrote:If you moderate this, why should I bleed my eyes killing for sets, while I could just buy renown gear or farm drop?
Because it would still give a benefit, just less than it does now. Also killing and fighting are their own rewards, if not, that might not be the right kind of game for your desires ;)
spikespiegel84 wrote:
Idrinth wrote: This is not a favor to bad players, it's a favor for people who start later and for those that need content. Bad players that don't want to improve will die as much as now, the ones who profit are the ones who want to get better.
With my t2 set I am killing (with efforts and pain) t3 players in oRvR. Guys, let's be honest. Getting top gear in this game is really easy, if compared to many others.
That is unrealistic, that YOU are killing them with that gear. Your group might...but so did the kotbs at level 8 with R1 gear in T2 with next to zero personal contribution.
spikespiegel84 wrote:Newcomers should understand that this is not a solo game. Without a group you don't go anywere.
And how are they meant to understand, when they never get a chance to see the benefits of groups?
spikespiegel84 wrote:If the veterans are afraid to lose people, they should just open their mind and increase their ranks training new forces, to forge the champions of tomorrow.
While certainly worthwhile, this is a completely different topic.
spikespiegel84 wrote:So, to make the newcomers stay, you don't need to make this game an easy mode of what is supposed to be, you need them to have fun.
Easy Mode? Honestly the newcomers would still lack experience and likely a good group, so they be killed due to skill and a small gear benefit. That is not easy mode, since you can't just wait for your Gear to be able to stomp newer players, that is actually a harder mode, since there is more of your personal ability involved.
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Razid1987
Posts: 1295

Re: Fixing boring unbalanced scenarios

Post#166 » Thu Mar 17, 2016 9:00 am

spikespiegel84 wrote: We have new players, we invite them on TS, we are a group of friends. In the end this is a game, and the only way to make it work is having fun. So, to make the newcomers stay, you don't need to make this game an easy mode of what is supposed to be, you need them to have fun. And is our duty, as vets, to do this, if we like this game so much.
The problem is just that people can't agree on what "fun" is. Some will say it's the challenge of a good and even fight. Some will say it's so steamroll other players. Other will say it's to get gear and get stronger. Some will probably say it's to do PvE. The problem is that we have a community that is so split on what they find "fun". We can't even agree on the very basics.

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Razid1987
Posts: 1295

Re: Fixing boring unbalanced scenarios

Post#167 » Thu Mar 17, 2016 9:02 am

Idrinth wrote:
spikespiegel84 wrote:If you moderate this, why should I bleed my eyes killing for sets, while I could just buy renown gear or farm drop?
Because it would still give a benefit, just less than it does now. Also killing and fighting are their own rewards, if not, that might not be the right kind of game for your desires ;)
Bulls***

I love a good fight, but without a long term goal in the form of gear or something similar that can make me stronger, I get bored. Gearing up and getting stronger because of said gear is pretty much 101 for MMOs. If you don't think so, I think you are not playing the right type of game.

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Idrinth
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Re: Fixing boring unbalanced scenarios

Post#168 » Thu Mar 17, 2016 9:11 am

Razid1987 wrote:
Idrinth wrote:
spikespiegel84 wrote:If you moderate this, why should I bleed my eyes killing for sets, while I could just buy renown gear or farm drop?
Because it would still give a benefit, just less than it does now. Also killing and fighting are their own rewards, if not, that might not be the right kind of game for your desires ;)
Bulls***

I love a good fight, but without a long term goal in the form of gear or something similar that can make me stronger, I get bored. Gearing up and getting stronger because of said gear is pretty much 101 for MMOs. If you don't think so, I think you are not playing the right type of game.
Not sure where I ever said to remove gear progression completely :P
I like having strong gear, but in the case of a none-pve game, I value interesting fights higher than I'd value a great gain in power just by being around longer.
But yes, i agree, that there should be some kind of progression, that's why I never argued for complete removal, just for lowering the gain.
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altharion1
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Re: Fixing boring unbalanced scenarios

Post#169 » Thu Mar 17, 2016 11:38 am

Jail wrote:
altharion1 wrote:Firstly this topic isn't for the issue of pugs v premades so take that discussion elsewhere.

So anyway, I'm sure you've all sat in scenarios that were over in less than 2mins. One wipe, pushed to your warcamp. Try to push out, fail. Then sit in warcamp for 15mins waiting for the end. This situation is no fun for either side, and when it persists over multiple scenarios, causes people to log out or relog to the other faction.

Now losing is part of pvp, however no one wants scenarios that regularly end 30+ kills to 0. Could we do something to help the side that's being completely smashed? Winning a balanced scenario is far more satisfying, and when both sides are able to get kills then the renown begins to flow.

I'd suggest something like:

If the winning side has "n" times more kills than the losing side then the losing side gets a buff that increases outgoing damage/healing and reduces incoming damage. This buff would then increase in strength if the losing side continues to be dominated. But would stop increasing and begin to decrease in strength as the losing side begins to get kills. Thus the buff would balance out inadequacies of the weaker side.

Thoughts?
What a joke.
Stop smoking that weed man. I'd thought you would have realized this whole thread is kind of a troll :D

Buff bad players please, we need help!
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spikespiegel84
Posts: 303

Re: Fixing boring unbalanced scenarios

Post#170 » Thu Mar 17, 2016 12:25 pm

Idrinth wrote: That is unrealistic, that YOU are killing them with that gear. Your group might...but so did the kotbs at level 8 with R1 gear in T2 with next to zero personal contribution.
I have a sorcerer, lvl 27. A BW gets dotted and hit for 1200-1400 atm from doomblast like anyone else in robe. And they go down, quick. I know I wouldn't stand a chance with slayers or WL.
Of course if you go against a Discordance Chosen with a BW, it's not the gear you lack, but brains.
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