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Patch Notes 1/9/2017

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Aurandilaz
Posts: 1896

Re: Patch Notes 1/9/2017

Post#271 » Thu Sep 07, 2017 8:00 am

I'm not sure how to feel about "buffing the Overdogs" by giving them faster VP gain...

Do you have any idea how hard it was to delay a zone lock with a WB facing 100 AAO and 280 Order, and be successful at delaying it for 3 hours? If we had had just ONE more organized Destro WB we would have managed to prevent the lock and the win our keep back, alas, managing the Destro pugs seems a hopeless cause.

Monday evening in Praag was a gargantuan effort too. We had constant fighting around every corner, with Order just keeping to throw their bodies at us, whilst we do everything a single WB could do for their realm to flip back the keep.

Now with the changed mechanic that seems to favour the larger, already winning side, it feels like getting your keep back is something that can only happen on paper in the future... :(
On the other hand, it kinda feels amusing that the RvR campaign mechanic needs to be changed because how efficient we are at being realm heroes...

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Achilleos
Posts: 134

Re: Patch Notes 1/9/2017

Post#272 » Thu Sep 07, 2017 8:34 am

Aurandilaz wrote:...
Now with the changed mechanic that seems to favour the larger, already winning side, it feels like getting your keep back is something that can only happen on paper in the future... :(
On the other hand, it kinda feels amusing that the RvR campaign mechanic needs to be changed because how efficient we are at being realm heroes...
But that is exactly the point. If one side is so much larger and already pressing the advantage, then what chances do you have to actually turn it around... let's say 5%. It's epic when it works, no doubt!
But what we have 95% of the time is a sluggish slow stalemate of annoyance. Yesterday evening on Highpass/Talabec: A 4 hour circle-jerk after taking the keep to finally lock the zone is just pointless and exhausting. Rather step up your game in the next zone instead of wasting everyones time for nothing. :-) This applies for both sides, therefore no bias.
Xelodai Stormrend

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Collateral
Posts: 1494

Re: Patch Notes 1/9/2017

Post#273 » Thu Sep 07, 2017 8:36 am

Hargrim wrote:
Collateral wrote:Perhaps something like this: to be able to play in t4 zones, all t2-t3 zones have to be locked.
What would that add to the gameplay?
This would make it so the campaign doesn't turn into a slag super fast. Currently, the lower tier zones don't take very long to lock, since most of them are small and compact. But when you get to t4 zones, well, that's when it starts. Usually when I log on one of the t4 zones is open, which means it is probably open for a long time already. And that means that it turned into a slag and people gave up. The lower tier zones take less time to lock, so for most people in low pop hours they are the ones open.

So what my suggestion could bring to the gameplay, is make it more versatile with different maps changing in one session, at least a couple of days in the week. It wouldn't change the fact that t4 zones are a slag, but it would give you a possibility to enjoy the lower tier maps at least a bit before going to t4, knowing very well what awaits you there (long time to lock, and a lot of patience).

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kirraha
Posts: 304
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Re: Patch Notes 1/9/2017

Post#274 » Thu Sep 07, 2017 8:49 am

""But what we have 95% of the time is a sluggish slow stalemate of annoyance. Yesterday evening on Highpass/Talabec: A 4 hour circle-jerk after taking the keep to finally lock the zone is just pointless and exhausting. Rather step up your game in the next zone instead of wasting everyones time for nothing. :-) This applies for both sides, therefore no bias.""

Wait... You are telling us to "step up our game for the next zone?" I think being able to stop a zonelock is pretty damn "stepping up". Why is it a problem for ppl having the long awesome fights we had last night? Is it only the tick and bags that matters for you? Not trying to collect the discipline and skills to keep going until the zone locks or the opposite team does?

Well... I been surprised again.... And Im surprised I got surprised cause I thought I had seen it all.

But the orders who kept fighting back last night with claws and fangs and are not crying over the "waste of time". You guys are just awesome and deserves lots of respect.

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Reesh
Posts: 645

Re: Patch Notes 1/9/2017

Post#275 » Thu Sep 07, 2017 9:09 am

Yesterday's lock at T3 was a miracle. Order skillful players were diminishing with every hour. The bread and bone that done heavy lifting were cntk and bitterstoners, whilst I with the few other dpses at 90% mark were left with 1 healer and 1 tank :-D. As others said, order fought as they could yesterday, that's why we locked this zone nevertheless.

I remember last BO - the tower, as I yelled to everyone in my party as you swarmed up to snare your asses and stagger as much as possible as we sacrificed with gimp group to finally get that lock.
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Aurandilaz
Posts: 1896

Re: Patch Notes 1/9/2017

Post#276 » Thu Sep 07, 2017 9:20 am

Achilleos wrote:
Aurandilaz wrote:...
Now with the changed mechanic that seems to favour the larger, already winning side, it feels like getting your keep back is something that can only happen on paper in the future... :(
On the other hand, it kinda feels amusing that the RvR campaign mechanic needs to be changed because how efficient we are at being realm heroes...
But that is exactly the point. If one side is so much larger and already pressing the advantage, then what chances do you have to actually turn it around... let's say 5%. It's epic when it works, no doubt!
But what we have 95% of the time is a sluggish slow stalemate of annoyance. Yesterday evening on Highpass/Talabec: A 4 hour circle-jerk after taking the keep to finally lock the zone is just pointless and exhausting. Rather step up your game in the next zone instead of wasting everyones time for nothing. :-) This applies for both sides, therefore no bias.
it's not a stalemate when you have 180 Destro facing 280 order whilst faving 100 frigging AAO, doing their absolutely best to fight against the insane huge red zerg. it took incredible efforts to fight back against those numbers and giving our EVERYTHING to win back our keep. despite giving 110% of our full dedication, we were unable to win simply because the Overdog side had so much bigger numbers.

and next day we find out that the campaign is changed, so now that now it almost impossible to win a keep back if the enemy is having much more numbers. so much for giving incentives for the underdog to keep fighting after keep loss, now it is 95% certain there is no chance of stopping a lock even if you do everything to prevent it.

having followed development for a while, it seems there has been a push towards creating more incentives to fight, even if you are losing zone or being heavily zerged. minor changes here and there to help the underdog to have motivation to keep fighting, even if the situation seems hopeless because there was a good chance that with doing your best and splitting enemy zerg, you could maybe delay the lock enough to win the keep back.
however the latest change to VP gain from keep seems certainly influenced by some recent fights we have had, where the underdogs are too good at preventing the zergers from winning fast locks. ;)


just my few cents, I'm not angry, just slightly disappointed :)

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Hargrim
Former Staff
Posts: 2465

Re: Patch Notes 1/9/2017

Post#277 » Thu Sep 07, 2017 9:28 am

Collateral wrote:This would make it so the campaign doesn't turn into a slag super fast. Currently, the lower tier zones don't take very long to lock, since most of them are small and compact. But when you get to t4 zones, well, that's when it starts. Usually when I log on one of the t4 zones is open, which means it is probably open for a long time already. And that means that it turned into a slag and people gave up. The lower tier zones take less time to lock, so for most people in low pop hours they are the ones open.

So what my suggestion could bring to the gameplay, is make it more versatile with different maps changing in one session, at least a couple of days in the week. It wouldn't change the fact that t4 zones are a slag, but it would give you a possibility to enjoy the lower tier maps at least a bit before going to t4, knowing very well what awaits you there (long time to lock, and a lot of patience).
Change to Keep VP generation should reduce the after keep take slog.
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Nidwin
Posts: 662

Re: Patch Notes 1/9/2017

Post#278 » Thu Sep 07, 2017 9:42 am

@Aurandilaz

We all fought hard Yesterday in High Pass, was fun.

Let's give this VP generation a go and see how this works out.
Nidwinqq used teabag Magus [Hysteria]

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ragafury
Posts: 684

Re: Patch Notes 1/9/2017

Post#279 » Thu Sep 07, 2017 9:48 am

:D
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geezereur
Posts: 674

Re: Patch Notes 1/9/2017

Post#280 » Thu Sep 07, 2017 10:03 am

Yesterday was really fun at Empire T3 I never got so many conq medallions before.
Before this Event I would do scenarios 95% of the time and now its more like 60% in rvr and 40% in scenarios. I hope this becomes perment.
The thing about T2 and T3 you get more fights than in T4 since the zones are much smaller.
Im looking forward to have more zones open and see how that plays out with breaking up the zerg a little.

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