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T2

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Ototo
Posts: 1012

Re: T2

Post#121 » Sat Jun 13, 2015 1:15 pm

Azarael wrote:The concept of artillery in terms of breaking up a mass is not implemented by one-shot cannons. It's implemented by having a long range tool which is inaccurate and deals good AoE damage.

If you want to break up a zerg, you need to punish the idea of putting a lot of players in a single area of the map.
I liked the AoE cannons i played with, way more than the aimed single target ones. I do like the idea of breaking zergs due to sheer damage coming from a person. But how about if they are only at disposal with AAO? And their damage increased from a very basic "kiss" to a "WTF, 1/3 of my health bar for being in the center of the hit" escaling with AAO?

Without AAO they simply do 5 dmg (lets say 5 out 100 thinking in a RDPS health pool), with 4x AAO they deal 30, so the zerg can be breaken if they took 3 good scored hits and the underdog can get good renown from the use.

I would also point that they should be expensive, either in gold or in any resource, being medallions a nice choice from my point of view, counted, as long as no more than 2-3 should be able to be fielded, and with respawn time, meaning that either they have a timer and a cooldown, sorta u can fire for 3 minutes some salvoes then wait 15 mins to redeploy other, or a cooldown on destroyed, like 30 mins seems wise.
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PartizanRUS
Posts: 612

Re: T2

Post#122 » Sat Jun 13, 2015 1:31 pm

Bozzax wrote:Blobs exist mainly because it is more profitable to join one then fight one. The steady flow of renown coming from accelerated capture ticks is the enabler
If AAO will cut renown rewards for super blob to 10% including ALL renown rewards, many will decide to change battleground.
Azarael wrote:Has nobody suggested artillery yet? Nothing better for breaking up a mass.
Bright Wizards will be our Artillery at first.
Burn heretics and mutants, purge the unclean. ingame - Partizan . Hammer of Sigmar guild [RUS]
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noisestorm
Posts: 1727

Re: T2

Post#123 » Sat Jun 13, 2015 1:40 pm

PartizanRUS wrote: If AAO will cut renown rewards for super blob to 10% or even 5% including ALL renown rewards, many will decide to change battleground.
Thats waaayy too harsh. I myself would rather stop playing at all, before getting punished for being on the more populated Side. Its not the fault for people with RealmPride or no interrest in smurfing on the other side and why should they get a Malus out of their decisions. Encouraging the smaller force to stand against the Zerg on the other hand should definitely be more rewarding. Generally i did not like the thought behind AAO at all, but i cannot bring up something balanced right now that may help.

A small idea though that would maybe make it also more interresting is boosting the Power of underdogs. Like every player gets an increase of X% to his stats or something like that. Makes it harder for the Zerg to insta wipe the underdogs and on the other hand the underdog would make more kiulls (no AAO needed here, since they get their renown anyways).

Maybe thats a completely retarded Idea, but im just putting the thought here

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Morf
Posts: 1247

Re: T2

Post#124 » Sat Jun 13, 2015 2:14 pm

Im not in favor of locking everyone into a single zone, you dont want ppl to feel restricted and generally speaking players will all flock to the most populated zone anyway and if it gets to zergy it is nice to switch to a less populated area and have some small skirmishes if you are not a fan of the larger battles.
Also not a fan of having aao boost stats or anything other then a set % increase in xp/inf and renown.
About zone locking i would like to see the old zone lock mechanics. Having to control all bo's, both keeps and for the timers to reach 0 to lock a zone tho im guessing keep claiming wont work anytime soon so just having bo timers run down would be good enough and may be better then waiting the hour or 2 ? it took for keep timers to run down. This way it spread players out, made everyone co-ordinate to achieve a lock, made it easier for smaller groups to make an impact and stopped the renown ***** attitude the game ended up having.
I would also like to see door mitigation increased based on the number of bo's owned, how much so idk as you dont want keeps to become near impossible to take but you do want them difficult to capture.

Not a fan of high damage artillery, i saw that in ESO and where as you would have a decent fight players just set up seige and fired at each other.

Also im curious to know if skull of fallen will drop from players ? i think it would be cool to have something similar to the old alter system..an NPC at the top of keeps that with a certain amount of skull of fallen allowed you to purchase postern door bolt to stop mdps getting in and extra guards. Purchasing guards would cost 20 ? skull of fallen and would spawn in sets of 5 as a basic mob, you would be restricted to a max of 15 ? guards at any given time, 10 outfront ? and 5 on the bottom floor ? these guards dont respawn after death and have a 5/10 min ? timer after being purchased to stop players just spawning endless waves of mobs. You can upgrade the guards to champs for 100 ? skull of fallen and would work the same way normal guards do.
Also let me add, while im not the biggest pve fan and dont enjoy it greatly i do think you need some sort of pve aspect in rvr and having npc guards seems to be reasonable.

My thoughts on how i would like zone locking and keep seiges to work :)

Edit- about ppl saying reduce renown gain etc for the zerg side, its greatly reduced anyways as you are having to share it with everyone.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

Sulorie
Posts: 7461

Re: T2

Post#125 » Sat Jun 13, 2015 2:17 pm

noisestorm wrote:
A small idea though that would maybe make it also more interresting is boosting the Power of underdogs. Like every player gets an increase of X% to his stats or something like that. Makes it harder for the Zerg to insta wipe the underdogs and on the other hand the underdog would make more kiulls (no AAO needed here, since they get their renown anyways).

Maybe thats a completely retarded Idea, but im just putting the thought here
Yes, it is. :P

Making chars stronger with buffs only leads to one result, the stronger faction has to stick together all the time, because they would lose with equal numbers. I thought we want to split the zerg, not force them to stay grouped.
Dying is no option.

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Aquilon
Posts: 203

Re: T2

Post#126 » Sat Jun 13, 2015 3:19 pm

Morf wrote:..not a fan of...Not a fan of...
Right. What do we have here? Dess player. Aaand stats bolster+cannons undermine monumental dess zerg domination. For sure you don't like it.
Sulorie wrote: Yes, it is. :P

Making chars stronger with buffs only leads to one result, the stronger faction has to stick together all the time, because they would lose with equal numbers. I thought we want to split the zerg, not force them to stay grouped.
You completely fail to see inner logic here, don't you? With AAO stats buff splitting will be beneficial for zerg side. And if not - it's automatically more fun for underdogs.

And btw it's called Against All Odds! And they gave us useless renown bonus! Blaspheme!
Means determine end.

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Morf
Posts: 1247

Re: T2

Post#127 » Sat Jun 13, 2015 3:22 pm

Aquilon wrote:
Right. What do we have here? Dess player. Aaand stats bolster+cannons undermine monumental dess zerg domination. For sure you don't like it.
Uhm...i am not a des player i play both sides and of late only playing order as sc camping and **** is boring, so +1 to you logic.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

Sulorie
Posts: 7461

Re: T2

Post#128 » Sat Jun 13, 2015 3:26 pm

Aquilon wrote:
Sulorie wrote: Yes, it is. :P

Making chars stronger with buffs only leads to one result, the stronger faction has to stick together all the time, because they would lose with equal numbers. I thought we want to split the zerg, not force them to stay grouped.
You completely fail to see inner logic here, don't you? With AAO stats buff splitting will be beneficial for zerg side. And if not - it's automatically more fun for underdogs.

And btw it's called Against All Odds! And they gave us useless renown bonus! Blaspheme!
What logic?! That half the zerg feeds the underdogs, while the rest is taking locks without opposition? Your way of thinking is weird.
Dying is no option.

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Aquilon
Posts: 203

Re: T2

Post#129 » Sat Jun 13, 2015 3:50 pm

Morf wrote:
Aquilon wrote:
Right. What do we have here? Dess player. Aaand stats bolster+cannons undermine monumental dess zerg domination. For sure you don't like it.
Uhm...i am not a des player i play both sides and of late only playing order as sc camping and **** is boring, so +1 to you logic.
Both sides? Give me another +1.


As far as I remember, cannon system on official was obscure. Not quite as powerful as someone could think about heavy weaponry. :roll:
Sulorie wrote:
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Aquilon wrote:
Sulorie wrote: Yes, it is. :P

Making chars stronger with buffs only leads to one result, the stronger faction has to stick together all the time, because they would lose with equal numbers. I thought we want to split the zerg, not force them to stay grouped.
You completely fail to see inner logic here, don't you? With AAO stats buff splitting will be beneficial for zerg side. And if not - it's automatically more fun for underdogs.

And btw it's called Against All Odds! And they gave us useless renown bonus! Blaspheme!
What logic?! That half the zerg feeds the underdogs, while the rest is taking locks without opposition? Your way of thinking is weird.
In such circumstances underdogs at least gain something instead of guarding mailbox in warcamp. Who is weird now? :lol:
Means determine end.

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noisestorm
Posts: 1727

Re: T2

Post#130 » Sat Jun 13, 2015 4:12 pm

My thought was not to make them significantly stronger (like 6vs24 would be easy for them then), but more about making them more durable perhaps. If you get vastly outnumbered you stand no chance of fighting back at all. And This is where it should be worked on. If you give the underdog some possibility to fight back or at least some chance to buy some time until reinforcements can arrive all is fine. All i want is just NOT the AAO like it was back in the Day or any perversion of it. Fk that free RP/XP sh*t. That will only result in small (6man) premades roaming around zerged zones farming stragglers or camp at the enemy WC while the zerg most likely wont bother about a few enemies.

My 'buff' proposal wasnt limited to stats. Maybe giving the underdogs some sort of 'reinforcement call' ability where they can summon some elite NPC(s) for a short period would work as well.

So guys just spit out some Ideas that have nothing to do with shi**y RR boosts, but be creative.

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