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Re: Rams, doors and oils
Posted: Thu Jan 04, 2018 2:05 pm
by anarchypark
imo, the reason of current door system is to spread forces and avoid zerg funnel.
no need to stay at door for whole siege.
giving opportunity to avoid and spread zerg for underdog.
good oils can cut forces half.
have you thought about the reasons b4 suggesting? every changes have good reasons.
every one of zerg hitting door while underdog had no chance was real boring PvD.
Re: Rams, doors and oils
Posted: Thu Jan 04, 2018 11:04 pm
by CaledorTree
How about oil being repairable but that special cannon can undo the repair ability just how it was back on live? Considering that the oil will be almost unkillable, its damage should be srly nerfed.
Back on live, when me and some friends were waiting for 30mins for doors to go down (X-realmers not wielding the ram), were thinking that careers should have some special anti-door abilities with like a 30sec CD. We were so fed up waiting for rams.
@Anarxypank: Good oil are ultra rare, so they are t he exception. PLUS: 1 noob/X-realmer can put up oil on the worst moment just before door goes down, lose it, and with it the chance to do anything useful. Premature oils are way more common tbh.
Wating doing nothing is boring. And noone likes boredom. So this has to become, if not fun, at least creative.
Re: Rams, doors and oils
Posted: Thu Jan 04, 2018 11:18 pm
by Britainnicus
anarchypark wrote:imo, the reason of current door system is to spread forces and avoid zerg funnel.
no need to stay at door for whole siege.
giving opportunity to avoid and spread zerg for underdog.
good oils can cut forces half.
have you thought about the reasons b4 suggesting? every changes have good reasons.
every one of zerg hitting door while underdog had no chance was real boring PvD.
I think the door mechanic does little if nothing to address the zerg. The better way to address the zerg is by capping zone pop. There is no reason if the server population is large enough to populate 4 T2-T4 zones that all of one faction should be cramming into one zone. Cap each faction at 60-75, or scale it like scenarios and a lot of issues (zerging, server lag, performance slowdown) are resolved.
Re: Rams, doors and oils
Posted: Fri Jan 05, 2018 1:15 am
by Toshutkidup
OIl when used PROPERLY can be devastating to the attacking force. However used improperly (spammed when is avail) can be devastating to the defenders depending on the defense plan, numbers and other things. I love oil, use it when I can IF its called for. Constantly keep at least 5 on me all times.
Re: Rams, doors and oils
Posted: Fri Jan 05, 2018 2:53 am
by Gerv
Britainnicus wrote:anarchypark wrote:imo, the reason of current door system is to spread forces and avoid zerg funnel.
no need to stay at door for whole siege.
giving opportunity to avoid and spread zerg for underdog.
good oils can cut forces half.
have you thought about the reasons b4 suggesting? every changes have good reasons.
every one of zerg hitting door while underdog had no chance was real boring PvD.
I think the door mechanic does little if nothing to address the zerg. The better way to address the zerg is by capping zone pop. There is no reason if the server population is large enough to populate 4 T2-T4 zones that all of one faction should be cramming into one zone. Cap each faction at 60-75, or scale it like scenarios and a lot of issues (zerging, server lag, performance slowdown) are resolved.
Its currently not big enough to support multiple zones and previously when tried lead to warbands running to other zones to flip them when it was realized that a zone was lost or one side vastly outnumbered the other. However, loose bags somewhat alleviated that issue and in conjunction with AAO provide adequate incentive to stay and fight.
Right now they have multiple zones open often, but no-one is interested in splitting up because there is no benefit gained in flipping zones, no current overall campaign to need other zones flipped and pairings locked. With invader the next RvR set, hopefully it will be tied to overall campaign and pairing control. That, and as well as moving to t2 zones (usually other one open - especially in my time zone) is pointless as the rewards are, for the majority of the server, pointless.