Campaign momentum and stalemates

Chat about everything else - ask questions, share stories, or just hang out.
User avatar
Detangler
Posts: 1030

Re: Campaign momentum and stalemates

Post#11 » Wed Jun 24, 2020 12:56 am

lyncher12 wrote: Tue Jun 23, 2020 7:39 pm
Detangler wrote: Tue Jun 23, 2020 12:20 am In the entire 8 hour campaign did any side put serious effort into a 5* lock running supplies? Cause that's the stalemate breaking mechanic that's already in game.
thats a lot of effort when the fort will probably just get realm prided
5 star won't take you 8 hours of keep funnel stalemates. A few warbands concentrating on 2-3 BOs when you outnumber the enemy is easily doable.

But asking the majority of Order/Destro players to leave the safety of the zerg is a stretch...
Detangler and alts - 84 Chosen, other 40s - DoK, Zealot, SH, WE, BG, BO
Destro - Mostly Harmless
Tangler and alts - 8X IB, other 40s - RP, SM
Order - Most dishonorable

Ads
lyncher12
Posts: 542

Re: Campaign momentum and stalemates

Post#12 » Wed Jun 24, 2020 4:36 am

Detangler wrote: Wed Jun 24, 2020 12:56 am
lyncher12 wrote: Tue Jun 23, 2020 7:39 pm
Detangler wrote: Tue Jun 23, 2020 12:20 am In the entire 8 hour campaign did any side put serious effort into a 5* lock running supplies? Cause that's the stalemate breaking mechanic that's already in game.
thats a lot of effort when the fort will probably just get realm prided
5 star won't take you 8 hours of keep funnel stalemates. A few warbands concentrating on 2-3 BOs when you outnumber the enemy is easily doable.

But asking the majority of Order/Destro players to leave the safety of the zerg is a stretch...
ye but winning the fort and not just ending up with mid zone stalemate is a whole nother thing, it just boils down to how easy it is to defend and how bad people on attack are

User avatar
axelpl85
Posts: 23

Re: Campaign momentum and stalemates

Post#13 » Wed Jun 24, 2020 4:51 am

Stophy22 wrote: Tue Jun 23, 2020 1:36 am 4 hours of roaming got you a gold and blue bag, now imagine if you didn’t get a bag for 4 hours of roaming.

Rewards should come instantly from player kills of appropriate renown with a bonus at the end of the zonelock; kinda like how it works for vanq and everything beneath it.

Notice how no one complains about vanq rewards and the issue is only with the endgame content. The game as it is can be very enjoyable pre vanq but when you get above it you find yourself lacking a reasonable path to travel.

-play for 4 hours for 3 royals (using the above example)

-play for no hours only logging on for city for 3-15+ royals

With the way the current rewards are given out there is a clear “worry” for people completing the endgame too quickly but this “worry” is not healthy for the server
While the idea of top tier crest would benefit me, i see the problem where you dont actually need campaign to achieve your goal, only kills. Result is massive rapefest by people in invader+ gear where you dont actually fight to push the campaign further, as only thing that matters is a killing spree. Not that it changes anything as top gear players, if aware the campaign is at stalemate, will probably just go killing spree ignoring campaign most of the time, and if fort defence occurs, those top organized grps will suddenly not heal as effectively, guards will start to be bit too far away etc to help fort not being defended successfully ;)


Also calling cities an endgame is bit too much aint it? Only challenge with it is logging in and getting into the scenario, and after that its win - get crests, loose - get slightly less crests .

TLDR fix is needed but i dont feel crests from kills is good idea.

User avatar
Stophy22
Posts: 444

Re: Campaign momentum and stalemates

Post#14 » Wed Jun 24, 2020 5:35 am

Spoiler:
axelpl85 wrote: Wed Jun 24, 2020 4:51 am
Stophy22 wrote: Tue Jun 23, 2020 1:36 am 4 hours of roaming got you a gold and blue bag, now imagine if you didn’t get a bag for 4 hours of roaming.

Rewards should come instantly from player kills of appropriate renown with a bonus at the end of the zonelock; kinda like how it works for vanq and everything beneath it.

Notice how no one complains about vanq rewards and the issue is only with the endgame content. The game as it is can be very enjoyable pre vanq but when you get above it you find yourself lacking a reasonable path to travel.

-play for 4 hours for 3 royals (using the above example)

-play for no hours only logging on for city for 3-15+ royals

With the way the current rewards are given out there is a clear “worry” for people completing the endgame too quickly but this “worry” is not healthy for the server
While the idea of top tier crest would benefit me, i see the problem where you dont actually need campaign to achieve your goal, only kills. Result is massive rapefest by people in invader+ gear where you dont actually fight to push the campaign further, as only thing that matters is a killing spree. Not that it changes anything as top gear players, if aware the campaign is at stalemate, will probably just go killing spree ignoring campaign most of the time, and if fort defence occurs, those top organized grps will suddenly not heal as effectively, guards will start to be bit too far away etc to help fort not being defended successfully ;)


Also calling cities an endgame is bit too much aint it? Only challenge with it is logging in and getting into the scenario, and after that its win - get crests, loose - get slightly less crests .

TLDR fix is needed but i dont feel crests from kills is good idea.
It's not the only fix, just the shortest and easiest to implement for a small team, with the highest impact. Obviously increase of price tag for said items will go hand and hand with a change like that.
Is there currently an issue with vanq/conq/opressor/dom/anathema/titan?
[2 Weeks]/[Definitely Not Heretics]
Kuro Mara R8x
Bunji DoK R6x
Kurodon BG R8x
Curo Whitelion R8x
Scryptmar WP R6x
Aiero Swordwizard R5x

Who is online

Users browsing this forum: No registered users and 6 guests