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Scenario Guards

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Han
Posts: 38

Re: Scenario Guards

Post#11 » Tue Aug 20, 2024 5:47 pm

cant have guard killing overextending greedy premades ;)

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Martok
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Re: Scenario Guards

Post#12 » Tue Aug 20, 2024 6:21 pm

Now you guys want to talk about this.

This past Saturday I brought this topic up during the Tothmonra Podcast. And during the Podcast previous to that. This is a topic worth discussing (in context of the game, of course), therefore I sincerely hope some of you will consider joining the discussion during the next Tothmonra RoR Podcast which will be held in about two weeks. Really...

My comments concerning the SC Spawn Camp Guards, and related issues, can be found here:



Click here to watch on YouTube


From the previous Podcast, I also discuss the issue here, beginning at around the sixteen minute mark:



Click here to watch on YouTube
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Xalon
Posts: 42

Re: Scenario Guards

Post#13 » Tue Aug 20, 2024 11:03 pm

Remember guys, most NPCs are static until you attack them. Only a small amount will attack before you engage them directly

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Rubius
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Posts: 429

Re: Scenario Guards

Post#14 » Tue Aug 20, 2024 11:17 pm

Xalon wrote: Tue Aug 20, 2024 11:03 pm Remember guys, most NPCs are static until you attack them. Only a small amount will attack before you engage them directly
Most NPCs should attack if you enter within their LOS or a certain range of them. (Warcamp and Scenario Guards especially.)

There was a bug introduced a month ago that caused the Scenario guards to stop acting aggressively, but this has been fixed in the next patch, so the guards should start defending much better soon.

As for the thread: Mark me firmly on team Guards for like 95% of Scenarios.

calipso
Posts: 71

Re: Scenario Guards

Post#15 » Tue Aug 20, 2024 11:30 pm

Rubius wrote: Tue Aug 20, 2024 11:17 pm
Xalon wrote: Tue Aug 20, 2024 11:03 pm Remember guys, most NPCs are static until you attack them. Only a small amount will attack before you engage them directly
Most NPCs should attack if you enter within their LOS or a certain range of them. (Warcamp and Scenario Guards especially.)

There was a bug introduced a month ago that caused the Scenario guards to stop acting aggressively, but this has been fixed in the next patch, so the guards should start defending much better soon.

As for the thread: Mark me firmly on team Guards for like 95% of Scenarios.
This is quite promising but if you let me, i would like to ask: what about those guards that have been placed backwards, to the point that they are right now more close to these exits scenarios have, not being on range of anything?
Thanks in advance
Last edited by calipso on Wed Aug 21, 2024 7:29 am, edited 1 time in total.

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Fey
Posts: 949

Re: Scenario Guards

Post#16 » Wed Aug 21, 2024 12:36 am

I complained about this years ago. I don't imagine anyone sane wants to sift through old patch notes; but it would be interesting to see if there was a reason given for scenario guards change.

Obviously I can't remember live, maybe there are vids out there to see the old guard placement. I had to stop myself from noticing the baffling guard placement because I'd just get angry every single time I queued.

Personally I think a scenario themed guard should start roaming out of the camp, maybe pat to the nearest objective, when the score gets too out of whack. I don't want to throw more shade at the team, but it seems like the community is clamoring for this to be addressed. As always, we love this game.
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Emissary
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Posts: 482

Re: Scenario Guards

Post#17 » Wed Aug 21, 2024 3:17 am

As Ruby said the scenario guards were bugged, they "should" be doing terminate now if you get to close so take care. The placement of them is not on my plate at this very second, however like everything it is in discussion.
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Nameless
Posts: 1417

Re: Scenario Guards

Post#18 » Wed Aug 21, 2024 3:54 am

Working scen guards is all good but the big difference compare live version is the lack of renown from their kills. Why that is removed and what is the reason to not help abit the weaker side by giving some pity renown.

Remove barriers, bring back guards, bring renown gain from guards' kills and you will see big increase at scen queu pool
Mostly harmless

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Everdin
Posts: 742

Re: Scenario Guards

Post#19 » Wed Aug 21, 2024 7:35 am

Nameless wrote: Wed Aug 21, 2024 3:54 am Working scen guards is all good but the big difference compare live version is the lack of renown from their kills. Why that is removed and what is the reason to not help abit the weaker side by giving some pity renown.

Remove barriers, bring back guards, bring renown gain from guards' kills and you will see big increase at scen queu pool
If people think the missing renown from guard kills is the "big difference" that causes problems we are lost.

"I don't mind getting stomped in the ground, let me kick someone in the guards and get my renown, or better just give me renown for logging in so I don't have to play active"

Don't get me wrong, I'm not arguing against it, but calling it big difference is just sad
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calipso
Posts: 71

Re: Scenario Guards

Post#20 » Wed Aug 21, 2024 7:55 am

Spoiler:
Emissary wrote: Wed Aug 21, 2024 3:17 am As Ruby said the scenario guards were bugged, they "should" be doing terminate now if you get to close so take care. The placement of them is not on my plate at this very second, however like everything it is in discussion.
Placement is key. Some of them have been removed, leaving just a few guards out of range of enemy, such as Phoenix Gates and Highpass Cemetery.
Tbh, every scenario needs to be reviewed at this point.

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