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Xrealm lockout timer

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Nameless
Posts: 1417

Re: Xrealm lockout timer

Post#11 » Mon Nov 30, 2015 5:58 pm

xrealiming is not the problem. Fix orvr system and the realms number gap will balance from itself. Atm is quite productive to be the part of the zerg and gain easy exp/inf/rp. Change that realms numbers will start to balance
Mostly harmless

K8P & Norn - guild Orz

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boog
Posts: 343

Re: Xrealm lockout timer

Post#12 » Mon Nov 30, 2015 6:39 pm

I think a lock out timer is a great idea, I had suggested it before and got greeted with the same response. Yes clearly anyone can have two accounts because it is f2p. However, they hide behind this statement because a very good point.

However, they just automatically assume everyone will just then make a secondary account (if they have not done so already) for their x faction toons. While that is a possibility I know several players, myself included, that would not waste their time deleting their already leveled and geared out toons. I just wont do it, call me lazy if you want.

I think you will find a lot of players will feel the same way as I do. Sure there will be some people that go ahead and make their 2nd account and re level all of their toons that they once had but I would imagine the number of people that would do that are minimal. After all it is human nature to find the easiest way to go about doing any task. Creating another character that you've already played or even if you start a fresh class defies that notion.

Just my opinion though. I am certain there will be naysayers as always. I will save you the retort as I will not respond.

Though I will say this 20-24 hours is outlandish. A simple 2-3 hour timer would be more than sufficient
Last edited by boog on Mon Nov 30, 2015 8:18 pm, edited 1 time in total.
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bwdaWAR
Posts: 309

Re: Xrealm lockout timer

Post#13 » Mon Nov 30, 2015 7:37 pm

A 24, or even a 20 hour lockout would be a massive and completely pointless overkill. Balance between sides changes by the hour. The only possible reason to implement something like this (which, as many people pointed out, has easy and obvious ways go get around anyways) would be to prevent switching over to the side that has the advantage, so essentially, switching immediately. A lockout around 30-120 minutes would accomplish that perfectly, without unnecessary aggravation to players.
Or not so pointless if the goal is to find an easy scapegoat for losing in RvR and punishing them, consequences be damned. But I do hope that is not the reason behind these suggestions...

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Mez
Posts: 730

Re: Xrealm lockout timer

Post#14 » Mon Nov 30, 2015 11:11 pm

I was on few hours ago and watched 50+ order run away from pvp as a group. I asked why 2 warbands were running away and even Azarael was funny enough to comment ' herd mentality '

In no way are numbers an issue in this game, it's a lack of premades. Those are the guys who fill your ranks when you need a win. And lock out timers, destroys premade guild's ability to switch side, chase AAO, and keep RvR alive. The 50+ pugs I saw run away like zebras earlier do not influence how your night is going. It's the people who NEED zero-lock outs to make your night better.

/fin
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

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