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ORvR rework+ DOOMSDAY : All the truth

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Yaliskah
Former Staff
Posts: 1985

Re: ORvR rework+ DOOMSDAY : All the truth

Post#101 » Mon Sep 18, 2017 8:04 am

Question.

Do you think the problem is the BO or the empty zone in this particular case? I vote for option 2.

I bet scaling open pairings on population will solve that in many ways.

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ragafury
Posts: 684

Re: ORvR rework+ DOOMSDAY : All the truth

Post#102 » Mon Sep 18, 2017 8:18 am

Yaliskah wrote:
I bet scaling open pairings on population will solve that in many ways.
That would be a very elegant and probably the best solution.
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Orodret
Posts: 25

Re: ORvR rework+ DOOMSDAY : All the truth

Post#103 » Mon Sep 18, 2017 8:30 am

ragafury wrote:Chilled today in bfp (was the off off zone) on a bo.
Watched 4 episodes of fargo season 2. While doing so I Jumped every few minutes, read Chat (and destros region chat #strugglewasreal :D) , ate cake, drank coffee, read stuff about BG.
So 24 hours are a bit much, more like 3.5 hours in my case, still I made 3 RR and approx a level
without really playing.
After 1.4.x on live, they added free rr ticks across entire zones, as long as your side have BOs. PPl were afking in front of warcamps, with banners for bonus etc:D... If there is way to get freenown, ppl will do that.
I agree with less pairings. More ppl in zone=more chances for fights and less sleeping on flags.

Shooshpanzerer
Posts: 91

Re: ORvR rework+ DOOMSDAY : All the truth

Post#104 » Mon Sep 18, 2017 8:33 am

Most of the changes look nice on paper at least, the one i'm having my doubts about is door repair with BO. Perhaps a better solution would be - if BO's are held by defenders, items spawn at WC/BO which you need to take to the keep to repair door, with spawn rate ajusted by the number of BO held.

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Hargrim
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Posts: 2465

Re: ORvR rework+ DOOMSDAY : All the truth

Post#105 » Mon Sep 18, 2017 8:37 am

Shooshpanzerer wrote:Most of the changes look nice on paper at least, the one i'm having my doubts about is door repair with BO. Perhaps a better solution would be - if BO's are held by defenders, items spawn at WC/BO which you need to take to the keep to repair door, with spawn rate ajusted by the number of BO held.
What exactly is the issue with current system?
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Shooshpanzerer
Posts: 91

Re: ORvR rework+ DOOMSDAY : All the truth

Post#106 » Mon Sep 18, 2017 8:39 am

Hargrim wrote: What exactly is the issue with current system?
With BO holding repairs on door it discourages actual keep defence - easier to abandon keep and just outheal the ram by BO's

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Yaliskah
Former Staff
Posts: 1985

Re: ORvR rework+ DOOMSDAY : All the truth

Post#107 » Mon Sep 18, 2017 8:56 am

Shooshpanzerer wrote:
Hargrim wrote: What exactly is the issue with current system?
With BO holding repairs on door it discourages actual keep defence - easier to abandon keep and just outheal the ram by BO's
(note this haven't been deployed atm)

Oh i think i did not well explained the modifier system. Each faction will have to hold (hold. Not just possess) ATLEAST 2 BO to operate normally during siege. If you hold less, the regen rate of the door will be affected if you hold more, the regen rate will be increased. Same for ram damages and siege weapons. Which means, attacker and defenders will have to take care of BO during the keep siege. Not only defenders. So i you are right about defense, it must be right too about attack too:), and it is right for both, it becomes false :). We are just enlarging the operationnal field of a siege.

Now, compare it with resource carrying system (attacker don't really care about BOs, intercept resource carrier or don't cause it doesnt really change a lot the situation, blob around keep...) and see benefits and drawbacks.

Shooshpanzerer
Posts: 91

Re: ORvR rework+ DOOMSDAY : All the truth

Post#108 » Mon Sep 18, 2017 9:11 am

Yaliskah wrote:
(note this haven't been deployed atm)

Oh i think i did not well explained the modifier system. Each faction will have to hold (hold. Not just possess) ATLEAST 2 BO to operate normally during siege. If you hold less, the regen rate of the door will be affected if you hold more, the regen rate will be increased. Same for ram damages and siege weapons. Which means, attacker and defenders will have to take care of BO during the keep siege. Not only defenders. So i you are right about defense, it must be right too about attack too:), and it is right for both, it becomes false :). We are just enlarging the operationnal field of a siege.

Now, compare it with resource carrying system (attacker don't really care about BOs, intercept resource carrier or don't cause it doesnt really change a lot the situation, blob around keep...) and see benefits and drawbacks.
Yes, you're right, but the question arises in this case - why bother with keep at all then? Attacker are at significant disadvantage here - they need to take care about Keep AND BO's, while defenders ONLY about BO's. And with "rank 6" proposed change (that is a tiebreaker and a nice one, no more 15+ Hours at KV) it'll be a lot more productive for the overdog to just play BO games and wait.

So to make defenders care about keep itself i think (taking what you said in account) that it'll be better that to actually repair the door defenders need to click on something inside the keep, and doing so places an uncleansable debuff on the clicker that doesn't let him do it again for a few minutes. Debuff length depends on total number of defenders in the zone (fewer the numbers, shorter the debuff).
Last edited by Shooshpanzerer on Mon Sep 18, 2017 9:24 am, edited 1 time in total.

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Manatikik
Posts: 1249

Re: ORvR rework+ DOOMSDAY : All the truth

Post#109 » Mon Sep 18, 2017 9:18 am

Yali, my newest thought/question is with your/the new system are you planning/hoping zone takes take an extended amount of time and are more epic of an event (as in 2-4 a day instead of how we were sometimes getting 10+ depending on the zone)? Because with this new system and the requirements to do certain things it will extend the time to take a zone (which I think is a cool idea if this system does make the fights more epic and strategic over blob vs blob fighting and /1 whining). And if it is designed to be epic long fights, is your personal contribution/roll still applied even if you logged out/swapped characters? Cause if so then I think it would also remove a lot of the frustration players have with long zone locks (the frustration of wanting to not lose their contribution/get out contributed by someone else because they logged) especially since it your contribution does not directly affect anyone else's chance to get bag now.

Cause I think that'd be a cool thing to have; log in fight in a Praag or DW for a couple (or more) hours and log off happy with the fights and session as opposed to be people being upset that they lost their shot at loot (and then they have the excitement of MailBoxBag the next day :D). Either way I hope this new system promotes the more strategic fights you're hoping it does.
<Montague><Capulet>

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Yaliskah
Former Staff
Posts: 1985

Re: ORvR rework+ DOOMSDAY : All the truth

Post#110 » Mon Sep 18, 2017 9:27 am

@Shooshpanzerer : To lock the zone :). And accept to lose a keep is not the best way to.

And no, attacker and defenders will share the same problematic. What will happen if none defend keep, who will use siege weapons or oil? Who will use tools to repair door manually or try to destroy ram? So no, defenders won't have to just to care about BOs :). Keep in mind the planned flat rank too, locking postern, the fact the main door can be used to go in out, and so on...

Let consider Keep like a +++ objective. Hard to take, "easy" to defend (more than a BO), When you have it, your situation is stable. When you lose it, things become a bit harder (according i can't imagine RvR reduced to destroy keep - lock - next). Doesn't mean you have lost. You wiill have to destroy enemy keep too to restore balance. In the same time, "winning" faction will have to focus on more objective (harder to defend) than the losing side. Seems a bit tricky but... who knows :)

Manatikik : About campaign duration, yes and no. It is not supposed to be longer, according ranking will be accelerated and deranking reduced. One thing, it is supposed to be much more dynamic. Sure i hope for real strategy and comminucation. About rewards system, like actually there is no reason to not keep a track :). So logically, if you have to quit during the campaign, you will roll like anyone on the base of your personnal involvment.

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