Ninepaces wrote:@Az
We're all friends here. I know I come across aggressive, but its because I care.
a) The multis cross to what they perceive to be the stronger realm. The current system encourages the ppl with realm pride that never multi to attack, in order to persuade the xrealmers to join them. Peak times never really swing worse than 55/45, and even at worst case scenario, it is possible to defend with 60:40 pop ratio if you're organized. That is the faction balancing system: the psychology/morale of the factions. It is for this reason the last zone of a domination is often the easiest, whereas the 2nd/3rd last are the hardest ones. Its not that order dont attack because they dont have enough people, they dont have enough people because they dont attack.
The reason this isn't a major problem is because we have avoided anything that would cause it to become one. Remember T2, and the great Devastator Apocalypse? As soon as it starts seriously mattering (i.e. as soon as you try to institute any measures that make the game less about PvP and more about Realm versus Realm), having two factions becomes a serious problem, especially if (as is necessary for a realm versus realm game) you add a faction lock.
Ninepaces wrote: Yes, subtlety increases the smaller you go. But organization and discipline is also more important in larger scale. Depends how you define skill. Also the smaller scale you go the more important gear and classes are. Like I said before, at larger scale you can get away with some weak geared/low leveled/in-optimal classes. You absolutely cannot at 6 man level.
I believe Gachimuchi addressed this in the other thread. Organization and discipline are logistics, not skill. If you essentially have some people slaved to you and following your commands, and those people do not have to make fine judgments or really use their initiative outside of that, then there is no real skill involved.
Ninepaces wrote:c) Can you explain why this is a bad thing? I played a DAOC clone called regnum online for a while, and it had a problem of not being centralized at keeps enough. The game was fun, but ppl stoped caring about invasions and it died because ppl got bored wandering the lake looking for fights. The biggest problem right now is the ram bugging and making ppl hit door manually, and the party UI bugging within the keep area so you cant see party health.
It's a bad thing because:
- You encourage zerg and lag, as everyone clusters in a single area of the map
- You encourage PvDoor, because there has to be a speed bump to getting in otherwise it's all over too quickly
- You encourage deaths which are not a result of skill but are a result of terrain (e.g. inevitable deaths to door funnel tactics, which we saw mentioned in many topics as a means of dealing with a zerg)
- You waste the rest of the map
Ninepaces wrote:d) Res exists for a reason. Walking is a penalty because it means that if you kill someone at the keep with the inner down you send them back to their warcamp and not respawning inside the keep. It means the defenders cant be kamikaze rambos and need to actually think. You greatly exaggerate the "action" of scs. Have you played battle of praag recently where its a blowout and one side is inside their camp and the otherside is at the BO waiting for timer to run out? Ye thats "ACTION". Cmon dont joke with me. SCs are plagued by ppl not joining, by going afk, by not having healers or tanks, by ppl not communicating or playing the objective, queue times (in non peak hours) by double premade vs 1 premade and pugs, by class imbalance and by gear imbalance.
SCs have their own problems, that's certainly true, but they are by no means destroyed by them. People usually AFK if the battle is already lost and they're far more interested in killing in general than they are in playing for the objectives, I'll admit. I will run SCs simply because I can compensate for gear imbalance and class imbalance and deal with the other problems, and I find that the game simply plays better and accomodates a greater number of classes at SC level.
I should have explicitly addressed rez. My original post is aimed at the cases where a rez is not coming, because either you wiped or the front pushed over your corpse making it unsafe. In these cases you're getting kicked back to the WC or to the keep.
Ninepaces wrote:d) I love fortresses. First of all, I dont lag. A decent machine goes a long way.
Second, everyone has a role to play, and execution and communication is key. When to push, when to b, when to morale dump, staying near your party members while in the combat soup, mobilizing fast to bos or to posterns. Pressing the right buttons in the right order has value, but is not the only thing. That being said a healer that knows how to heal is better than a healer that just spams aoe. Like I said in the other thread, if the guild master allows you should really join us in one or two wb runs at peak time to see what goes on.
My PC isn't bad. RoR, for its own reasons, is laggy (suspected related to packets) and fortresses were laggy for whatever Mythic's reasons were at the time at which I played.
Now, please tell me again how any of the qualities you listed apply to sardine-mode fortresses. If there were any strategy, tactics or interest I would not even bother to complain, but there's just nothing to justify here. It seems almost as if you're talking about how the game in terms of what RvR
should be rather than what Fortresses actually were.
I don't view RvR as inherently irredeemable or anything, but you're talking about strategy and tactics in the context of RvR as if they're something big and meaningful in the current system (or more accurately, talking about Fortresses in terms of RvR.)
Ninepaces wrote: Look is this really a problem about fortresses or a depression/psychological thing? I mean this in a polite non-aggressive way. It just sounds like you've made your mind up based on an impression you had in the past instead of looking at the positives. Maybe oRVR isnt for you and a more action packed game is better suited for you. But ffs dont ruin it for the rest of us. Edit: nevermind this was addressed above
Yeah it's got nothing to do with whatever I may have been feeling at the time. If I hated the game I wouldn't be here, if my path were set I wouldn't bother spending my time attempting to justify my position, and if I were wildly off base, the rest of the team as well as the core testers would long have stopped me by now.