Re: Fixing boring unbalanced scenarios
Posted: Wed Mar 16, 2016 12:01 pm
Sure - here's my suggestion:
Get good and form a group.
Get good and form a group.
Warhammer Online
https://returnofreckoning.com/forum/
Quote it in partsScrilian wrote:And you've done it again, a gigantic unquotable post.
RR100 is just an obvious case against your opinion, even without it the effect was there, just a bit slower.Scrilian wrote:RR100 gear is confirmed not to be coming back, predetermination is good for progression and keeps you going forward.
So losing content(i.e. players) is good? We'd end up fighting keep lords only with that idea, since there's noone to defend anything. Last time that happened even premades left, because lack of content.Scrilian wrote:Its also good that hundreds given up,
Best option from what perspective. Bad long or medium term option for the game, that would need content. Bad for them, since they couldn't experience the good parts. bad for the one's staying, since they had the same enemies all the time.Scrilian wrote:meaning that the game progression works wonders and they've used the best option to leave and play GW2 or FPS, where the is no gear factor.
Ok, so describe a realistic player's journey to that pointpeterthepan3 wrote:Get good and form a group.
No equalization going on here, just a gap reduction. The skill gap won't be closed by that, so dedicated players will still win, just less likely stomp their opposition.Scrilian wrote:Idk what effect is that all about, constant equalizing the committed players to new players will lose players just as good.
And those games benefit RoR in what way? Do you think people going there will return with more players? Remember, that in any pvp-centric game the players are the content, so you need numbers here, not just the rare group that can only be found after previously agreeing on a place to be in.Scrilian wrote:Its great to have options, there are tons of other non-gear dependant games out there, like CS GO or the other way around with huge gaps like LA2 and other asian MMOs.
ok, so you'd take on a more or less equal group with lower gear and still expect to have a fighting chance? let's say R35RR40 vs R30 RR20 - they are considered equal enough by the game, it's the same tier.Scrilian wrote:I see no evidence to the need of shortening the gear gap in RoR.
You answered you own question in the next sentece, would just reduce the gear gap, the skill gap is what I consider fine to exist.Scrilian wrote:Idk how it's not equalization if its gear gap reduction. Skill as much as important as gear not matter how much you advocate to ease it out for new players. You can agree to disagree on this one.
The got "enough of a fighting chance"? How many of the other group are likely to die before the smaller group is dead? How long will the fight last?Scrilian wrote:R30RR20 already have enough fighting chance if it takes literally few hours to get to that point and a week to get to RR40 of the R35RR40.
what is a great chance for you, that sounds like 90% to me? I would expect people to stick around for good fights, where they can increase their chances to win, but are never guaranteed to win because of their gear.Scrilian wrote:You seriously to expect a fully loaded min-maxed R35RR40 to stick around if anyone can have a great chance beat them for contributing few hours of gametime?
Noone is arguing to take the gear away. Just limit the benefit that gear brings, so learning is doable without needing to rund head-first into a wall for weeks or yearsspikespiegel84 wrote:This is a kind of game where gear DOES matter.[...]If you take it away, what would be the use of doing scs and orvr to get sets and weapons?
This is not a favor to bad players, it's a favor for people who start later and for those that need content. Bad players that don't want to improve will die as much as now, the ones who profit are the ones who want to get better.spikespiegel84 wrote:Why, in the name of Tzeentch, should the devs favour players that don't invest time in the game and whine on a forum instead of improving their ability and set up? I am not good myself, but I improved greatly thanks to countless battles and advices from more experienced players.
And that is great, that is where people need to work towards, but the way there is so hard on newcomers, that there is just a lot of players that stop playing, resulting in content for everyone else lacking.spikespiegel84 wrote:Coordination, timing, riding the momentum, knowing when to kite and push back, calling the skills you are using on TS/Vent, knowing which effect does or doesn't stack.