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Rvr is not made to handle this many players

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wachlarz
Posts: 798

Re: Rvr is not made to handle this many players

Post#21 » Mon May 18, 2020 2:17 pm

skinnyraf wrote: Mon May 18, 2020 1:19 pm
disable spawning inside keep if either outer or inner door is hit
Exactly. What is wrong with such option? It's a siege after all. It means you're cut off from external support, unless they manage to break through into the keep.
U know that if U will have aao 100% or more, U dont enter the keep. A keep will be defended by ghost. And how U see this, a wb or two sitting all the time in keep? GL

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skinnyraf
Posts: 23

Re: Rvr is not made to handle this many players

Post#22 » Mon May 18, 2020 3:05 pm

U know that if U will have aao 100% or more, U dont enter the keep. A keep will be defended by ghost. And how U see this, a wb or two sitting all the time in keep? GL
Yeah, you're fully right. Blocking it at 50% or something door health would be better, perhaps.

Oh, and something that can seriously challenge defenders on the walls. Defender rdps and healers on walls are too safe today. One step back and only AoE may or may not reach you.

Tamtam
Posts: 9

Re: Rvr is not made to handle this many players

Post#23 » Mon May 18, 2020 5:17 pm

Few random proposals to make attacker life easier:
- make postern doors destroyable after main door is taken down. By cannons or ram.
- introduce catapults that can damage/destroy pre-defined points in the keep wall and create additional funnel points
- remove gtdc :D seriosly, something has to be done for the lame tactic to pull people that enter the courtyard. There is no defence against it, there is no escape - as you get pulled inside 20 attackers with no possibility to go back cause collision - and you cannot be ressed cause you get pulled behind the walls.
- remove rampage :D seriously, a single skill that makes an entire tank spec useless.
- introduce a "starvation" debuff after a XXX timer has expired with the population of a keep under attack > threshold. The debuff will reduce wounds and toughness of all defenders by XX.

emiliorv
Posts: 1341

Re: Rvr is not made to handle this many players

Post#24 » Tue May 19, 2020 9:54 am

skinnyraf wrote: Mon May 18, 2020 1:19 pm
disable spawning inside keep if either outer or inner door is hit
Exactly. What is wrong with such option? It's a siege after all. It means you're cut off from external support, unless they manage to break through into the keep.
If you remove completely the option to respawn unto keep since minute 1:
1º-Sieges will be much easier to atackers
2º-Ppl will sit into keeps much early and roaming action will decrease

IMO to make sieges more dinamic the option to respawn into keeps need to be linked to BO´s of the zone, dunno really how....for example, if defender hold:
-4 BOs: can respawn into keep from 100% => 0% outer door
-3 BOs: can respawn into keep from 100% => 25% outer door
-2 BOs: can respawn into keep from 100% => 50% outer door
-1 BOs: can respawn into keep from 100% => 75% outer door
-0 BOs: can respawn into keep from 100% => 99% outer door

its only a example (really i didnt thought much about it...)...but something have to change to make sieges more dinamics, holding BOs its a way to split atackers/defenders and give some classes a purpose on sieges...

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Telen
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Re: Rvr is not made to handle this many players

Post#25 » Tue May 19, 2020 9:59 am

The aoe cap was brought in by Mythic because of this problem
Image

Gorfhag
Posts: 17

Re: Rvr is not made to handle this many players

Post#26 » Tue May 19, 2020 11:42 am

I like suggestion to disable spawning in keep when outer is at 50%. Can count how many times we have just mindlessly jumped over the walls to enemy ram several times and destroyed it. All it takes is few people just to keep doing this and you will eventually kill the ram.

Regarding high number of people in one zone only I would lime to see t2 and t3 zones to be always open for siege and condition to fort in t4 zone would be locming prefort keep in t4 + having all t2 and t3 zones owned by your faction. So unless you faction owns all zones in dwarf lets say BC fort wiul not trigered even if you would wint that territory. I know this would reduce amount of cities happening, but it wiuld create a lot of small sieges, where 1WB woulg go siege some t2, t3 zone to prevent BC fort happening. We would no more be stucked i 1 t4 zone and RvR content would be divided. U bet there would be many actions happening and possibly / hopefully some small scale as well. Not just the mindless 300vs3XX whre most people just jum in to get contribution. Royal emblems would be farmed more from goldmand purple bags than from cities. I personally dont even join cities anymore since they barerky happen at my usual playtime and also I dont enjoy em at all tbh and its just 45 min of pure boring and idle time.

raistomen
Posts: 93

Re: Rvr is not made to handle this many players

Post#27 » Tue May 19, 2020 2:31 pm

ProudGinger wrote: Mon May 18, 2020 4:47 am Been playing for a little while and it seems to me the rvr aspect of the game is not made to handle that many players during siege. After a certain amount of defenders in a keep it is almost impossible to break through and capture that keep. There is multiple flaws in the system and everyday it seems the pattern is the same. X amount of attackers attack, fail, then half of them disconnect (or xrealm), making it really easy for the defenders to counterattack and lock the zone. Or same situation but instead of logging, the attackers all move to a different zone with a 0star keep, and by the time that keep is at 2 star and ready for a zone siege, the previous zone has been captured and the opposing faction can defend creating the same exact scenario as before. I don't mind whining and I see a lot of it on the forum but at least i'll try to give some solution to the problems I'm seeing.

1. Make the doors wider. Not only do we have to fight against the defenders, we also have to wiggle our way through our own players not moving forward in the doorway. They go in, hold the line and stand there, or backpedal stopping the entire zerg from moving forward into the keep and there is nothing we can do about it because of character collision (which is amazing btw, don't want it removed completly to solve that problem, but removed from our faction). Mix 100+ trying to get in a keep, the defending force funnelling, aoeing all at the same place, the 10-20 (or more) tanks that choke and stop moving forward, having to wiggle to get past those choking tanks while taking thousands of dmg every sec, lag, etc. I feel the more people there is, the worst it is for the attackers. By making the doors wider, more people could move into the keep and maybe the aoe wouldn't all be focused on the same spot.

2. Change postern into doors. You click on the postern, and you try to move only to be stuck on your own teamates because you all spawn on the same pixel (character collission again, maybe remove it for your own faction?) How about changing those into doors(same size as we have now) that open when the main door is open.

3. If none of those options work, add new ways to get into the keep. Once both main door are open, you can bring supplies to a drop off point inside the enemy keep wall and after a certain amount it creates a ramp (siege tower) that gives access to the second floor of the keep making it harder for the defending faction to defend. Something like the ramp in gate of ekrund scenario (destro side).

4. Everything is small. The terrain that leads to the keeps are small and full of debris. Mix in all the afker, trees, pillars, terrain that is not wide and that you can't climb (too steep) and you end up with a hard time placing the ram on the keep. Again removing the character collision for our own faction would fix that, or maybe only remove it for the persons bringing the siege? It's also frustrating trying to save the ram (or other siege equipment) from the defenders only to be stuck among your own force trying to flee also.

Again those are recommendation, those recommendation would cost a ton of ressource and time to be functionnal and might be impossible to achieve and I understand that. I also understand that the team is not paid to do this and it's not a huge game studio fixing all these bugs and able to make those huge overhaul change to that old game. I'm just venting a bit because it is getting frustrating to log in, play a few minutes only to see the same problems that is happenning everyday. Takes the fun away from a really enjoyable game. It just doesn't feel normal for 175 defenders to be able to hold 300+ attackers with very minimal casualties.

could you tell people to just lke.....move..... I mean the whole point of tight spaces is to choke out the enemy

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Detangler
Posts: 1030

Re: Rvr is not made to handle this many players

Post#28 » Tue May 19, 2020 5:58 pm

Bring back Orcapults, and let them be deployable in any rvr lake. (They've been tested and confirmed to work just fine, amazing event reward btw).

Funnel problems solved.
Detangler and alts - 84 Chosen, other 40s - DoK, Zealot, SH, WE, BG, BO
Destro - Mostly Harmless
Tangler and alts - 8X IB, other 40s - RP, SM
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