[Feedback] City/T4 ideas (royals, throws, realm pride)

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Foofmonger
Posts: 524

Re: [Feedback] City/T4 ideas (royals, throws, realm pride)

Post#21 » Tue Jun 09, 2020 4:55 pm

Yaliskah wrote: Tue Jun 09, 2020 4:29 pm
I'm a player as you are. I see and experiment the same situations and the same frustrations about some parts of the game. I fully understand the player point of view.

Now i'm a team member too, and i ask you to walk in my shoes for few seconds. Our first priority is to make this emulator stable and as complete as possible. The private server/player experience is the second one (as writen in TOS). Second one, doesn't mean we don't care. It means it comes after the first concern.

As a player you look for your enjoyment (progression/rewards) in a work in progress project, we -as a development team- are looking for better mechanics before thinking about rewards and the way to obtain it.

I don't know if it is clear (maybe i'm not :(), but believe it or not, we are not satisfied -as many of you are- about this "end game" content/mechanics/triggering, and we are much more concerned about how to make the experience and the mechanics more clever before thinking about the way it has to be rewarded, explaining why changes may take time. Add to this, the billion thing you don't think about/you are not concerned and then you can quit my shoes.
I believe your post and viewpoints are perfectly reasonable and fair, and you are certainly being clear.

I understand that as players, we may not get everything "when we want it" or as "quickly as we would like it", and that there is a absolutely ton of work that you and the team does on the backend (lot of it not being "sexy" work that may excite the playerbase). I am grateful to you guys for your work and the server as a whole.

Honestly, if you guys want to rework the entire system to be better, then more power to you. I'm sure you can come up with some creative ideas how to rework the end-game, and if you are to do this then it supersedes the point I made before, (it's just also much more work to re-do the entire system than it is to make crests more accessible). From the standpoint of "what is the best course of action", I think you are correct, a system rework is the ideal solution, and could alleviate the crest accessibility issue in and of itself.

I'm perfectly happy with all of this. Simply an acknowledgement that you want to improve the current system is what a lot of players will need to feel better. It doesn't have to happen immediately, it may take time, but letting your playerbase know that you are working with them to make the game the most fun it can be for all parties means a lot to the community (and to me).

It's also an interesting time in the overall lifecycle of the server and the content that you guys have released. Up until what, last November, this was completely a non-issue because it didn't exist! It's only after we've had time to test the city, see what works and what doesn't, that we can even begin to try and fix the issues that prop up. This is 100% natural and expected when a large shift to the end game happens.

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Stophy22
Posts: 444

Re: [Feedback] City/T4 ideas (royals, throws, realm pride)

Post#22 » Tue Jun 09, 2020 5:14 pm

Beautiful post. Foof you explained what the community as a whole feels perfectly and Yali you responded in a way that doesn’t belittle or discredit a player of the game.

Too often I see heart and soul poured into comments only to be shot down, this gives me restored fail between player and dev communications.

As a player of this game it seems like the past few weeks have been hopeless, endless orvr grinds for forts that get defended for a city that never comes at a reasonable hour to progress a character an inch in the metaphorical mile he has to run.

I am so happy to see someone from the team respond to our concerns and I’m so happy to see someone explain those concerns and have them taken as seriously as our care for the game is as an engaged community.

No the team has never once said, “deal with it forever” but silence and denial can have a similar affect. I truly believe if RoR wants to be all it can be than the player-lead-communications needs to be fixed and I see the posts between Yali and Foof as a very respectable and hopeful start.

As an under-staffed team it’s okay to be late with changes and yes you don’t owe us anything but seeing that you care about us (your community) and hear our concerns (represented in the posts about forts and cities thee past weeks) for weeks and weeks and acknowledging those concerns and a simple, “we are working on it and you are heard.” Is more than enough of what I require to remain hopeful. Even if our main concern isn’t your(the teams)main concern It’s still nice to know that we have been heard.

Sorry if it’s dramatic or rude in anyway but I’ve been hoping to god for better relations so we can communicate more to achieve the best things possible for so long and to see it actually happening makes me joyful beyond belief. Secrets said it in his post about shaky dev relations and anyone whose been on the server as long as I have knows the negativity that spawns from that talk and I would love to see a start to erasing or fixing that. Thank you guys both.
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Yaliskah
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Posts: 1986

Re: [Feedback] City/T4 ideas (royals, throws, realm pride)

Post#23 » Tue Jun 09, 2020 5:25 pm

Stophy22 wrote: Tue Jun 09, 2020 5:14 pm No the team has never once said, “deal with it forever” but silence and denial can have a similar affect.
it's time for revelations :). We know your concerns we share some (most?) of them, our time is limited, our plans are more or less subject to long internal discussions about what, how (never when), and involving in long thread discussion is even more time we don't always have sadly. (actually i'm supposed to prepare dinner, after a day of RL work, taking some time for the kids and my wife, then i will play a bit and if i got some energy work on some 3d assets).

Do not interpret our silence for disdain or disinterest about your concerns.

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Stophy22
Posts: 444

Re: [Feedback] City/T4 ideas (royals, throws, realm pride)

Post#24 » Tue Jun 09, 2020 5:40 pm

I understand where you are coming from, we all have lives beyond the game, right now I’m hanging out with my fiancé, haha.

I wasn’t trying to tell you off or be rude in anyway, I was trying to communicate a perspective to you. Sorry if it came off incorrectly.

As a member who cares a lot about the game; when a glaring issue is staring us(players) in the face and no acknowledgement comes from the team the silence can start to feel a little like neglect and as a player that doesn’t feel great. A response doesn’t have to come immediately or even that week but acknowledgement of community concerns I think is a healthy thing for RoR especially since everyone here loves this game.

I want to strive to a point we can reach (as players and leaders) to converse in a way that doesn’t have hostility or belittles the other side. How can you ever know there is a problem unless there is feedback, right?

Anyway maybe I’m not as great a man as foof is at communicating but I truly do thank you for your time and response here today.
[2 Weeks]/[Definitely Not Heretics]
Kuro Mara R8x
Bunji DoK R6x
Kurodon BG R8x
Curo Whitelion R8x
Scryptmar WP R6x
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Alfa1986
Posts: 541

Re: [Feedback] City/T4 ideas (royals, throws, realm pride)

Post#25 » Tue Jun 09, 2020 8:28 pm

In fact, the main problem is that the system \ design of the game itself provokes players to dishonest behavior. Everything else (throwing forts, surrendering zones, X-realming, etc.) are just ways \ means. People will always try to break the system, in this, it seems to me, too, someone can have their own “fun”, also people will always follow the path of least resistance. I recall how on live 3 people could capture the zone and kill the lord of the keep, here's a good example of the typical behavior of players long before x realming).
many people talk about progress, rewards and so on. Yes, these are important and necessary aspects in the game, but the main thing is the competition. Why do you need all these equipment bonuses if you cannot find an opponent with whom it would be interesting to fight? It seems to me that now with the introduction of forts (especially with the introduction of cities), competition has left the game, mainly from the minds of the players. People want fast cities (speed run), the best way to do this is to surrender / throw the zone / fort to the enemy. Is this a problem with player behavior? no, this is a problem of poor design. as expample, I log in the game and have 6 hours of free time ahead, but I already know in advance that in prime time I will not see the city, and someone will use "my work" at 3-6 a.m., so tell me there is a strong motivation to do something in RVR?) Someone says, just have your fun from the RVR in the usual zone. but I’ll tell you less and less fun when you have a vanq and the opponent has a mix of inv and sov)
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Jesden
Posts: 31

Re: [Feedback] City/T4 ideas (royals, throws, realm pride)

Post#26 » Wed Jun 10, 2020 8:08 am

change the realm lock timer to be from logging off rather than logging on and you curb xrealming to an extent

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Ugle
Posts: 590

Re: [Feedback] City/T4 ideas (royals, throws, realm pride)

Post#27 » Wed Jun 10, 2020 11:14 am

On the xrealm theme, have the feature of gaining a rr/xp/inf buff on the char you swapped from and the char you swap to been removed when joining the undermanned side? Or is there an AAO threshold of above 180% AAO for it to take effect? Tried yesterday, lost all contribution on the character I swapped from.
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