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RvR suggestion

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Bozzax
Posts: 2652

Re: RvR suggestion

Post#21 » Sun Sep 13, 2015 1:17 pm

Have you guys considerd what will happen when we have 2-3 as many online at peak hours and all have finished their SC weapons?
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Penril
Posts: 4441

Re: RvR suggestion

Post#22 » Sun Sep 13, 2015 2:16 pm

Azarael wrote:Per Jaycub, fix the gaps in the system first before hastily backing down.

- AAO
- Alternative lock method via BO control
- RvR sets in vendors for medallions as a priority (because renown spec is harder)
- Renown spec
- Warbands per Tiggo below

Then consider whether anything needs to be changed.

Another reason not to bother changing it like this is because in T3, we'll only have Avelorn and Saphery open initially anyway.
Oh i'm not backing up AT ALL. I firmly believe this patch was a step in the right direction. In fact if it were up to me i would have taken even more drastic measures. I tested the system and i liked it.

The real problem is that players don't know how to play.

- Our keep gets attacked. I called out for defense and maybe 2 or 3 other guys showed up. Most answered with "why bother, there is nothing we can do against the zerg".

- I reply "ok, go take back BOs while they are at the keep". 20 minutes later no BO has been lit.

- Tried leading a WB and teach them what to do. Every 10 seconds someone asks "where are we?"

- Tell the WB to take a certain Skaven tunnel. Half the WB goes to a different one

- Tell them to take BOs in MoM. 8 players stay fighting at Dok.

- /ragequit the WB and joined a premade with my friends.

turlututuhu
Posts: 256

suggestion and more affinity...

Post#23 » Sun Sep 13, 2015 2:37 pm

Penril wrote :
The real problem is that players don't know how to play.
Hope you are not serious ? (players don't know what is fun for theirself...)
We all know what "play" want to meant but you must go open ur dictionnary to look the definition.

play definition : To occupy oneself in an activity for amusement or recreation: children playing with toys.

And try to learn to "play" to childrens u look mad, all know, baby dog or cat know how to play.
Can u LEARN to us anithing more please we are so...
Last edited by turlututuhu on Sun Sep 13, 2015 4:04 pm, edited 4 times in total.
test monkey 062 (test failure... escaped)

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Bozzax
Posts: 2652

Re: RvR suggestion

Post#24 » Sun Sep 13, 2015 2:38 pm

Azarael wrote: - Warbands
Yes please
Last edited by Bozzax on Sun Sep 13, 2015 2:54 pm, edited 1 time in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Coryphaus
Posts: 2230

Re: RvR suggestion

Post#25 » Sun Sep 13, 2015 2:52 pm

turlututuhu wrote:Try to make something better is nice with that uptade, for battle objectifs.
But don't lock zone, WAR is EVERYWHERE ! I don't want to play a sheep in Macfarmmer, food for zerger.

Population size is a factor that needs to be considered, we saw what happened when we tried the whole war is everywhere with the release of DvG, no one fought and just played musical keeps

the new system actually encourages fighting by concentrating players in one zone


you can pick you battles and avoid getting eaten by the zerg
Image

Penril
Posts: 4441

Re: suggestion and more affinity...

Post#26 » Sun Sep 13, 2015 2:59 pm

turlututuhu wrote:
Penril wrote :
The real problem is that players don't know how to play.
Hope you are not serious ?
We all know what "play" want to meant but you must go open ur dictionnary to look the definition.

play definition : To occupy oneself in an activity for amusement or recreation: children playing with toys.

And try to learn to "play" at childrens u look mad, all know, baby dog or cat know how to play.
Can u LEARN anithing more please we are so...
Uhmmm wtf is your point? I dont even...

Here is the thing though: In a PvP game, not everyone can be a winner. In order for someone to win, someone has to lose. That's what people fail to realize.

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GreenWolf2471
Posts: 55

Re: RvR suggestion

Post#27 » Sun Sep 13, 2015 3:01 pm

We don't need a new system, current one is great. Just implement this to fix it up completely:

The AAO buff sounds like a good way of rewarding the outnumbered side.

With regards to keep stalemates I have two suggestions, firstly get the MDPS postern door siege ability working so they can pop in behind the enemy and wipe their healers/RDPS.

Secondly if a siege goes on for a certain amount of time the defending guards could stop spawning until the door regens. This attrition would help the attackers by taking NPCs out of the equation, also leaving it to be decided purely on player skill.

Penril
Posts: 4441

Re: RvR suggestion

Post#28 » Sun Sep 13, 2015 3:05 pm

Right now, lots of Destro are denfending STK from order. With the earlier system, STK was always deserted and an easy flip for both sides. This system works.

Mods, please delete or lock this thread. TY.

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Renork
Posts: 1208

Re: RvR suggestion

Post#29 » Sun Sep 13, 2015 3:56 pm

They are working on LOS issues. Once los fixes are implemented, the amount of sorcs/bw's/eng's/magi(lolmagi) will go down. It's natural to play the class with the advantage. The current system is very nice, but the whole aoe maddness makes it look bad. Once the los is taken care of I expect to see more fun fights.

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