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ORvR rework+ DOOMSDAY : All the truth

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Aurandilaz
Posts: 1896

Re: ORvR rework+ DOOMSDAY : All the truth

Post#201 » Mon Sep 25, 2017 12:13 pm

Considering now Stalker quests are pickable at rank 24-26?, by the time you finish killing the players, fetch part 2 quests and finally find someone who can help you kill the last boss, you already are in Devastator range. Or you could just skip all the quest finding altogether and just powerlevel to Ruin range.
Newbies don't even know Stalker exists and veteran players know better to ignore it and just push through the mid 20s straight to Deva.

It's basically a wasted set now, which IMO is a shame.

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dansari
Posts: 2524

Re: ORvR rework+ DOOMSDAY : All the truth

Post#202 » Mon Sep 25, 2017 12:57 pm

Agreed that stalker doesn't have a place currently. IMO you level out of it so fast that it's not worth trying to kill 4 heroes over. I think just increasing the bolster to r44 for 31-37 would be fine. Don't think a tweak to item levels is necessary.
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GodlessCrom
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Re: ORvR rework+ DOOMSDAY : All the truth

Post#203 » Mon Sep 25, 2017 1:11 pm

Hargrim wrote:
Nidwin wrote:That was my guess, NA prime time and the lack of players in T1. :cry:
We can always merge T1 with T2+ and bolster players rank 1-15 to R60 :D.
Hehehe, rank 1 tanks with 16000 hp. Would be funny at least :D
Rush in and die, dogs - I was a man before I was a king!

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wargrimnir
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Re: ORvR rework+ DOOMSDAY : All the truth

Post#204 » Mon Sep 25, 2017 3:26 pm

Gear overhauls will probably wait until we finalize an RvR system. I personally like how it's going now, but there's a handful of testing to continue forward with still. The transition from 30 to 31 is pretty jarring, but there are some technical reasons we don't want a very high bolster on proper T4 players.
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Wam
Posts: 807

Re: ORvR rework+ DOOMSDAY : All the truth

Post#205 » Mon Sep 25, 2017 11:40 pm

okay this new changes to the system has in my honest opinion lessened the player experience drastically... I am a big fan of the game and try support it the best i personally can and make things pro actively happen fairly often as a leader on destro side.

For me it makes me question the long term direction and the fun aspect of the game... because of a few niggling issues, and I noticed them straight away I just bite my tongue to give it more of a chance for a more informed feedback from testing to be fair.

The system has killed open field fights in a really negative way... it is all about 1) fight avoidance 2) funneling 3) keep upgrades...
All these fights are getting bottle necked... where they are always in favour of the defender... the siege that is meant to be for "funnel busting" is actually used in advantage of the defenders who already have oil, npcs, and body blocking from small chokes to name just a couple of their advantages.

in T2 ostland... order had 10 cannons in their keep... 1 cannon alone can consitantly do more damage to a warband, than the most organised order warbands morale bomb and morale bombs have way longer cooldown... it is a really tedious grind playstyle, and it will destroy pugs with little effort... in praag the other day a tank got 150+ deathblows in a 30 minute + time period, he got more kills than the best DPS on the server... this says a massive game balance issue to me.

I like War because of the synergy between classes and of course the theme/style... many fond memories on live and ror. But any level 16 if he knows what he's doing even on any class... can be do more damage than 24 lvl 40's (high renown rank) without using any of his skills or tactics... just lame abuse of overpowered siege mechanics.

It wouldn't be so bad if siege was limited, but siege is handed out like candy with this new system... with unlimited ammo, with crazy range and almost one shot capabilities... it is difficult for any organised group to take on any half organised defense who know how to play... and pretty impossible/grindy for the pugs to even attempt such things and leads to boring playstyle where one side waits in a keep/funnel position with all the advantages... and other side even sits on bo's watching paint dry or trying to do something about xx funnel and even if they eventually break the funnel (which should be rare if setup properly) its tedious and boring playstyle...

The Upgrading of keeps happens so fast in comparison to before... they can earn a rank 1-3 keep for just one BO... even if you totally dominate the zone holding 4 bo's... the deranking process can take hours which is again tedious... where one side waits and stacks advantages to increase chances of farm... other side waits to decrease chances of farm... LACK OF FIGHTS... lack of incentive to come out and fight... people just bore their enemy into submission and game becomes stagnant as a result its no surprise why so many people are afking on BO's.

So far the best system i've played under, was when you guys changed the bo from 6 minutes to have 3 minute timer on BO's... because usually it was 30-50 seconds on a BO... and the zerg couldn't get from A-B across the map in that time it was impossible so people spread out and the movement was rapid in the lakes... it made fast fluid gameplay compared to what is currently a cluster bunker... or AFK on bo fun time for all.

It is very cat and mouse game style now... and if one side is dominated too much they will just leave and go to another zone, and you have to chase them down... again lack of fights

so new system = slower lumbered clunky fights in a setting where one side stacks alot of advantages, just sits and waits... the previous change (bo timers to 3 minutes... took away the sit and wait aspect in this game) this change to system has reinforced sit and wait style and I have recieved alot of negativity about this style compared to previous.

The action is less overall and less varied in a zone during prime time, but the duration is more... the system favours defenders too heavily it makes it tedious to fight in let alone lead and makes me worry about long term direction and health of game...

maybe if the keep ranking/deranking (supplies issue rate gain) got fixed and cannons / incentive for people to actually fight in zone and not always at chokes and play this game how it used to be played in the open it would be okay... but as it is currently I see less positive progress in the campaign... one side just sits back defend and wait for other to burn out / die of boredom is not really fun experience compared to multiple warbands actually evenly contesting a zone tooth and nail for every piece of land.
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Tesq
Posts: 5713

Re: ORvR rework+ DOOMSDAY : All the truth

Post#206 » Tue Sep 26, 2017 12:23 am

@wan that is incorrect the system is working like this because the only way to lock is capt the enemy keep which is not how the complete system will work.

For sure game experience is getting ruined but is not the new rvr system.

Like being stagged for 6 sec and have an immunity of 10 sec....that is ruining my game not the need to rank 0 for flank funnelers.

Balance flaw that take years to fix and enphasis put on gear progression which is made as if you play for it and only for it. Sc that never pop in some timezone because of how the gear progression is set.

This is how i live the game now, not the best you can recive from a game you love so much. And 7. Years on the shoulder:

The "carrot" used till now have lost the flavor i hope someone get it.
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mikke
Posts: 148

Re: ORvR rework+ DOOMSDAY : All the truth

Post#207 » Tue Sep 26, 2017 4:05 am

No need to bolster 31-39 lvls, just less bolster 16-30. Now 20+ lvls are more beasts than ani\merc geared r40s.
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Sulorie
Posts: 7461

Re: ORvR rework+ DOOMSDAY : All the truth

Post#208 » Tue Sep 26, 2017 5:30 am

mikke wrote:No need to bolster 31-39 lvls, just less bolster 16-30. Now 20+ lvls are more beasts than ani\merc geared r40s.
Is it difficult for you to beat those players, while having twice as much tactic slots and much higher crit chance?
Dying is no option.

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Stickzy
Posts: 240

Re: ORvR rework+ DOOMSDAY : All the truth

Post#209 » Tue Sep 26, 2017 5:43 am

Tesq wrote:@wan that is incorrect the system is working like this because the only way to lock is capt the enemy keep which is not how the complete system will work.

For sure game experience is getting ruined but is not the new rvr system.

Like being stagged for 6 sec and have an immunity of 10 sec....that is ruining my game not the need to rank 0 for flank funnelers.

Balance flaw that take years to fix and enphasis put on gear progression which is made as if you play for it and only for it. Sc that never pop in some timezone because of how the gear progression is set.

This is how i live the game now, not the best you can recive from a game you love so much. And 7. Years on the shoulder:

The "carrot" used till now have lost the flavor i hope someone get it.
He is talking about rvr system, not stagger immu.

@wam i agree.

Foltestik
Posts: 680

Re: ORvR rework+ DOOMSDAY : All the truth

Post#210 » Tue Sep 26, 2017 5:45 am

Wam wrote:.......
and when you have yesterday "boring" fight in TM.
we have our one party and one party of exodus in ostland/troll country and really enjoy that 200-400% aao for destro and same fights again heavy enemy numbers.

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