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What is happening in T4?

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HCLyk
Posts: 13

Re: What is happening in T4?

Post#41 » Mon Dec 12, 2016 12:23 pm

About the one-side effect, if u want players to face the "one-side", you have to reward them.

AAO works, but only if you have a structured group, it will concern a very few players (able to kill more than 1 players before release i think).
So maybe, Dev should consider another things...

On live, as far as i know, u could create warbands and RVE, to attract players. It will not works here.

Rewards > whip
(for both side, i dont really care who is dominating, a long time ago, i changed my realm side with my guild to help the other faction.. and it worked pretty well i think)

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BrockRiefenstahl
Posts: 409

Re: What is happening in T4?

Post#42 » Mon Dec 12, 2016 12:34 pm

Everytime when Devs try to support the underdogs Faction in RvR Lakes, the outcry is HUGE. You people should first get a consensus before even continue discussing.

Azarael made certain tests (changes), but the Forum cry caused reverting, even before its been tested in all facettes.

The first problem is: You have to give some sort of Buffs to the smaller side.
The second one: You need to have at least 10-20 more people to even consider attacking a keep. So with even numbers (lets say 40 vs 40) it is not even possible to attack.

After the first failed attempt, logout/character switch/x-realm kicks in. In my observation its at least a "fix" for stucked battles...

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Aurandilaz
Posts: 1896

Re: What is happening in T4?

Post#43 » Mon Dec 12, 2016 1:00 pm

have AAO increase dmg output/heal output by a small percentage; 100% AAO, 10% boost for all outputs, 400 AAO and 40% boost.
Or if that is too much for a brave person face insane odds, make it 100 AAO give 5% boost, with 400 AAO max at 20% boost at dmg/heal outputs.
With moderate 50% AAO the defenders get slight 2.5% bonus to outputs, which hardly makes them OP.
Because now a smaller party of WB facing several parties or several WBs just has no hope of emerging out of the fight with some renown points.

if the odds are insane and the outcome certain death and zero kills, why bother?

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BrockRiefenstahl
Posts: 409

Re: What is happening in T4?

Post#44 » Mon Dec 12, 2016 1:13 pm

Aurandilaz wrote:
Spoiler:
have AAO increase dmg output/heal output by a small percentage; 100% AAO, 10% boost for all outputs, 400 AAO and 40% boost.
Or if that is too much for a brave person face insane odds, make it 100 AAO give 5% boost, with 400 AAO max at 20% boost at dmg/heal outputs.
With moderate 50% AAO the defenders get slight 2.5% bonus to outputs, which hardly makes them OP.
Because now a smaller party of WB facing several parties or several WBs just has no hope of emerging out of the fight with some renown points.

if the odds are insane and the outcome certain death and zero kills, why bother?
That was already ingame, this and multiple other mechanics. As far as I remember, every single one got reverted due to outrage of a certain fraction of the community. I dont remember all details, but instead of tweaking numbers, they got cancelled.

Azygous
Posts: 33

Re: What is happening in T4?

Post#45 » Mon Dec 12, 2016 1:44 pm

One side always wins because:

1-This game rewards numbers due to the AOE limit hindering the gameplay of more organized but smaller groups. Even organized WBs like phalanx have trouble vs 2 PUG WBs at times which should not be the case at all. However, this is not DAOC and I think the devs don't want to make it hardcore as it alienates and pushes away casuals and newcomers on a server starving for new ones.

2-We have an influx of new players which is good. However, they tend to be casuals and favor the "good" or human appearing side more.

3-PPl simply bored and trying order till city sieges and dungeons come out.

4-I play on various times of the day and SCs have a huge swing from one side to another. I think what you're seeing is because you -like most normal ppl- play at certain hours hence you run into the same pool of players. PUG SC was a step to the right direction but there isn't more to be done except ensure healers are in an SC somehow with a background check before kicking it off.

5-There are some imbalances still in some of the classes but these are being ironed out with steps in the right direction.

This population imbalance will show greatly in city sieges. The current RvR is pointless, really, except to point imbalances out. I'm not aware of any popular mmo that better dealt with population imbalances given one server like this.


My suggestions is to:
not only reward the underdog in PVP but also reward them with a slight increase in medallion drop+PVE xp boost even outside the RvR lakes and rewarding them with increased drop rates for crafting is debatable similar to all of what I said, of course.

1.If you reward ppl with increased medallion drops, they more dedicated players will switch to the other side and even things out -switching sides will never go away, give it a rest..this has been discussed so might as well use it to the advantage of balance-.

2.Bump up the level of T3 stat wise to join t4 on the losing side. They will contribute with their numbers in capturing BOs etc and helps them join the fun while not being much of a farm material since they give t3 medallions only and reduced renown.

3.Maybe somehow reward ppl with xp boosts/loot drops in pve, it will enrich the pve side on the other side helping the higher lvls PL the lowbies stuck in t3 etc with farming or direct ppl to working on PVE content -maybe dungeons in the future-. This will obviously suck players from the zerging side to level up their alts on the other side, reducing the zerging.

sotora
Posts: 320

Re: What is happening in T4?

Post#46 » Mon Dec 12, 2016 2:00 pm

Best proposition I saw till now in regards to RVR is a debuff to keep Lord (and maybe champion mob number/respawn rate) when defenders don't own BOs/lose keep stars or both especially when they have equal or bigger numbers than attackers.

Biggest problem for RVR atm is defensive bullshit where defenders having equal (or even bigger) forces than attackers park their characters in keep and wait for inevitable defense renown farm with help of keep lord.

Opening posterns is not enough as situation showed.

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Thayli
Posts: 134

Re: What is happening in T4?

Post#47 » Mon Dec 12, 2016 2:18 pm

sotora wrote:Best proposition I saw till now in regards to RVR is a debuff to keep Lord (and maybe champion mob number/respawn rate) when defenders don't own BOs/lose keep stars or both especially when they have equal or bigger numbers than attackers.

Biggest problem for RVR atm is defensive bullshit where defenders having equal (or even bigger) forces than attackers park their characters in keep and wait for inevitable defense renown farm with help of keep lord.

Opening posterns is not enough as situation showed.
The postern change is actually pretty good, in my opinion. It works very well and gives meaningful counterplay to funneling. The problem is that this change does not help you once you reach the second floor. It's classic funnel bullshit, especially in some keeps (Dragonwake is probably the worst one). So I definitely agree, there needs to be a punitive system in place that allows for a defensive force to wane in strength if they are camping in the keep for hours, especially if they have larger numbers. Having it tied to keep rating and resources would be a good way of implementing this.
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hogo2hogo
Posts: 68

Re: What is happening in T4?

Post#48 » Mon Dec 12, 2016 2:37 pm

Well catapults could be enabled when inner is down so the attacking side could use them for extra pressure those in lord's room.
Or some "watchtowers" could be implemented (which would be purchased and towed by a 6-man for example) so some RDPS could climb there and attack from a "safer" point (that is both having LoS as well as standing a chance of surviving aoe bombing)

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Glorian
Posts: 5004

Re: What is happening in T4?

Post#49 » Mon Dec 12, 2016 2:55 pm

hogo2hogo wrote:Well catapults could be enabled when inner is down so the attacking side could use them for extra pressure those in lord's room.
Or some "watchtowers" could be implemented (which would be purchased and towed by a 6-man for example) so some RDPS could climb there and attack from a "safer" point (that is both having LoS as well as standing a chance of surviving aoe bombing)
Well you can do this even now.
Having towed organ guns on outer doorhouse and shot into the lord room or on third floor.

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BrockRiefenstahl
Posts: 409

Re: What is happening in T4?

Post#50 » Mon Dec 12, 2016 3:33 pm

Glorian wrote:
hogo2hogo wrote:Well catapults could be enabled when inner is down so the attacking side could use them for extra pressure those in lord's room.
Or some "watchtowers" could be implemented (which would be purchased and towed by a 6-man for example) so some RDPS could climb there and attack from a "safer" point (that is both having LoS as well as standing a chance of surviving aoe bombing)
Well you can do this even now.
Having towed organ guns on outer doorhouse and shot into the lord room or on third floor.
I prefer Singletarget Canons a bit outside.
It is such a satisfying feeling, when you knock those pesky ranges (from the top "brigdes"), into your melee Train.

Its like you throw something into a shredder :-P

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