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Sulorie
Posts: 7461

Re: T2

Post#41 » Tue Jun 09, 2015 9:57 pm

Ototo wrote: both due to horrible keep locations that benefit ganking.
There is fun in ganking the zerging realm.
Dying is no option.

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Ototo
Posts: 1012

Re: T2

Post#42 » Tue Jun 09, 2015 10:03 pm

Sulorie wrote:
Ototo wrote: both due to horrible keep locations that benefit ganking.
There is fun in ganking the zerging realm.
Those zone benefit ganking FROM the zerging realm. U are speaking of Black Fire Pass, and barely any other, maybe Barak Varr, using the ridge or the ship, that benefit the underdog. In Mashes and Avelorn, the zerg gank also, more order in the 1st, more destro in the latter.
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Sulorie
Posts: 7461

Re: T2

Post#43 » Tue Jun 09, 2015 10:06 pm

Ototo wrote:
Sulorie wrote:
Ototo wrote: both due to horrible keep locations that benefit ganking.
There is fun in ganking the zerging realm.
Those zone benefit ganking FROM the zerging realm. U are speaking of Black Fire Pass, and barely any other, maybe Barak Varr, using the ridge or the ship, that benefit the underdog. In Mashes and Avelorn, the zerg gank also, more order in the 1st, more destro in the latter.
I mean what I say, in any zone.

When you get ganked, then you do it wrong.
Dying is no option.

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Mor
Posts: 57
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Re: T2

Post#44 » Tue Jun 09, 2015 11:51 pm

I always supported and still do support the other option, which is engaging in all 3 zones as much as possile, just like in old T4 system. Imo, old T1/2/3 system makes War world empty and worthless. Just like Chrace and Ekrund are now abandoned, the forthcoming T2 zones will be. Devs do not even bother to fix battle objective guards since they know this wouldn't change players' mood much.

How to avoid reluctance towards other (empty) zones? Make them a part of the system (system which brings reasonable benefits for players), do not exclude them from it.

What we used to earn when we locked a zone in T1/2/3? Experience, renown, influence and medallions. What we earned when locked a zone in T4? The same. How come then people did not care about roaming in all lower zones as much as in T4? Answer... Altdorf, IC.

I'm not suggesting any extra instance after locking 2 or 3 zones in any lower pairing but maybe it would be more attractive to all players to gain some other benefit instead. For example, double renown? Double medallions or even some greater medallions or maybe some unique currency which allows you to purchase some decent stuff from a warcamp vendor? The only chance to contribue to gold bag loot roll (Obliterator Chest or greater)?

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Bozzax
Posts: 2645

Re: T2

Post#45 » Wed Jun 10, 2015 6:34 am

Tesq wrote: Sy but i dont see how this should help when there are no ppl in dead t2-t3. there are no meccanic problem in lock zone, capture and defend, but population problem
I think you’ve already provided a great solution in suggesting we add debolster and let fight move from T1>T2>T3>T4>Fort>City in one pairing at the time. Having more "T4" scenery is almost a reason by itself
Tesq wrote: Those suggestion do not help keep t2-t3 populated.
Yes
Tesq wrote: If for the moment you fear the population will spread to get easy renow you can simply apply a 1 by1 lock meccanis as suggested above but i far see this as a problem and i fear more the empty t2 when t3 will be relased and even worst when t4 will be relased.
The LIVE mechanic favoured zerg and as soon as you hit a big enough number the blob could roll around afk mode and easy lock BOs and Keeps. As the stronger side gets all the rewards the weaker side basically have no incitament to fight. Instead they turned to
  • 1. Ganking stray dogs trying to join the zerg
    2. Avoid RvR entirely and do PvE locks
    3. Log off until zerg was depleted
    4. Do SCs as it at least provides fair odds
    5. Guard mailbox and hope zerg would tire
    6. Defend giving free renown to zerg
    7. Join the zerg making it worse
Any brave hearts choosing 6 would get Insta crushed by the blob and then the blob could just roll to city and try find "good" instances.

By adding substantial help and rewards for a weaker side actively defending you will get more RvR == all win!
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

heteryk
Posts: 32

Re: T2

Post#46 » Wed Jun 10, 2015 7:58 am

I think the general Tesq's idea is good. It may help to activate lower tiers when T4 will be out.

To deal with zerg - maybe double renown/influ rewards for the weaker realm once the advantage hits specific number.
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Bozzax
Posts: 2645

Re: T2

Post#47 » Wed Jun 10, 2015 8:18 am

AAO gave increased renown much like you describe but when zerg got big enough it hardly matter as outnumbered defenders hardly never got renown.

Same happened in cities when one side got crushed ppl left as there was no incitament to fight back. SCs ... well same ...as soon as one side figured out they could not kill stuff they avoided fight as there i no rewards

Obviously someone is gonna say they loved farming the zerg with AAO but that was very rare.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Luth
Posts: 2840

Re: T2

Post#48 » Wed Jun 10, 2015 8:29 am

Maybe there could be a mechanic, that buffs NPCs in the RvR area for the side that has AAO. The bigger the AAO, the bigger the strength/resistance of the NPCs (shouldn't be too high though).
So the underdogs could defend BOs/keeps easier. Maybe the NPC buff should also work only on higher AAO values (200%+ or something).

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Tesq
Posts: 5713

Re: T2

Post#49 » Wed Jun 10, 2015 8:56 am


I think a good way to improve the keep siege would be make better the def at the first floor, cos it was almost impossible until now on t4 but was usable with lord ang guards in lower tiers.
I would like to have a scaling lords and guards, the more ppl in X feet from lord there are, the more the lord and guards became strong. They should be that way indipenendtly from aao.
Just a simply buff that stack x times to make lord more resistent in mass fight situation.
But maybe the best can be achive by dev simply improve the AI of npc or make guards ingore the agro so that 1 tank can pull the lord but cannot save the others from guards so their damage became relevant.


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Bozzax wrote:AAO gave increased renown much like you describe but when zerg got big enough it hardly matter as outnumbered defenders hardly never got renown.

Same happened in cities when one side got crushed ppl left as there was no incitament to fight back. SCs ... well same ...as soon as one side figured out they could not kill stuff they avoided fight as there i no rewards

Obviously someone is gonna say they loved farming the zerg with AAO but that was very rare.

Indeed was a counter to get renow when it was hard but didn't help to fight itself. What we had was gank . I saw a lot of ppl raise too rr100 thx to aao and dedicated party.
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Ototo
Posts: 1012

Re: T2

Post#50 » Wed Jun 10, 2015 8:59 am

Trouble is still kill things. No matter the hard u make the NPCs, they will be ignored if a player shows up. As said, no matter the bonus, what matter is that u can actually get bonus, and u have to kill things for that. If u can, here that u can switch to the other realm, most people will do and make the situation of the underdog even worse.
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