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Re: Patch Notes 9/02/18
Posted: Sat Feb 10, 2018 3:00 pm
by peterthepan3
Noone is disputing that fun is the most important aspect of the game (any game, really). But the fun sorta dissipates for min-max players if they feel (wrongly or rightly, personally I don't have much to comment on this) their efforts (key word, not time) aren't worth the hassle.
my 2c
Re: Patch Notes 9/02/18
Posted: Sat Feb 10, 2018 7:46 pm
by Yaliskah
peterthepan3 wrote:Noone is disputing that fun is the most important aspect of the game (any game, really). But the fun sorta dissipates for min-max players if they feel (wrongly or rightly, personally I don't have much to comment on this) their efforts (key word, not time) aren't worth the hassle.
my 2c
I jump on this.
You are talking about game.
What about WORK IN PROGRESS PROJECT ?
Any experience to compare?
Cause obviously, everybody forget (which is a good thing in some way) this project is more at its begining than its end, whatever you could think. According 75%+ of mechanics and content are missing, how ppl are supposed to compare with a commercial and finished game?
(0 offense here)
Re: Patch Notes 9/02/18
Posted: Sat Feb 10, 2018 8:14 pm
by peterthepan3
Yaliskah wrote:peterthepan3 wrote:Noone is disputing that fun is the most important aspect of the game (any game, really). But the fun sorta dissipates for min-max players if they feel (wrongly or rightly, personally I don't have much to comment on this) their efforts (key word, not time) aren't worth the hassle.
my 2c
I jump on this.
You are talking about game.
What about WORK IN PROGRESS PROJECT ?
Any experience to compare?
Cause obviously, everybody forget (which is a good thing in some way) this project is more at its begining than its end, whatever you could think. According 75%+ of mechanics and content are missing, how ppl are supposed to compare with a commercial and finished game?
(0 offense here)
Fully aware the game is in Alpha state, mate, was just replying to Noergl's comment, i.e. that fun is the be-all and end-all.
Re: Patch Notes 9/02/18
Posted: Sun Feb 11, 2018 12:28 am
by Darks63
Yaliskah wrote:peterthepan3 wrote:Noone is disputing that fun is the most important aspect of the game (any game, really). But the fun sorta dissipates for min-max players if they feel (wrongly or rightly, personally I don't have much to comment on this) their efforts (key word, not time) aren't worth the hassle.
my 2c
I jump on this.
You are talking about game.
What about WORK IN PROGRESS PROJECT ?
Any experience to compare?
Cause obviously, everybody forget (which is a good thing in some way) this project is more at its begining than its end, whatever you could think. According 75%+ of mechanics and content are missing, how ppl are supposed to compare with a commercial and finished game?
(0 offense here)
Well your only 25% away from where the original devs were then lol (much love not to be taken as offense).
Re: Patch Notes 9/02/18
Posted: Sun Feb 11, 2018 12:33 am
by Osred
I think the cap should be increased to 4k, seeing how post 40 characters are getting only 1k from these locks. Which is currently the same amount of renown you get passively from skirmishes at BOs (should you still hold them).
I think overall I understand Naths intention behind it though, as the keep win is usually (and i stress usually, not all the time) the guarantor to locking a zone and then receiving the reward shortly after. However doesn't account for times where there's massive fighting and in some occasions where the underdog takes the keep, or even even sides throught hourlong stailemates. Through balls to the wall fighting to tooth and nail. These instances need a bigger reward. These times are where the winners of the keep fight need a good reward to keep going further.
Perhaps adjusting the keep take further, so say if an underdog side takes it, increase its cap.
Re: Patch Notes 9/02/18
Posted: Sun Feb 11, 2018 2:33 am
by Raggaz
Alfinnete wrote:I think 2K is not enough. Spending 3, 4 hours for such a value does not encourage people much, since before, when this value was variable with possibility of a great value was what pushed people to the siege.
Its on the ZONE LOCK. Bigger tick is on ZONE LOCK.
Z
O
N
E
LOCK
Hey guys?! Did you hear the contribution is on ZONE LOCK?!
Not KEEP TAKE. We're talking about ZONE LOCK.
TLDR; ZONE LOCK.
Re: Patch Notes 9/02/18
Posted: Sun Feb 11, 2018 5:24 am
by SpacestarKid
40/60, won a purple for t2 Elf and didn't get it on mail. just informing.
Re: Patch Notes 9/02/18
Posted: Sun Feb 11, 2018 9:08 am
by rmpl
Raggaz wrote:Alfinnete wrote:I think 2K is not enough. Spending 3, 4 hours for such a value does not encourage people much, since before, when this value was variable with possibility of a great value was what pushed people to the siege.
Its on the ZONE LOCK. Bigger tick is on ZONE LOCK.
Z
O
N
E
LOCK
Hey guys?! Did you hear the contribution is on ZONE LOCK?!
Not KEEP TAKE. We're talking about ZONE LOCK.
TLDR; ZONE LOCK.
Locks give fk all compared to what they used to, I remember getting 20k from locks back in 2017. Currently farming pug scenarios with a decent duo is a much more effective way to get RR, hell you get more renown from one 5min scenario than a 30min keeptake, which is pretty surprising considering that rvr is the main focus of the game and scenarios are nothing but a minigame.
Does that make the game any less fun? For me, no, I very much prefer scenarios but I can imagine it can be frustrating for someone who prefers orvr.
Re: Patch Notes 9/02/18
Posted: Sun Feb 11, 2018 10:05 am
by Hargrim
Maybe you could post in the thread I created about rewards not being what you think they should. With screenshots.
Re: Patch Notes 9/02/18
Posted: Sun Feb 11, 2018 10:56 am
by Nirawen