Proposal to remove all barriers from scenarios
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- Posts: 102
Re: Proposal to remove all barriers from scenarios
problem is not barriers, its idle hand and quitter, mainly idle hand, need to be removed.
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Re: Proposal to remove all barriers from scenarios
You are supposed to leave the spawn, you couldn't stay there on live either or at least be active somewhat. There are no serious arguments for barriers, while they have several negative effects.Speedyluck wrote: ↑Wed Aug 14, 2024 5:43 am problem is not barriers, its idle hand and quitter, mainly idle hand, need to be removed.
Dying is no option.
Re: Proposal to remove all barriers from scenarios
+1 to removing barriers. Scenarios were fine as they were on live. We just need a proper matchmaking system, then scs can be considered done and development time can move on to other areas. Total waste of time tweaking barriers and guards to try and fix something that was never broken to begin with.
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Re: Proposal to remove all barriers from scenarios
Premade vs pugs in scs is just pve farming pugs cant do ****.
Can we plz get event scs as disc also.
Can we plz get event scs as disc also.
Re: Proposal to remove all barriers from scenarios
Too late for this event, for weekend warfront just put more effort in and build a group or just play discordant.
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Re: Proposal to remove all barriers from scenarios
Great, lets make it just like on live then! Insta-gib anyone who gets too close, and have the siege weapons actually eliminate players!Sulorie wrote: ↑Wed Aug 14, 2024 11:24 amYou are supposed to leave the spawn, you couldn't stay there on live either or at least be active somewhat. There are no serious arguments for barriers, while they have several negative effects.Speedyluck wrote: ↑Wed Aug 14, 2024 5:43 am problem is not barriers, its idle hand and quitter, mainly idle hand, need to be removed.
Re: Proposal to remove all barriers from scenarios
It seems like you never tried to play competitively against a proper rdps group. You CANNOT ignore rdps groups, because if you ignore them, they will 100% kill a team member every 10s. Even full organized warbands can't just ignore them. Yes, you might not wipe, but I'm pretty sure I'm not the only one that doesn't care about winning a scenario if the kills are 0-50 at the end.Morradin wrote: ↑Sun Aug 11, 2024 3:32 am Here's an idea. Play the scenario. Cap the flags, run the parts / bombs. The rdps grp will have to either come out, or sit in spawn earning nothing. If they come out, slaughter them. If they run back to spawn and guards, go back to running parts, capping flags.
Dedicated premades focus only on kills. Spawn camping so they can kill solo players coming out one at a time. They do not want even fights. They want one sided slaughters. And current game design is imo focused on pleasing the dedicated premades. Spawn Guards are ineffective. Spawn siege doesn't work. All the tools added by Mythic to give casuals and pugs a chance at getting a kill or two, have simply been taken away. Because dedicated group players do not like dying and having their stats go the wrong way on the kill boards.
That is just how I feel.
Re: Proposal to remove all barriers from scenarios
I, like most of the players, do not play competitively. And I personally have nothing but disdain for those that prefer losing to winning. Killboards have destroyed this game. People chasing kills instead of wins in scenarios is BORING!!!! You chase the enemy back to spawn, and then like sheep you all sit in front of spawn waiting for players to come out one at a time, so everyone can "compete" to get the kill. That is what I see when you say "Competitive." People winning a scenario, surrendering, because they are not getting kills. That is what I see when you say, "competitive".Bosli wrote: ↑Fri Aug 16, 2024 11:26 amIt seems like you never tried to play competitively against a proper rdps group. You CANNOT ignore rdps groups, because if you ignore them, they will 100% kill a team member every 10s. Even full organized warbands can't just ignore them. Yes, you might not wipe, but I'm pretty sure I'm not the only one that doesn't care about winning a scenario if the kills are 0-50 at the end.Morradin wrote: ↑Sun Aug 11, 2024 3:32 am Here's an idea. Play the scenario. Cap the flags, run the parts / bombs. The rdps grp will have to either come out, or sit in spawn earning nothing. If they come out, slaughter them. If they run back to spawn and guards, go back to running parts, capping flags.
Dedicated premades focus only on kills. Spawn camping so they can kill solo players coming out one at a time. They do not want even fights. They want one sided slaughters. And current game design is imo focused on pleasing the dedicated premades. Spawn Guards are ineffective. Spawn siege doesn't work. All the tools added by Mythic to give casuals and pugs a chance at getting a kill or two, have simply been taken away. Because dedicated group players do not like dying and having their stats go the wrong way on the kill boards.
That is just how I feel.
You want competitive? Go play RANKED! Ohh wait, no ... ranked means you face other premades of equal gear and RR. So no ehh???
You don't play competitive. You play for easy kills against poorly geared randoms, while you laugh and pretend you are a good player to your buds in voice coms, and take screenshots of your killboard stats.
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Re: Proposal to remove all barriers from scenarios
It is nice to see how comeback mechanic works in DB sc thanks to guards (without any kind of buff…). Non stop fighting, even if it is back and forth. Very amusing scenario. All of them should be like that.
—Guards being removed in 3,2…—
—Guards being removed in 3,2…—

Re: Proposal to remove all barriers from scenarios
I completely agree with the original topic of Garamar. No more barriers in SC please.
Give the loosing side the chance to fight back by using the guards, and get them some renown for that effort.
Active play is what we wants in scenarios, not hiding behind barriers nor quitter punishments.
Give the loosing side the chance to fight back by using the guards, and get them some renown for that effort.
Active play is what we wants in scenarios, not hiding behind barriers nor quitter punishments.
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