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Re: Decrease in Population?
Posted: Fri Jan 20, 2017 4:46 pm
by Alvendo
in afternoon 800-1000 online i think ist okey
Re: Decrease in Population?
Posted: Fri Jan 20, 2017 4:57 pm
by emiliorv
Looks like ppl only want to RvR to get a new armor....
Fighting for hours and got no reward....what about the fun of play/fight against the "enemy"?? If the fun or fight in rvr ins´t enough to enjoy the game then is better to look for another game. when the new sets comes out will repeat this situation, ppl will reach the "top gear" and get stuck again.
In my opinion, the lack of gear is the best (or at least, one of the best) things of this server.....Go out and face opossite faction, enjoy the fight, learn from mistakes and try better next time, Respect the "enemy" for giving you the fun to play...that´s the way to understand this game (always in my opinion ofc) and all games based in pvp/rvr...
Re: Decrease in Population?
Posted: Fri Jan 20, 2017 4:57 pm
by altharion1
A lot of modern games use daily and weekly quests to maintain its player base between content updates and events. I know in a lot of other games people actually log in purely to complete their daily and weekly quests, maybe RoR could benefit from weekly quests?
I.e have a quest in IC/Altdorf. So for the week the quest would run and require you to, say, kill X players, win X SC's, capure X keeps or BOs, lock X zones etc.
Throw in a few notional rewards for completing the weekly quest, like say a stack of pots, a Talisman, some XP, RR and a small amount of gold, free use of the indoor altdorf swimming pool etc
Could ease the stagnation between content patches.
Re: Decrease in Population?
Posted: Fri Jan 20, 2017 5:04 pm
by CegeePegee
charlysixb wrote:Collateral wrote:I miss the good PvE WAR had (yes I actually think it was good back in the day, and I enjoyed it!), but I understand that they simply can't work on everything, and I agree that PvP should be the main focus for now.
Give RoR Staff more time, i'm sure we'll have our dungeons, new armor sets and weapons! This server is constantly changing, did change a lot in the whole year i been playing

.
We must have patience.
Exactly. And let's not forget that t4 has only been available a little more than 6 months. It's important to keep perspective here, the dev team is small and they've done SO much work so far just fixing the content we do have. Adding more content takes more time.
Re: Decrease in Population?
Posted: Fri Jan 20, 2017 5:23 pm
by StormX2
please anything but turning this game into a "log in only for your dailies" bullshit grind.
that is what KILLS a game more than anything, turning it into a freakin Job.
Re: Decrease in Population?
Posted: Fri Jan 20, 2017 5:41 pm
by Telen
The weekend warfront from live were pretty good and made scs more worthwhile
Re: Decrease in Population?
Posted: Fri Jan 20, 2017 5:58 pm
by Mygnos
theoddone wrote:
I guess a positive thing about the one zone system is that it is easy to find the action. However, I do not think it would hurt to test having all pairings open with the current system for 1-2 weeks and see how it works. If it ends up being a keep swap fest then revert it.
Should be mentioned that the devs have done a great job improving the RvR system otherwise.
I´m with you here, never fails to keep on testing, but this will fail utterly. Of course the keep swap fest will return, we all know this. To be honest, AoR failed not because ONLY of the problems the game had itself, but those caused by the players. Like the keep swaping, to get the most by doing the least.
Re: Decrease in Population?
Posted: Fri Jan 20, 2017 6:08 pm
by StormX2
Telen wrote:The weekend warfront from live were pretty good and made scs more worthwhile
I completely forgot about these! Thank you for bringing this up!
Re: Decrease in Population?
Posted: Fri Jan 20, 2017 6:27 pm
by Penril
@Morf and Wingz, take it to PMs.
Re: Decrease in Population?
Posted: Fri Jan 20, 2017 6:30 pm
by theoddone
Mygnos wrote:theoddone wrote:
I guess a positive thing about the one zone system is that it is easy to find the action. However, I do not think it would hurt to test having all pairings open with the current system for 1-2 weeks and see how it works. If it ends up being a keep swap fest then revert it.
Should be mentioned that the devs have done a great job improving the RvR system otherwise.
I´m with you here, never fails to keep on testing, but this will fail utterly. Of course the keep swap fest will return, we all know this. To be honest, AoR failed not because ONLY of the problems the game had itself, but those caused by the players. Like the keep swaping, to get the most by doing the least.
I dont think it will be that bad with the new VP system. Because the zone flips take more time and effort.
I also think the flow of action will be better and there will be less standing around waiting. People will move around more with more zones open. With the current system it feels like there is a lot of waiting, and it can be very
predictable. For example:
Players manage to defend keep. Wait for doors to go up. Zerg BO's. Deliver resources and level keep. Skirmish (which is horrible in KV). Attack enemy keep. Fail at enemy keep and gain AAO. Other side does exactly the same. Rinse repeat. Stuck in KV hell forever.
Of course nobody is forced to follow this pattern (but the roads in KV are quite narrow and zergy).