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biotek
Posts: 56

Re: ORvR rework+ DOOMSDAY : All the truth

Post#71 » Sun Sep 17, 2017 1:20 am

ragafury wrote:
Spoiler:
Poisitve stuff:
this will be short, but they are great ideas.

T2/T3/T4 merging:
this was really good / smart to revive the game.
I remember some evenings in May / June / July where it was a timewaste to play this game since there was simply no one to fight in this game, or looking for enemies consumed the majority of time.

Finance War / Keep Claiming / Integration of Guilds into the Wareffort.
Mavellous. Great Idea.
Perhabs the payout needs some tweaking but I know your post is more to understand as a sneak peek.
Anyway, not that this will perhabs even add cohesion internally to the existing guilds and alliances, perhabs even to the realm.



Implemented Changes:

So I played the System now for aprox 8 hours+ with a force size of 1 up to 7 guild intern.
I will edit this post once I've done 2 WB sessions.
Since so many patches hit the server it's hard to keep track of everything. This is a resumee / feedback of the last 2 evenings EU prime.


Stallment:
If not one side has a heavy numbers or quality advantage the zone goes almost forever.

New BO design:
They've become even more pointless than before.
If you are outnumbered heavily they are just a afk hub. ("hi@" DW some minutes ago).

When I was solo in Talabec / Highpass I griefed the enemy (pugs) by idling tower.
Once someone spammed the famous pick up group battlecry "INC!", I moved my green solo ass to the highest point, waited there and retook the BO single handedly. I pulled that 2x times off until I got catched by the "fun"police. There are also some other lulzy hide and seek spots where you can pull that off on other BOs, but why share the cheese. (eg. for proof Tala @Feitens lock wall with entrance which leads to keep, DW drop dragon plateau, jump the pillar with the dragons nesting there, scout movement, drop once everybody gone).

Next thing: playing NPC is even less fun than killing the NPCs which usually were there to guard the BO.

Other thing: afking on a BO grants (shitty) renown.
I usually ended up with a tick of aprox 120 rr when I tapped and captured a BO.
Atm. it grants 8rr if you play the zone proactively, means not afking there.
that's 15 times less rr per BO. Why should I stand there when I can just proactively search an enemy, kill him and get even for a lowlevel char 35rr (4times the amount).

This design helps (at the moment) nobody I think.
I see the bigger picture in your dev diary, a major overhaul, but atm. everything feels a bit broken.
reading the stuff and hoping for a better time "once everything is perfect" doesn't really help right now.

Just to leave my opinion cause I doubt there will be a roll back, since you all sound pretty confident in that system:
At this point I liked the halfed locktimers best. They promoted proactive playing and added a bit of speed to the zones. Surely even that was arguable, and probably not everybodies darling, it's just my opinion.


*Placeholder*
when playing the next warband on sunday (because the patch hit inbetween our warband days) we will see how much we play the BO game as guild. I rather doubt it will play a even or bigger role as before (which was even before close to 0 if we have not the task to flip a zone back). Rather mass kill people and lock the zone by that fact and casually riding by, than standing with 24 ppl or 2x12 or 4x6 on a BO.
and to be realistic: the last two options are out of every reasonable argumentation because it weakens that playsstyle ofc.


Anti Zerg Mechanic aka. multiparing opening:
Dragon Wake just proofed that there is no zergsplitting or what so ever.
While DW was up, there was also Praag open (4 destro vs. 1 Order) and TM (12 Destro vs. 4 Order).
Praag got locked without any reward while DW was under attack.

The other warband days, which already had merged tiers played like giant deathballs with us leading the charge / getting followed without even wanting it. I remember that I read /2 which sounded like that: "guess we follow TUP for now*."
*now means in this case from 20:00h - 22:30h zone lock @ caledor.

I don't think that the majortiy does anything else. or that order pugs do anything else. it's atm just the nature of the game and you can't hate the players for it to use the most promising path.


Same rules apply as I've written somewhere else:
Smaller groups follow larger groups. (to get cover)
pug warbands follow guild warbands. (to "help securing kills" lul)
smallscale groups do a mix of everything / which is the most promising for there own grp. (atm. follow the zerg and man up or flank and killing loners is a much better reward than playing BO guardsman)

Since the game is atm purely incentive and carrot driven and the campaign has no meaning the zerg will just not split, since the best chances for rewards are were the crowd is.
In this certain example: DW = more players = more oppurunities to kill + guranteed ticks from lock (and keep) + toke progression by quests (even though you can't hand in right now) and lock.

Once DW keep got taken "losers" / destro afk'd out @ mm. zerg came mm. took it. wc zerging started. 8 minutes later zone was taken. well I guess at least short and without much struggle.

So shortresumee / possible solution for this:

make an incentive to play multiple zones.
since fortress / city is out of the race, there is something needed.
even when just the multipairing is open the zones are close to unplayable for some people (lag/crash).
besides that, it's not such big fun to have this "zergfest" as a permanent RvR.
It leads perhabs to cool scenes like "running in caledor" but it's a bit tiresome to play, no matter which force size.

Portals:
tbh. they are a bit of whatever.
options are nice, but even the riding time in DW is so short which that much players in the zone.
we used it one time to take a shortcut to get faster to keep and help funneling.
deployment for a 6 man is 36 seconds if nobody else is using it, and there were other people using it, so at that point you can consider almost to ride normally. right now I see it only working for solo / duo / triple stack. but as I said, they don't have much of an impact besides perhabs pugs waisting recources.
perhabs it gets more usefull once a real zerg split mechanic is in place.

Anyway, looking forward to the guild changes, they sound really prmosing, same as perhabs some general RvR changes as solid ranks, sieges, keeps and so on.

Short Edit at the end:
I know this all sounds a bit like "QQ". It isn't, it's just feedback.
I know that everybody on the dev team works there ass off and spends far more time in coding than me in playing.
so keep up the work! shout outs to Yaliskah, Natherul and Hargrim for the superior communication while pushing the limits!
A lot of good suggestions, in my opinion.

Some of the concepts presented don't seem to work on paper. Of course, on paper and in practice are only occasionally equal.
No one likes to sit on flags waiting for action. The game shouldn't be designed around being AFK. IF players will be required to do such then rewards from guarding BOs should be increased to motivate the behavior. They're contributing to the lock as much as anyone else, and being bored out of their minds to do so.

As for zerg control... requiring people to sit on BOs gives more advantage to the side with more players. Does it split the zerg? Yes it does, technically, but it also splits every other group in play.

Personally, I would like to see more of the game's content added before heavy tweaking. The vast majority of retail players that I know quit permanently when guild keep claiming was removed.

I also think the loot issue is overblown. Gear progression screws up PvP as much or more than anything else. If you want actual competition then gear equality is better.

That said, I appreciate the attempts to improve a game that never got it's fair chance. Interested to see what comes.
Last edited by biotek on Sun Sep 17, 2017 1:23 am, edited 2 times in total.

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drmordread
Suspended
Posts: 916

Re: ORvR rework+ DOOMSDAY : All the truth

Post#72 » Sun Sep 17, 2017 1:21 am

I am impressed.
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Morrdread Ladydread Kickyerbutt Tamorrah Whisperrss SutSut Amniell
Lolyou Tahw Fortuna Sarissa Yiorrrgos
(and eight more to keep you guessing)

dansari
Posts: 2524

Re: ORvR rework+ DOOMSDAY : All the truth

Post#73 » Sun Sep 17, 2017 1:52 am

PartizanRUS wrote:All this doesn't matter until you turn on lockout timer for switching faction. Like in original game - 8 hours.

Teleport to BO is bullshit.
Finance War is bullshit.
Scrap this garbage.

I hope you will reduce that idiotic grind to get 1 set of t4 rvr armor.
A simple example to illustrate: A WH or a WE can't really roam alone in the lake. No space for it, no real purpose.
Nobody gives a damn. They have to deal with it. 8-)
Small or gank parties is good in rvr, whatever you think.
I have a lvl 38 RP and in one session got enough conq to buy full Anni if I wanted. Even easier when you're in the mix from level 16 onward.

The rest of your "feedback" is so illegible it's not worth responding to.
<Salt Factory>

User avatar
Serbiansword
Posts: 132

Re: ORvR rework+ DOOMSDAY : All the truth

Post#74 » Sun Sep 17, 2017 8:00 am

ragafury wrote:Poisitve stuff:
Spoiler:
this will be short, but they are great ideas.

T2/T3/T4 merging:
this was really good / smart to revive the game.
I remember some evenings in May / June / July where it was a timewaste to play this game since there was simply no one to fight in this game, or looking for enemies consumed the majority of time.

Finance War / Keep Claiming / Integration of Guilds into the Wareffort.
Mavellous. Great Idea.
Perhabs the payout needs some tweaking but I know your post is more to understand as a sneak peek.
Anyway, not that this will perhabs even add cohesion internally to the existing guilds and alliances, perhabs even to the realm.



Implemented Changes:

So I played the System now for aprox 8 hours+ with a force size of 1 up to 7 guild intern.
I will edit this post once I've done 2 WB sessions.
Since so many patches hit the server it's hard to keep track of everything. This is a resumee / feedback of the last 2 evenings EU prime.


Stallment:
If not one side has a heavy numbers or quality advantage the zone goes almost forever.

New BO design:
They've become even more pointless than before.
If you are outnumbered heavily they are just a afk hub. ("hi@" DW some minutes ago).

When I was solo in Talabec / Highpass I griefed the enemy (pugs) by idling tower.
Once someone spammed the famous pick up group battlecry "INC!", I moved my green solo ass to the highest point, waited there and retook the BO single handedly. I pulled that 2x times off until I got catched by the "fun"police. There are also some other lulzy hide and seek spots where you can pull that off on other BOs, but why share the cheese. (eg. for proof Tala @Feitens lock wall with entrance which leads to keep, DW drop dragon plateau, jump the pillar with the dragons nesting there, scout movement, drop once everybody gone).

Next thing: playing NPC is even less fun than killing the NPCs which usually were there to guard the BO.

Other thing: afking on a BO grants (shitty) renown.
I usually ended up with a tick of aprox 120 rr when I tapped and captured a BO.
Atm. it grants 8rr if you play the zone proactively, means not afking there.
that's 15 times less rr per BO. Why should I stand there when I can just proactively search an enemy, kill him and get even for a lowlevel char 35rr (4times the amount).

This design helps (at the moment) nobody I think.
I see the bigger picture in your dev diary, a major overhaul, but atm. everything feels a bit broken.
reading the stuff and hoping for a better time "once everything is perfect" doesn't really help right now.

Just to leave my opinion cause I doubt there will be a roll back, since you all sound pretty confident in that system:
At this point I liked the halfed locktimers best. They promoted proactive playing and added a bit of speed to the zones. Surely even that was arguable, and probably not everybodies darling, it's just my opinion.


*Placeholder*
when playing the next warband on sunday (because the patch hit inbetween our warband days) we will see how much we play the BO game as guild. I rather doubt it will play a even or bigger role as before (which was even before close to 0 if we have not the task to flip a zone back). Rather mass kill people and lock the zone by that fact and casually riding by, than standing with 24 ppl or 2x12 or 4x6 on a BO.
and to be realistic: the last two options are out of every reasonable argumentation because it weakens that playsstyle ofc.


Anti Zerg Mechanic aka. multiparing opening:
Dragon Wake just proofed that there is no zergsplitting or what so ever.
While DW was up, there was also Praag open (4 destro vs. 1 Order) and TM (12 Destro vs. 4 Order).
Praag got locked without any reward while DW was under attack.

The other warband days, which already had merged tiers played like giant deathballs with us leading the charge / getting followed without even wanting it. I remember that I read /2 which sounded like that: "guess we follow TUP for now*."
*now means in this case from 20:00h - 22:30h zone lock @ caledor.

I don't think that the majortiy does anything else. or that order pugs do anything else. it's atm just the nature of the game and you can't hate the players for it to use the most promising path.


Same rules apply as I've written somewhere else:
Smaller groups follow larger groups. (to get cover)
pug warbands follow guild warbands. (to "help securing kills" lul)
smallscale groups do a mix of everything / which is the most promising for there own grp. (atm. follow the zerg and man up or flank and killing loners is a much better reward than playing BO guardsman)

Since the game is atm purely incentive and carrot driven and the campaign has no meaning the zerg will just not split, since the best chances for rewards are were the crowd is.
In this certain example: DW = more players = more oppurunities to kill + guranteed ticks from lock (and keep) + toke progression by quests (even though you can't hand in right now) and lock.

Once DW keep got taken "losers" / destro afk'd out @ mm. zerg came mm. took it. wc zerging started. 8 minutes later zone was taken. well I guess at least short and without much struggle.

So shortresumee / possible solution for this:

make an incentive to play multiple zones.
since fortress / city is out of the race, there is something needed.
even when just the multipairing is open the zones are close to unplayable for some people (lag/crash).
besides that, it's not such big fun to have this "zergfest" as a permanent RvR.
It leads perhabs to cool scenes like "running in caledor" but it's a bit tiresome to play, no matter which force size.

Portals:
tbh. they are a bit of whatever.
options are nice, but even the riding time in DW is so short which that much players in the zone.
we used it one time to take a shortcut to get faster to keep and help funneling.
deployment for a 6 man is 36 seconds if nobody else is using it, and there were other people using it, so at that point you can consider almost to ride normally. right now I see it only working for solo / duo / triple stack. but as I said, they don't have much of an impact besides perhabs pugs waisting recources.
perhabs it gets more usefull once a real zerg split mechanic is in place.

Anyway, looking forward to the guild changes, they sound really prmosing, same as perhabs some general RvR changes as solid ranks, sieges, keeps and so on.

Short Edit at the end:
I know this all sounds a bit like "QQ". It isn't, it's just feedback.
I know that everybody on the dev team works there ass off and spends far more time in coding than me in playing.
so keep up the work! shout outs to Yaliskah, Natherul and Hargrim for the superior communication while pushing the limits!
As long as the rules are changing but the mentality stays the same, nothing will really change. It's up to the WB leaders to decide what's the goal on the map: Simply chasing the kills, afking on 1BO or locking the zone. If they want to lock it they need to form a whole new mentality and change the tactics. No more zerging, WB leaders should start splitting their warbands in groups, each group having a different task but all working towards the same goal. In that way, some groups will be defending the claimed BOs and you won't be able any more to ninja those BOs by hiding on the top of the tower. Meanwhile the other groups are attacking the rest of the BOs. Now imagine that instead of groups we are talking about warbounds. 4 Warbounds, each defending/attacking 1 BO. And on the other side 4 warbounds doing exactly the same thing. That's 96 vs 96 people, but in reality it will going to be 24 vs 24 at each BO. And in case if somebody decides to break the rule there and starts zerging 1 BO with 96 people, well he possibly just lost multiple BOs just because he decided to attack 1 with all of his force.
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Yaliskah
Former Staff
Posts: 1985

Re: ORvR rework+ DOOMSDAY : All the truth

Post#75 » Sun Sep 17, 2017 9:30 am

Well. Thats pretty hard to have a concrete vision after your feedbacks :p, some seems to see some improvment, some not, Merging tiers seems to be good AND be bad in the same time, opening more than 1 pairing is good AND not. It split the zerg AND it doesnt. Portal are an abuse AND they are useless.

The only common feedback is about BO afking. So i guess we will have to focus on this problem to begin with. We will probably remove Neutral state for testing (Capped BO will stay yours without anyone keeping it).

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Buran
Posts: 136

Re: ORvR rework+ DOOMSDAY : All the truth

Post#76 » Sun Sep 17, 2017 9:36 am

Yesterday I was the leader of the open warband from 11.00 o'clock am in Moscow time. beginning from the DW.

What i really dislike:
- players began to receive less influence points and rr points for help in killing other players.
- some quests are broken, because we cannot speak with the officers at any BO.
- now it is too simple to know where is the destruction. He is ALWAYS AT RED BO!!! Yesterday in DW We have spent a lot of time and a huge number of attempts to get 2 or 3 destruction WBs out from MM!!! All destruction stay at MM and they were leaching the RR!!! I think that the Activity should be encouraged more than standing on the spot.
- It Was too much crushes. I restarted the my WB more than 5 times.
- Yesterday i did a lot of screenshorts, but not all of them are saved to my PC. I do not know why, but I'm sad (((


What i like:
- I am always know - where is the main WBs of destruction without intelligence service.
- yesterday i saw the first open party for RvR, not the open WB - OPEN PARTY!!! Why not?
- This game still is about Realm vs Realm.
- People in open WB ready to hold together and they learn to work together.
- People always ask me not to stay in one place even if there was an opportunity. they want to fight and i really like this.
Last edited by Buran on Sun Sep 17, 2017 12:11 pm, edited 1 time in total.
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Hargrim
Former Staff
Posts: 2465

Re: ORvR rework+ DOOMSDAY : All the truth

Post#77 » Sun Sep 17, 2017 10:45 am

- It Was too much crushes. I restarted the my WB more than 5 times.
Are you using all tricks from the reduce crashes thread? Sounds like you did not.
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flintboth
Posts: 440

Re: ORvR rework+ DOOMSDAY : All the truth

Post#78 » Sun Sep 17, 2017 10:51 am

I have not play enough the new RvR system to give a real feedback and because it have been just recently implemented (since 2 days only) ; The strategies of players is not currently adapted, most of them stay in one zone and don't try to force on an other zone to see what can happen.

I can give a little feedback about what is going on on the maps who are not contested by the majority of players, I was expecting to find some duel and skirmish, what I like.

1 - When Ostland /Troll Country was the major contest I have try to play MoM/Barak Varr;
10 Orders players and 3 destro players on this map;
I have play two really interesting duels; Two fights 2 vs 1 and two fight 3 destro against a full group Orda (guild roaming for sure).
>>> (For me) this was fun but need some more players, wait and see, some will comes probably and we will able to leveling the zone and make it in danger in order to balance the fighting between the different open zones and attract more players to defend and attack.


2 - Ostland/Troll Country locked and MoM/Barak Varr was the most active zone I have move to Shadowland/Elyrion;
2 Destro on the maps and 4 Orda;
Two fights 3 vs 1, the first was fun but the second less; One fight 1 vs 1 against an AM dps lvl 40, was fun but expeditiv for me.
>>> Same things, some fun but need some more players to level up the keep and contest the zone.

3 - When Dragon Wake was the major zone contested I have moved to Thunder Mountain;
5 Destro and 6 Orda in zone;
Many scales all on BO areas, lose and win but fun.
>>> Not enough players to contest the keeps.

>>>> For all maps where I have play, players from the same Realm have grouped or was guilds grouped and they was looking for fight, skirmish or duel and some was looking for level up the keep and make the zone more active but not enough players to do it; I will try again and again next days because there is some interesting things in this patch;
To ranking, waiting on the BO is less interesting than running the supplies.
As always I m sure you will see to correct some issues and make this game more fun.
Thanks.

Really need the addon SoR for all players to play Open Zones.
monkey 079 (test failure - escaped)

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drmordread
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Re: ORvR rework+ DOOMSDAY : All the truth

Post#79 » Sun Sep 17, 2017 11:26 am

Hargrim wrote:
- It Was too much crushes. I restarted the my WB more than 5 times.
Are you using all tricks from the reduce crashes thread? Sounds like you did not.

+1 on this.
Use the tips provided to reduce crashes. It works like a charm. And not only does it help you but obviously whomever you are playing with as well.
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Morrdread Ladydread Kickyerbutt Tamorrah Whisperrss SutSut Amniell
Lolyou Tahw Fortuna Sarissa Yiorrrgos
(and eight more to keep you guessing)

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Buran
Posts: 136

Re: ORvR rework+ DOOMSDAY : All the truth

Post#80 » Sun Sep 17, 2017 11:58 am

Hargrim wrote:
- It Was too much crushes. I restarted the my WB more than 5 times.
Are you using all tricks from the reduce crashes thread? Sounds like you did not.
It was crashes of WB - mass people crashes. And yes - i did all tricks from the reduce crashes thread
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