So maybe some of the others did not.Buran wrote:And yes - i did all tricks from the reduce crashes thread
ORvR rework+ DOOMSDAY : All the truth
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Re: ORvR rework+ DOOMSDAY : All the truth

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Re: ORvR rework+ DOOMSDAY : All the truth
I've been trying to recruit old guildies back to the game. The new ORVR mechanics I believe will not spark any interest. I reviewed all the notes and I don't feel the enhancements to BO takes add anything. If anything a bunch of noobie unorganized players that can't work the mechanics just sit on BO's when they can't zerg a win. What appears missing is the ability to push towards the city. I know the game probably isn't even close to having this fixed but that's what got our team excited before. Players would fight with each other in ventrilo to get into a city push WB back when it was a PVE instance. The rare loot drops were something that everyone wanted to get and knew there was a hell of a fight to get their. So simply put is keep the bo take process simple and have keep pushes amount to something more than a balony contribution bag roll. I think the bag roll changes may be the best thing in the enhancements. If I was in a WB that pushed karl in the old game I wasn't have to roll against every other player in the zone. There was more opportunity to get a bag and you could pass on bags to help gear players.
Remember the glory, this is what some of the older players are looking for:
https://www.youtube.com/watch?v=HeRTF_nf_P8
Remember the glory, this is what some of the older players are looking for:
https://www.youtube.com/watch?v=HeRTF_nf_P8
Home of Warhammer Drow "Old School"!
- SpacestarKid
- Posts: 134
Re: ORvR rework+ DOOMSDAY : All the truth
Thank you for your work and your patience, guys.
Shogun, Zama, Mashka, Antifreeze, Alcotester
Re: ORvR rework+ DOOMSDAY : All the truth
I highly suggest to the team to return the 'uncapping' of BO's to how it was yesterday. This kind of change to me does not seem warranted. After one day the team pulls the plug, does not sound like proper test to me.
In fact I was going to suggest to increase the amount of players required to 6 in order to gain full effect of Supplies building.
Why? Players should be encouraged to play as grouped around Objectives and not as solo.
Somebody mentioned nobody likes to stand around at Objectives waiting for action. Wrong, lots do like myself. I much prefer strategies of getting entrenched, using geography, etc. Sometimes some WB leaders just run around in circles, it's maddening.
Other features not yet implemented such as supplies dropping from players - you can make this drop happen only around Objectives? I don't know if that is possible but does not seem impossible.
With no 'uncapping' realm can more easily move without need to sacrifice players to Objectives, and likely will lessen Objective gameplay and not help at all with Keep avoidance.
Later, Objectives can find a way to maintain by themselves, after a realm has ranked a Keep High Enough, which could make the 'ranking' of zones one of the goals of non-zerging players.
I highly looking forward to that phase of Keep features, as well for the features of Ruin Keep and other Objective features.
thanks
great work
In fact I was going to suggest to increase the amount of players required to 6 in order to gain full effect of Supplies building.
Why? Players should be encouraged to play as grouped around Objectives and not as solo.
Somebody mentioned nobody likes to stand around at Objectives waiting for action. Wrong, lots do like myself. I much prefer strategies of getting entrenched, using geography, etc. Sometimes some WB leaders just run around in circles, it's maddening.
Other features not yet implemented such as supplies dropping from players - you can make this drop happen only around Objectives? I don't know if that is possible but does not seem impossible.
With no 'uncapping' realm can more easily move without need to sacrifice players to Objectives, and likely will lessen Objective gameplay and not help at all with Keep avoidance.
Later, Objectives can find a way to maintain by themselves, after a realm has ranked a Keep High Enough, which could make the 'ranking' of zones one of the goals of non-zerging players.
I highly looking forward to that phase of Keep features, as well for the features of Ruin Keep and other Objective features.
thanks
great work

Re: ORvR rework+ DOOMSDAY : All the truth
My thoughts.
Splitting zergs will make class disbalance even more noticeable. Also small scale fights are all about teamwork, specs, assist, knowing your class and others inside-out. And also about gear. All of that will make it much harder and unpleasant for lowbies to participate. If this is direction you are heading to, i would suggest heavy class balance rework first.
Splitting zergs by making groups afking on BOs is boring. I would say it's more of a drawback from game then anything else, even balance issues and blobsurffing (in this case you are at least moving with lots of other people, and have feeling of doing something). I would rather do something else then play a game where i have to sit on a flag, and i guess many others would too. Perhaps adding more BOs (much more), or some objectives/tasks/whatever for ppl to do in lakes would be better idea.
We are all here because of fights, that are epic when they happen, but system needs to make environment such that it creates those moment as much as possible. How is a tricky part, but i think it's about making ppl move around the lakes as much as possible, and also not splitting them across 2-3 maps (maybe opening more pairings when there are more people online, and opening only one when it's not primetime?)
Anyway, i love what you guys are doing, keep it up. This game is decade old now, and it gets more love then many full funded games. GJ
Splitting zergs will make class disbalance even more noticeable. Also small scale fights are all about teamwork, specs, assist, knowing your class and others inside-out. And also about gear. All of that will make it much harder and unpleasant for lowbies to participate. If this is direction you are heading to, i would suggest heavy class balance rework first.
Splitting zergs by making groups afking on BOs is boring. I would say it's more of a drawback from game then anything else, even balance issues and blobsurffing (in this case you are at least moving with lots of other people, and have feeling of doing something). I would rather do something else then play a game where i have to sit on a flag, and i guess many others would too. Perhaps adding more BOs (much more), or some objectives/tasks/whatever for ppl to do in lakes would be better idea.
We are all here because of fights, that are epic when they happen, but system needs to make environment such that it creates those moment as much as possible. How is a tricky part, but i think it's about making ppl move around the lakes as much as possible, and also not splitting them across 2-3 maps (maybe opening more pairings when there are more people online, and opening only one when it's not primetime?)
Anyway, i love what you guys are doing, keep it up. This game is decade old now, and it gets more love then many full funded games. GJ
Re: ORvR rework+ DOOMSDAY : All the truth
How about BO stay capped for your faction, unless an enemy re-takes the BO and generate a low amount of supplies as long as you own them. The more people of your faction are within BO area, of course with an upper limit, the more resources are generated.
Guarding BO is rewarded, while nobody is forced to be the single idiot to stand in the middle of nowhere waiting for an enemy to get ganked.
Guarding BO is rewarded, while nobody is forced to be the single idiot to stand in the middle of nowhere waiting for an enemy to get ganked.
Dying is no option.
Re: ORvR rework+ DOOMSDAY : All the truth
Did you test and play current iteration at all? Currently 90% of pop is in one zone, so there is no zerg spliting.Orodret wrote:My thoughts.
Splitting zergs will make class disbalance even more noticeable. Also small scale fights are all about teamwork, specs, assist, knowing your class and others inside-out. And also about gear. All of that will make it much harder and unpleasant for lowbies to participate. If this is direction you are heading to, i would suggest heavy class balance rework first.
Splitting zergs by making groups afking on BOs is boring. I would say it's more of a drawback from game then anything else, even balance issues and blobsurffing (in this case you are at least moving with lots of other people, and have feeling of doing something). I would rather do something else then play a game where i have to sit on a flag, and i guess many others would too. Perhaps adding more BOs (much more), or some objectives/tasks/whatever for ppl to do in lakes would be better idea.
We are all here because of fights, that are epic when they happen, but system needs to make environment such that it creates those moment as much as possible. How is a tricky part, but i think it's about making ppl move around the lakes as much as possible, and also not splitting them across 2-3 maps (maybe opening more pairings when there are more people online, and opening only one when it's not primetime?)
Anyway, i love what you guys are doing, keep it up. This game is decade old now, and it gets more love then many full funded games. GJ

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Re: ORvR rework+ DOOMSDAY : All the truth
Well. I see atleast 4 kind of teamplay : Solo - Group (otpimized or not) - Warband - Zerg.Orodret wrote:My thoughts.
Splitting zergs will make class disbalance even more noticeable. Also small scale fights are all about teamwork, specs, assist, knowing your class and others inside-out. And also about gear. All of that will make it much harder and unpleasant for lowbies to participate. If this is direction you are heading to, i would suggest heavy class balance rework first.
The last one is a way to play. I respect that. My purpose isn't to eradicate it, cause i'm 100% against punishing a player to play the way he want (in the limit of rules ofc). But this way who have some advantage must have some drawbacks too. We are trying to create conditions where the Zerg isn't the best option, meaning it can be interesting for some other. Nothing more. And we are trying to make this benefit/drawback for all team topologies. I'm not promoting 6man or solo or Wb or zerg. Have absolutely no opinion (atleast when working on the rework) about any of this kind of gameplay. They exist, they deserve to exist and have an interest. Be assured of my complete neutrality about the way a player want to play.
Orodret wrote:Splitting zergs by making groups afking on BOs is boring. I would say it's more of a drawback from game then anything else.
Patched today, you won't have to anymore. Got some doubts but let see.Sulorie wrote:How about BO stay capped for your faction, unless an enemy re-takes the BO and generate a low amount of supplies as long as you own them. The more people of your faction are within BO area, of course with an upper limit, the more resources are generated.
Guarding BO is rewarded, while nobody is forced to be the single idiot to stand in the middle of nowhere waiting for an enemy to get ganked.
Scalable opening pairings is planned (1 zone opened, and more if needed, depending population.)Orodret wrote:We are all here because of fights, that are epic when they happen, but system needs to make environment such that it creates those moment as much as possible. How is a tricky part, but i think it's about making ppl move around the lakes as much as possible, and also not splitting them across 2-3 maps (maybe opening more pairings when there are more people online, and opening only one when it's not primetime?)
Re: ORvR rework+ DOOMSDAY : All the truth
In fact the previous system with back to neutral BO when none near it was great. You were able to see exactly where people were and seek smaller scale fight that way, now we're back to something more random for sure
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