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DEV DIARY - March 2016

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bloodi
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Re: DEV DIARY - March 2016

Post#91 » Mon Mar 21, 2016 6:01 pm

PartizanRUS wrote:But this is not RTS and there is no point to convert mmorpg into rts where every coordination is limited to text chat that many ignore.
I guess the concept of using the strategy parts of the Real Time Strategy games is too hard to grasp for you?
PartizanRUS wrote:DAoC - its so bad, that WHO looks like huge improvement in every possible way.
.
Except in a hundred different things.

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Genisaurus
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Re: DEV DIARY - March 2016

Post#92 » Mon Mar 21, 2016 6:04 pm

Azarael wrote:Waypoints are something that could theoretically be added, depending on how much ability we have to modify the client. This is why I have been reluctant to post any ideas until now.
As a very messy workaround, we could require an AddOn for this information, and broadcast info over custom channels.

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PartizanRUS
Posts: 612

Re: DEV DIARY - March 2016

Post#93 » Mon Mar 21, 2016 6:11 pm

bloodi wrote:
PartizanRUS wrote:But this is not RTS and there is no point to convert mmorpg into rts where every coordination is limited to text chat that many ignore.
I guess the concept of using the strategy parts of the Real Time Strategy games is too hard to grasp for you?
I've completed every part of Dawn of War games. Most of rts parts won't work here. Only siege machines could work, even dumb troll like you could imagine hype around Orcapults.
Genisaurus wrote:
Azarael wrote:Waypoints are something that could theoretically be added, depending on how much ability we have to modify the client. This is why I have been reluctant to post any ideas until now.
As a very messy workaround, we could require an AddOn for this information, and broadcast info over custom channels.
We already have Map Monster+Warcommander.
Last edited by PartizanRUS on Mon Mar 21, 2016 11:02 pm, edited 2 times in total.
Burn heretics and mutants, purge the unclean. ingame - Partizan . Hammer of Sigmar guild [RUS]
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navis
Posts: 784

Re: DEV DIARY - March 2016

Post#94 » Mon Mar 21, 2016 6:18 pm

Genisaurus wrote:
Pixie126 wrote:I do not remember a poll about what version of live was the best.
Look on my works, ye mighty, and despair.

To everyone, thank you for your compliments and feedback! In the future these videos will be appearing on the official RoR channel, so to those of you whom have subscribed to mine, I would advise also subscribing to our official one.
Jaycub wrote:Is there anyway to implement resource carriers without making them integral to success in ORvR? Make them kind of an optional side thing that can in some cases turn the tide but not necessary to overall success?
Very probably. It'll be something we look at more post-T4-release. While I do feel that basing the entire RvR campaign around a series of escort missions is bad design, the carriers did do an amazing job of making sure people paid attention to, and defended BOs. That's something we want to encourage, because it helps break up a zerg and requires a non-zero amount of communication.
However, to turn the tide in favor of progress, all the votes which are not in favor of 1.4.x add up to much more than 1.4.x votes do. :)
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Caffeine
Posts: 611

Re: DEV DIARY - March 2016

Post#95 » Mon Mar 21, 2016 6:18 pm

I can't believe someone beside me knows about Savage 2.... I played commander in that game for years.
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navis
Posts: 784

Re: DEV DIARY - March 2016

Post#96 » Mon Mar 21, 2016 6:22 pm

Great job on the contested map icons!! Overnight it seems like its all working.. Awesome thankyou!!
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Genisaurus
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Re: DEV DIARY - March 2016

Post#97 » Mon Mar 21, 2016 6:24 pm

navis wrote:Great job on the contested map icons!! Overnight it seems like its all working.. Awesome thankyou!!
You've got Nalgol to thank for that. If I had known he was going to fix every little thing I said was broken and "trivial", I would have talked a lot more about T4. :lol:

bloodi
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Re: DEV DIARY - March 2016

Post#98 » Mon Mar 21, 2016 6:27 pm

Look, i hate Gw2 as much as a sane person can hate it, from the skill design to gear itemization passing throughh the whole implementation of pve in it.

But one thing they got right is the logistics part of RvR, maybe the only thing they got right in RvR, i cant say i participated much on the organization aspect, i just roamed around on my necro/thief but people seemed to really enjoy it and as someone who never was really into the whole lets play for the campaign in Retail War it made me realize the aspects those kind of players seek in a game.

The aspect of having limited resources, getting a hold of recource generators to increase your income, use that increased income to take control of keeps so you can get a hhold of more resource generators and so on is imo, the aspect a lot of people enjoy, organizing groups to defend, attack, patrol around and designing tactics to not lose that control and/or seize what the other faction controls is, at least i think so, what let Gw2 rvr surivive for so long considering how **** terrible it was.

So seeing no mention of it while its similar to the concepts you want to implement, i suggest taking a look at it for things to "steal".

bloodi wrote:
PartizanRUS wrote:But this is not RTS and there is no point to convert mmorpg into rts where every coordination is limited to text chat that many ignore.
I guess the concept of using the strategy parts of the Real Time Strategy games is too hard to grasp for you?
I've completed every part of Dawn of War games. Most of rts parts won't work here. Only siege machines could work, even you can imagine hype around Orcapults.
[/quote]

So yes, it its too hard to grasp for you.

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Gruikgruik
Posts: 26

Re: DEV DIARY - March 2016

Post#99 » Mon Mar 21, 2016 7:06 pm

Thanks you ;)
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Zanilos
Posts: 443

Re: DEV DIARY - March 2016

Post#100 » Mon Mar 21, 2016 7:20 pm

The only part that surprises me is that you guys want forts? The true concept of meat grind.
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