Being pissed for 90 min? Sounds terrible.
New xRealm Lockout
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Re: New xRealm Lockout
I don't see what all the fuss is about. 90 minutes is plenty of time for her to kill him and then hide the corpse.
Thargrimm - Chosen 40/88
Thargrimmm - Ironbreaker 40/80
- martholomew
- Posts: 162
Re: New xRealm Lockout
I understand why this was implemented, but I dislike it if I am not pvp-ing. Not all of us do RvR each time we log in, some of us do PvE and level up soloing and questing. This punishes us if we want to swap to order or destro to play our alt when we get bored. Just my personal 2 cents. Thanks for listening to feedback.
Magus 40/78
Re: New xRealm Lockout
I dont really mind the lockout timer. I play both sides since it's a game and dont really role play, so I have no bias or loyalty towards one side or the other. I tend to focus on one side or the other and dont decide what to play based on which side I think is more or less likely to win or where I am more likely to get good rewards.
Having said that, I think a lockout is a band aid fix to people switching sides based on manipulating the game to get better rewards and in doing so negatively impacting the actual gameplay. It's not a great fix, but I get it and dont really have a problem with it.
However if you also implement caps and reservations on forts I think the lockout is unnecessary. Cap and reservations is the better fix to fort issues, but it also has negative side effects.
I understand its virtually impossible to balance a game like this and keep everyone happy, so I am ok with systems that try to make things better even if they arent perfect. That is as long as the motivation for the changes are an attempt to make gameplay better and not something goofy like trying to appease people that dont like the idea of people playing both sides in a game.
Having said that, I think a lockout is a band aid fix to people switching sides based on manipulating the game to get better rewards and in doing so negatively impacting the actual gameplay. It's not a great fix, but I get it and dont really have a problem with it.
However if you also implement caps and reservations on forts I think the lockout is unnecessary. Cap and reservations is the better fix to fort issues, but it also has negative side effects.
I understand its virtually impossible to balance a game like this and keep everyone happy, so I am ok with systems that try to make things better even if they arent perfect. That is as long as the motivation for the changes are an attempt to make gameplay better and not something goofy like trying to appease people that dont like the idea of people playing both sides in a game.
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- Posts: 18
Re: New xRealm Lockout
Now that fort cap and reservations are back, will the lockout be disabled ?
Re: New xRealm Lockout
The lockout is not for fort alone so no would be the short answer.Lolfatalstorm wrote: ↑Sat Jan 04, 2020 11:47 am Now that fort cap and reservations are back, will the lockout be disabled ?
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