Why close the scenario thread...

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Ototo
Posts: 1015

Re: Why close the scenario thread...

Post#151 » Sat Jun 15, 2019 11:49 am

theoddone wrote:
Sat Jun 15, 2019 9:17 am
The old vp system was pre lotd. At that point people would have max invader/dp gear. Seems your memory and game knowledge from that time is lacking.

There could be several alternatives to the old system which could implement sc's. Thats the wonderful thing about this project, things can be different from live.
U actually made me doubt enough to check it. Nope, you are the one with bad memory.

http://testpigwar.blogspot.com/2010/04/ ... n-rvr.html
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roadkillrobin
Posts: 2761

Re: Why close the scenario thread...

Post#152 » Sat Jun 15, 2019 11:55 am

peterthepan3 wrote:
Sat Jun 15, 2019 11:41 am
'You kill your enemies in a bloodbath to gain access to an important location that would help your Realm, and sate the bloodlust of the Gods!' Best part?No flags, bombs, or troll pacifiers required!

Such a map could easily be made to conform to WAR roleplay/story (which is all about War being everywhere) without sticking out like a sore thumb.
lol, that would rival the last season of Game of Thrones in bad story writing. Killing for the sake of killing. Not very compelling unless you're Khorne or Necromancers tbh and neither are in the game.
There need to be mechanics that affect the campaign. And there needs to be reason to why those "mechanics" needs to be done from a story perspective as well. It's impossible without objectives. The objectives are the story.
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Akilinus
Posts: 311

Re: Why close the scenario thread...

Post#153 » Sat Jun 15, 2019 12:06 pm

roadkillrobin wrote:
Sat Jun 15, 2019 11:55 am
peterthepan3 wrote:
Sat Jun 15, 2019 11:41 am
'You kill your enemies in a bloodbath to gain access to an important location that would help your Realm, and sate the bloodlust of the Gods!' Best part?No flags, bombs, or troll pacifiers required!

Such a map could easily be made to conform to WAR roleplay/story (which is all about War being everywhere) without sticking out like a sore thumb.
lol, that would rival the last season of Game of Thrones in bad story writing. Killing for the sake of killing. Not very compelling unless you're Khorne or Necromancers tbh and neither are in the game.
There need to be mechanics that affect the campaign. And there needs to be reason to why those "mechanics" needs to be done from a story perspective as well. It's impossible without objectives. The objectives are the story.
Its a game not a book or movie
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roadkillrobin
Posts: 2761

Re: Why close the scenario thread...

Post#154 » Sat Jun 15, 2019 2:16 pm

Akilinus wrote:
Sat Jun 15, 2019 12:06 pm
roadkillrobin wrote:
Sat Jun 15, 2019 11:55 am
peterthepan3 wrote:
Sat Jun 15, 2019 11:41 am
'You kill your enemies in a bloodbath to gain access to an important location that would help your Realm, and sate the bloodlust of the Gods!' Best part?No flags, bombs, or troll pacifiers required!

Such a map could easily be made to conform to WAR roleplay/story (which is all about War being everywhere) without sticking out like a sore thumb.
lol, that would rival the last season of Game of Thrones in bad story writing. Killing for the sake of killing. Not very compelling unless you're Khorne or Necromancers tbh and neither are in the game.
There need to be mechanics that affect the campaign. And there needs to be reason to why those "mechanics" needs to be done from a story perspective as well. It's impossible without objectives. The objectives are the story.
Its a game not a book or movie
It's a MMO RPG with a story driven narrative. It's not chess. Everything is revolving around a campaign of a war. It's very much like a book or a movie. You can't make a MMORPG without a story.
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peterthepan3
Posts: 6509

Re: Why close the scenario thread...

Post#155 » Sat Jun 15, 2019 2:28 pm

roadkillrobin wrote:
Sat Jun 15, 2019 11:55 am
peterthepan3 wrote:
Sat Jun 15, 2019 11:41 am
'You kill your enemies in a bloodbath to gain access to an important location that would help your Realm, and sate the bloodlust of the Gods!' Best part?No flags, bombs, or troll pacifiers required!

Such a map could easily be made to conform to WAR roleplay/story (which is all about War being everywhere) without sticking out like a sore thumb.
lol, that would rival the last season of Game of Thrones in bad story writing. Killing for the sake of killing. Not very compelling unless you're Khorne or Necromancers tbh and neither are in the game.
There need to be mechanics that affect the campaign. And there needs to be reason to why those "mechanics" needs to be done from a story perspective as well. It's impossible without objectives. The objectives are the story.
If you're honestly telling me that maps like Logrin's Forge, Gromril's Crossing & Highpass Cemetary are offering more to the campaign/storyline than a simple deathmatch revolving around possession of a key location would, then #kek. Objectives in scenarios are not stories; they're just necessary in scenarios that are Capture the Flag. Eternal Citadel doesn't have such a mechanic, and functions very well; more scenarios like this would not be a bad thing whatsoever, would not take anything away from the 'storyline', and would actually be welcomed hugely by the community - so it's a win-win-win.

WoW has Ranked BGs, Ranked Arenas, Mythic Dungeons...none of these necessarily add to the WoW storyline (which is still **** amazing), but nonetheless, they are all great parts of the game that have been welcomed by the majority of players.
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Alfa1986
Posts: 436

Re: Why close the scenario thread...

Post#156 » Sat Jun 15, 2019 2:53 pm

Now the overall situation is completely different than it was then. When the game started there were a lot of servers, there was full-fledged content, the developer’s company had the opportunity to invest huge resources and money into the project, and finally they had other goals (profit margins). Now this is nothing. Then the developers had to navigate and do what the mass consumer wanted.

Objectively, the old system was not so bad, of course it was not completely refined and debugged, and also required certain knowledge of the players themselves, but it made sense to combine the efforts of the entire faction to achieve a common victory, and there was a common goal for all (kill the enemy king). And the achievement of this goal gave much more pleasure than receiving the next weapon or a golden bag.
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roadkillrobin
Posts: 2761

Re: Why close the scenario thread...

Post#157 » Sat Jun 15, 2019 4:39 pm

peterthepan3 wrote:
Sat Jun 15, 2019 2:28 pm
roadkillrobin wrote:
Sat Jun 15, 2019 11:55 am
peterthepan3 wrote:
Sat Jun 15, 2019 11:41 am
'You kill your enemies in a bloodbath to gain access to an important location that would help your Realm, and sate the bloodlust of the Gods!' Best part?No flags, bombs, or troll pacifiers required!

Such a map could easily be made to conform to WAR roleplay/story (which is all about War being everywhere) without sticking out like a sore thumb.
lol, that would rival the last season of Game of Thrones in bad story writing. Killing for the sake of killing. Not very compelling unless you're Khorne or Necromancers tbh and neither are in the game.
There need to be mechanics that affect the campaign. And there needs to be reason to why those "mechanics" needs to be done from a story perspective as well. It's impossible without objectives. The objectives are the story.
If you're honestly telling me that maps like Logrin's Forge, Gromril's Crossing & Highpass Cemetary are offering more to the campaign/storyline than a simple deathmatch revolving around possession of a key location would, then #kek. Objectives in scenarios are not stories; they're just necessary in scenarios that are Capture the Flag. Eternal Citadel doesn't have such a mechanic, and functions very well; more scenarios like this would not be a bad thing whatsoever, would not take anything away from the 'storyline', and would actually be welcomed hugely by the community - so it's a win-win-win.

WoW has Ranked BGs, Ranked Arenas, Mythic Dungeons...none of these necessarily add to the WoW storyline (which is still **** amazing), but nonetheless, they are all great parts of the game that have been welcomed by the majority of players.
All scenarios except Eternal Citadel and the Boat were designed with the campaign in mind. They all added to the campaign story cos scenarios were actually part of the campaign at launch. EC was designed purely for boosting scenario currency gain when they added scenario rewards, simply cos it was quick. Boat was just a special event scenario. Some other scenarios like Twisted Towers and a Altodorf one that i can't remember the name of were bound to capital raids.
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peterthepan3
Posts: 6509

Re: Why close the scenario thread...

Post#158 » Sat Jun 15, 2019 5:57 pm

Scenarios don't contribute to the campaign story anymore though, so I don't see why you'd oppose implementation of a new type of deathmatch scenario - one that many people would love to see - on the basis that the current scenarios were once tailored towards the campaign... even though they have had no effect on the campaign for the better part of WAR/RoR's lifespan? Scenarios as they are exist as an independent PvP platform from the RvR campaign, as do PQs, PvE dungeons, etc., so we should treat them as such, until such discussions pertaining to whether or not this should be changed arise.

Even if scenarios were made to have an impact on the campaign again (not necessarily a bad thing), what's to stop a deathmatch scenario from affecting the campaign in some form? Do we absolutely need flags, bombs, and troll pacifiers for a scenario to be deemed worthy enough to affect the campaign in a PvP game?
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adamthelc
Posts: 832

Re: Why close the scenario thread...

Post#159 » Sat Jun 15, 2019 7:09 pm

Objectives arent terrible. They give one side a chance at victory when they are clearly outmatched. Deathmatch isnt terrible in an arena type setting. I personally have no problem with that type of match and dont see why anyone would.

It is a little simplistic in a sense. You dont have to worry about splitting up, where you are supposed to be or the other team doing something sneaky. Being a little more 1 dimensional it does allow you to focus on the actual fighting. And of course there is a lot going on there in a good match.

I dont think there would be anything with the inclusion of that type of scenario. Though I personally wouldnt like to see it in a different queue. There are already too many barriers between different game modes. You would probably have to put in a 6v6 queue, which is my only complaint.

People would definitely complain about a deathmatch, but people will always complain about something.

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