It is really hard to just focus on the moral rate, as changing this will have a butterfly effect on other aspects. And getting into debates about moral pumps/drains/advantages and whatnot kinda have to be accounted for.
For the moral overhaul, has there been ideas for completly changing how moral ticks work. So its based around Archtype performance instead of just a passive tick rate? Trying to think outside of the box here
So healers are gaining moral for, wait for it. Healing and ressing.
Tanks for mitigating guarddamage, challenging (can maybe add CCin here but might be OTT)
Damage dealers for dealing damage.
Its a crazy idea and a lot of tweeking would be needed, but wold that serve a better perpuse for balancing in both largescale and smallscale. where roles are gaining morals based of their activities.
Also for the potential changes I really hope you have a good selection of knowledgable people ready to chip in, who are not biased (excluding myself) or you might get more loud noise like this: https://imgur.com/a/Len5KC2
[Feedback] Changes of morale
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Before posting on this forum, be sure to read the Terms of Use
In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
Re: [Feedback] Changes of morale
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- wargrimnir
- Head Game Master
- Posts: 8287
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Re: [Feedback] Changes of morale
Everyone is biased, and our experience having "knowledgeable people" any closer to the process than what we have here on the forums has been questionable every time. If we see good points or interesting ideas, they get noted and discussed later. If we see dumb crap and whiny drivel, it's easily ignored.wonshot wrote: ↑Thu Aug 08, 2019 11:54 am It is really hard to just focus on the moral rate, as changing this will have a butterfly effect on other aspects. And getting into debates about moral pumps/drains/advantages and whatnot kinda have to be accounted for.
For the moral overhaul, has there been ideas for completly changing how moral ticks work. So its based around Archtype performance instead of just a passive tick rate? Trying to think outside of the box here
So healers are gaining moral for, wait for it. Healing and ressing.
Tanks for mitigating guarddamage, challenging (can maybe add CCin here but might be OTT)
Damage dealers for dealing damage.
Its a crazy idea and a lot of tweeking would be needed, but wold that serve a better perpuse for balancing in both largescale and smallscale. where roles are gaining morals based of their activities.
Also for the potential changes I really hope you have a good selection of knowledgeable people ready to chip in, who are not biased (excluding myself) or you might get more loud noise like this: https://imgur.com/a/Len5KC2
- roadkillrobin
- Posts: 2773
Re: [Feedback] Changes of morale
Yeah, pretty much what Wargrimnir said. "Expert community members" is simply an apeal to authority fallacy. Anyone can have good or bad opinions and suggestion nomather their experience level. It's better to simply just discuss it rationally and point out eventual flaws.
- anarchypark
- Posts: 2075
Re: [Feedback] Changes of morale
no it's not and shouldn't.
because
Collateral wrote: ↑Wed Aug 07, 2019 8:07 am Some morales certainly are awesome while many others aren't, as we all know.
it's ultimate skill, not core of game.
think about line scroll shooting game. it has bomb to clear entire screen.
it's not core mechanic of that game neither.
core is skills + ultimate.
same as here.
fast morale is nuclear bomb.
you don't need troopers, tanks, submarines, carriers, jets when the world is on nuclear war.
whatever reasons u have for fast morale, it lead to 1 result.
reducing usage of all the rich skills.
abandoned game contents like ghost mid tier in AoR.
this game provides so many skills.
let them use it.
getting zerged, losing is inevitable in eternal war game.
however dying instantly or dying after every efforts is different.
everything should be in use by escalation mechanic.
that's morale rate.
and slower = better chance for other skills.
21s m1, 210s m4.
SM8, SW8, AM8, WL7, KoBS5, BW5, WP8, WH7, IB7, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm5, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm5, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
- footpatrol2
- Posts: 1093
Re: [Feedback] Changes of morale
Genisaurus wrote:The morale bar is 3600 points.
You need 360, 720, 1800, and 3600 moral total for each level.
I still stand by the statement in the spoiler.
Spoiler:
viewtopic.php?f=8&t=20633
The morale gain rates should be fast enough to justify specing into your morale 4 AND for morale 4's to see regular use. Those spec able morale 4's cost 16 spec points to obtain. You have to sacrifice a hybrid spec to take the morale 4. Give up precious spec points that could be used to pick up other abilities in alternating spec lines. If you can't justify to spec into your morale 4 because the rates are too slow then your RoR morale gain rates are too slow for the server.
Otherwise... you'll have to fundamentally change the spec tree's... allow all classes to have access to all their morale 4's. I don't like that idea. But I haven't liked what RoR has done in a Long Long time.
Alter Fate still doesn't work by the way which has a role in counter morale bomb play.
Re: [Feedback] Changes of morale
Spoiler:
my expirience is that you have around 20-30 sec fights, either it ends on moral 2 on order (bw) or moral 3 on destro (bo/dps m2 without moral pump and with modifier). so i dont see any reason, that you can ever justify to go for any moral4,. like you already mentioned or i just missed the next step in game play.
soec wise thats right, but out of my expirence(bo/bg) you dont have global cooldowns for much skills so its not that hard of a drawback
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