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Zonelocks, Battleobjects, keepdoors & sieges

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wonshot
Posts: 1103

Zonelocks, Battleobjects, keepdoors & sieges

Post#1 » Sun May 17, 2020 4:15 am

Hello,

Right now Standard-zonelocks are very very telegraphed and scripted. Personally I would call them very predictable and without creativity.
RvR is for me the main drive of Warhammer, if I wanted to play an Arena style 3v3 game I would look towards other games. But the Realm vs Realm battles, core game mechanics like collision and the classes keep Warhammer & RoR the top1 MMO.

But that doesnt mean I dont have issues with some of the mechanics on this server. Right now the Zonelocks in normal zones (T2-T4) are tecnically functioning perfectly well. But are they very fun and engaging? Hardly the case.
Following below will be my suggestion for how a system could look, where things are not so scripted and predictable it is more open and up to the players with coordination and realmwide efforts to push AND defend zones:

Lets start with the [Battleobjectives].
They play little to no role in the current form of zonelocks. Previously rams + oil did more damage based on how many BOs your realm had, a decent attempt on spreading out the action.
Right now the Battle objectives are nothing more than a chore to build resource boxes and when your realm reaches two stars and a warbandleader feel you have numbers advantage all BOs go neutral and everyone can predict what is about to happen. Very predictable.
Instead, let us get the Battleobjectives back into the maingame through a zonepush/lock. When a realm is holding 2/4 battleobjectives your realm is now able to attack the enemy keepgates with abilities for around 5damage per ability. This will spread the action and importance of the zone out, smaller forces like 6man gankgroups can now hold or hunt on the battleobjectives for soloers or other groups. and slap an increased renown bonus on the BOs while we are at it to make it appealing holding the BOs for your realm and fighting over them.

For a [zonelock], make it a requirement that the attacking force is holding ALL four BOs + 2 keeps to lock the zone. Yes some zones like Thunder mountain will be a pain in the butt. But this will allow for spreading the action out more, and more realmwide coordination for spreading your forces out, while the underdogs can do gurilla warfare hit and hide attacks. This also allows for ninja keep-ruin recaptures. And while its annoying to deal with for the attackers, it is a tool available to make the defenders be "stuck" sitting and babysitting a keep ruin while the other pairing are now more exposed for a quick siege!

That bring me to the point of [keepdoors]
Right now most orvr zonepushers know the oil will respawn every3 minuts. Having 4 tanks ramming you have a good idea about how much % of the gate you can take down between each new available oil. Allowing the 2/4 friendly Battleobjective gate-attacking from abilities and autoattacks will make oil much more dangerous for such a big stack of attackers (Thorbolt and Enoo getting excited reading this!)
So now we have a system where bringing a bigger attacking force, actually matters for more than being mounted-threeminut-counting-ram-bodyguards sitting behind the 4 rammers and doing nothing really, as the defenders will just respawn inside the keep anways if they die nearby and dropping from the walls in a "Cature" ram suicide attack is not punished enough but atleast you catch free renown waiting for next oil.

So now the zoneswaps are more engaging between coordinated realmleaders to create their moves, the gates can be zerged down if your forces split out holding BOs. But how does the underdogs get a chance vs bigger numbers then?

[Disable the ability to respawn inside a besieged keep] (outerdoor lower than 75%) will no longer let the defenders respawn inside. Instead the attackers now have to assign their force to covering both the maingate ramming force, killing the oil with bypass postern groups AND cover the outside of the outerpostern doors to prevent the attackers getting inside and manning the walls. Let alone if the attackers have forces spread out holding 2/4 battleobjectives they are getting spread thin and the presure on the nearby postern might be stacking up with more and more defenders trying to make it inside.
The defenders have the option to quickly sweep the BOs and stop the ability-hitting the door advantage, or attack one of the entrypoints with their full force where as the attackers have to spread thin covering several doors and objectives (you know, actually laying siege to a keep!)

This doesnt take away from the fact that funnels are still dull and boring, in order to prevent funnels from happening so often and all players being in one zone I suggest we impliment the 6hour pairing reopening if a pairing has been locked by either realm and no city has come as a result the pairing will reopen in the T4 middlezone to support a campaign with not too many cities(dev wish) and engaging spread out keepsieges, zonepushes and realmwide warfare.

TL:DR
- Holding 2/4 BOs the attackers can hit the gate for very small damage numbers but a big force has a meaning in the speed of tearing down a keepgate
- Defenders cant respawn inside keeps if the outer door is below 75%
- Both 2 keeps and 4 BOs are required for a zonelock
- Locked pairings are reopened after 6hours to keep the spreading of zoneaction alive.
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Zxul
Posts: 1392

Re: Zonelocks, Battleobjects, keepdoors & sieges

Post#2 » Sun May 17, 2020 5:40 am

wonshot wrote: Sun May 17, 2020 4:15 am Instead, let us get the Battleobjectives back into the maingame through a zonepush/lock. When a realm is holding 2/4 battleobjectives your realm is now able to attack the enemy keepgates with abilities for around 5damage per ability.
And considering order is ranged heavy (=able to hit door while oil is up), while destro is melee heavy, this suggestion massively favors order.
wonshot wrote: Sun May 17, 2020 4:15 am smaller forces like 6man gankgroups can now hold or hunt on the battleobjectives for soloers or other groups.
So you also want devs to make it easier for your 6man to hunt soloers.
wonshot wrote: Sun May 17, 2020 4:15 am For a [zonelock], make it a requirement that the attacking force is holding ALL four BOs + 2 keeps to lock the zone.
Yes, lets make keeps require an even bigger zerg to take, we don't want any keeps actually taken in peek times do we?
wonshot wrote: Sun May 17, 2020 4:15 am
Allowing the 2/4 friendly Battleobjective gate-attacking from abilities and autoattacks will make oil much more dangerous for such a big stack of attackers (Thorbolt and Enoo getting excited reading this!)
So not only you want devs to give you easy time farming soloers, you also asking them to give you easy time farming destro mdps with oil?

Overall, a worst list of suggestions I have read on the forums in a long while.
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Alfa1986
Posts: 542

Re: Zonelocks, Battleobjects, keepdoors & sieges

Post#3 » Sun May 17, 2020 7:23 am

the advantage of simple systems is that they almost do not need to be tune on and are understandable to everyone, the problem of complex systems is that they are difficult to tune on, and there is a high risk that nothing will work and the whole process of the game will be broken.

the very first system on the release was complex and interesting, but also very incomprehensible to people. people did not understand what was required of them, believed that the process was too complicated and labor-intensive, and demanded to make something simpler and more understandable. therefore, they first removed the contribution of the lower tier and pve-pqs, and then removed the system of influence points in the zone by replacing on delivery simulator. returning to a complicated system means again taking on all the problems that were on the release, and getting a portion of the negative from people who likes everything, and who dont want to do more 3 things (run the supplies, run a ram, kill the lord).
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