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[FEEDBACK] - LotD 2nd Test

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GamesBond
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[FEEDBACK] - LotD 2nd Test

Post#1 » Sun Jan 02, 2022 8:25 pm

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Hello and thank you for participating in the public tests of Land of the Dead's Necropolis of Zandri zone.

Please feel free to share your feedback below regarding anything about the zone, the RvR mechanics and everything else that may be helpful to provide you with a better experience in the desert.
For feedback, suggestions or cooperation with the project, please contact me:
Discord: GamesBond#2976 | Email: [email protected]


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mieschman
Posts: 1

Re: [FEEDBACK] - LotD 2nd Test

Post#2 » Sun Jan 02, 2022 8:41 pm

Hallo. Ich habe zum ersten Mal am LotD Test - Event teilgenommen. Mein erster Eindruck ist nicht nur positiv. Leider!!! Der Aufbau, die einzelnen Stationen zu erobern, ist ja ganz nett gemacht, aber die Anzahl der Teilnehmer ist viel zu groß. Für mich sieht das nach Unterstützung der Zerg - Bewegung auf dem Server aus. Welcher Realm die meisten aktiven Spieler hat gewinnt das Zergen. Dabei wurde nicht bedacht, dass es so einige Spieler gibt, die leider nicht nur einen Account haben und somit das Kräftegleichgewicht enorm stören. Da kann Taktik nichts mehr ausrichten. Im Klartext: Welcher Realm am besten betrügen kann und das ist aus meiner Sicht die Order Fraktion, der ist am Ende der Gewinner. Nicht nur im neuen LotD - Event, sondern generell im gesamten Spiel.

Translation:
Hi. It was the first time I took part in the LotD test event. My first impression is not all positive. Unfortunately!!! The structure to conquer the individual stations is done quite nicely, but the number of participants is far too large. To me this looks like supporting the zerg movement on the server. Which realm has the most active players wins the dismantling. It was not taken into account that there are quite a few players who unfortunately do not only have one account and thus disturb the balance of power enormously. Tactics can no longer do anything. In plain language: Which realm can cheat best and, in my opinion, that is the order faction, which is the winner in the end. Not only in the new LotD event, but in general throughout the game.

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jonnytovey
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Re: [FEEDBACK] - LotD 2nd Test

Post#3 » Sun Jan 02, 2022 8:44 pm

Ban people who ask order to blob in region chat.
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pvprangergod
Suspended
Posts: 171

Re: [FEEDBACK] - LotD 2nd Test

Post#4 » Sun Jan 02, 2022 8:45 pm

The mirror should be bigger because it can't be clicked if 1 person stands on it.

Leaders of warbands should have special chat prefix so ppl pay attention to what they saying.

NoEternity
Posts: 2

Re: [FEEDBACK] - LotD 2nd Test

Post#5 » Sun Jan 02, 2022 8:46 pm

It was just a zergfest, with either a) your warband getting caught by enemy blob and wiped, b) blob wiped by blob.
What I would love to see is that the winning side get entry to LOTD for the rest of the time, now with all the mobs and PQs active. As well as TotVK, world boss that dropped all those op weapons, the random chest with cool cloak.. Pretty much everything that we used to have on live.

Whyumadbro
Posts: 313

Re: [FEEDBACK] - LotD 2nd Test

Post#6 » Sun Jan 02, 2022 8:51 pm

It was amazing to see a new Zone, but its very inviting to zerg around. the npc patrols are cool, but (imo) a little too weak. Cant wait to see whats ur plans are with the zone

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Evilspinnre
Posts: 179

Re: [FEEDBACK] - LotD 2nd Test

Post#7 » Sun Jan 02, 2022 8:56 pm

Disincentivize zerging. I think fights around flags should be encouraged, but they are devolving into zergs.

- Some mechanic around flags that if over a number of players (30?) from one side are at a flag they get 0 points for kills. Or give a stacking damage/healing buff based on numbers disparity.
- More points for flags the longer they are held, to encourage holding them instead of NASCAR like forts.
- Once a group/warband has obtained 500 kills further kills they don't contribute to the points via kills anymore (might be a horrible suggestion but could incentivise them spreading for flags).

Definitely agree with points cap being 2000 or 3000. 4000 takes too long.
Evilspinnre - Nightmare/Daydream
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Garamore
Posts: 99

Re: [FEEDBACK] - LotD 2nd Test

Post#8 » Sun Jan 02, 2022 9:06 pm

Changes made were a good improvement from the last time.

Big issue is that if you make winning all important (i.e gear is put behind winning) then the only outcome will be a zerg fest and order are much better at that (anniversary event + 2 lotd tests all won by order zerg fest). Within a few days of go live it will be order only heading to lotd as they will win anyway and only a few destro going for fights.
Garamore - Chosen Garamar - Marauder

Warband leader for Hand of Blood

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MedV
Posts: 243

Re: [FEEDBACK] - LotD 2nd Test

Post#9 » Sun Jan 02, 2022 9:12 pm

Very Zerg Heavy. I found myself bored waiting for the test to end. The best strategy at the moment is for all 2xx people to follow and listen to one person. Blob vs Blob with no real engaging content. Hopefully there are some major changes coming, otherwise this will be a "get the gear and never play again" content.

Order blob is too powerful at this time and will win for the foreseeable future.
The King.

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wonshot
Posts: 947

Re: [FEEDBACK] - LotD 2nd Test

Post#10 » Sun Jan 02, 2022 9:21 pm

Realm: Destro
Groupsize: 24 discord alliance
Playtime: full duration

I missed the first test, but this was fairly good.

Functionality:
In terms of actually functional codeing everything seemed to work, apart from unable to fly to the desert zone untill like 5mins after the reservations had been given out.
And one champion mob was perma resetting at the 2nd most western middle BO between colosus area and middle river BO (forgot the name)

Performance:
With the same settings, addons, no effects etc. i use in forts this seemed smooth. no stuttering, no warping, desync or any performance drop. You could "feel" the lag when 3 warbands were fighting outside of cliprange but that has been a thing since Daoc. When you can feel the inc lag and it seems to be such a part of the game now that it kinda belongs.

Feedback:
1)The NPC to turn resources in IC is parked right under a flightmaster, which just doesnt seem to be a smart location for a busy git like him on weekly events/tests. Other expedition quatermasters in roleplay town worked just fine.
2)Being in one out of 3(?) discord warbands on destro and facing same or more organized warbands on Order, it gave a feeling of you couldnt wander off and do side objectives with less linked BOs because you needed to be in the center of the 3 most important objectives in case a 2v2wb fight broke out and could cost the middle objective. Leading to very rarely visiting or spreading the warband clashes out. Im not sure if this is a player issue, or if the very south/north western BOs are needed at all as they just make the map bigger but doesnt spread the action per say.
3) Being in a functional 6man or smallman group i struggle to see what they appeal would be to go backcap and break supplylines, unless some sort of bonus would be introduced on BOs for kills on the objective if you are in a group of 6 or less maybe?
4) Damage tick in water felt more accurate
5) Teleporting from warcamp to objectives probably needs to be more accesable so even if you have pickup players with language barriers you can easily tell and explain how to move back to the battlefield faster instead of having to run each wipe. it just provides more action imo.
6) Flipping an objective seemed to run though two sets of timers. Capping and then defending, making you stand around for upto 90 seconds which seemed meh.
7) people crashing were put back into the zone and it worked flawlessly. People signing up late were put in a queue, and it worked without issues for us.

Realm balance:
Openfield fights like this became more about who was coordinating, flanking, advantages with morales and possitons more than any career related issues imho. Which was a breath of fresh air to see objectives mattering, kills mattering both before and during the test (resource grind). Largescale it not for everyone, understandable. But also 6man groups seemed to do good in tagging kills in outskirts and capping flags.

Suggestions:
1) The interaction between turning in resources, not knowing if you will get a reservation (example 90 in front of you in queue) and being unable to coordiante which players will turn in their resources on what archtype made for some wierd guess-work on who would make it inside and hard to build groups/warbands before reservations were handed out and people maybe handing in one an archtype that was already full in a group/warband, where they would had been willing to swap to an alt to help build a better wellrounded setup but cant because resources are realm-accountwide but the reservation is not. 5min account-realmwide reservation would be lovely if possible.

Overall it was fun, a great experience despite wiping as much as wiping others, but im worried if the server is big enough to host these events without every other activity (pve, leveling, orvr, ranked, scenarios etc.) will go dry as we see during citysieges.
Bombling RR 91
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