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[FEEDBACK] - LotD 2nd Test

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oaliaen
Posts: 1201

Re: [FEEDBACK] - LotD 2nd Test

Post#11 » Sun Jan 02, 2022 9:49 pm

jonnytovey wrote: Sun Jan 02, 2022 8:44 pm Ban people who ask order to blob in region chat.
Ban ppl who blob in both sides :P
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MMXX43
Posts: 223

Re: [FEEDBACK] - LotD 2nd Test

Post#12 » Sun Jan 02, 2022 10:13 pm

Great nostalgia vibes, nice work.

Suggestions: Make Tomb ( Priest ) Kings matter.....increase the patrols in size, power and frequency. I would love to see a survival battle vs the eternal legions of Nehekara, lets say one realm wins the land they have to battle, hold bos and outlast increasingly difficult waves of legions for X rewards ( gold would be great as the land was notoriously rich, items with cd, cosmetics, trophies etc - will have to introduce mechanics that prevent gross power creep regarding the possible item drop inclusion). Even in fights having to deal with extra neutral powerful mobs that do considerable aoe damage and/or debuffs would be great, both realm fighting in a bo when suddenly from underground a legion of Tomb Guard or Tomb Scorpions pop and start wreacking havoc to the userpers and thieves ! :)

( GG ORDER <3 )

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Onemantankwall
Posts: 523

Re: [FEEDBACK] - LotD 2nd Test

Post#13 » Mon Jan 03, 2022 12:12 am

Missed first test but watched it, played second test wb zerg ride and duo/trio roam.

While I'll say i was pretty unimpressed but this won't stop me from cheering you on to improve on.

This may seem alil harsh but i always feel like more could be done, and we end up coming way short of something E P I C like this mechanic is functional, sssure
BUT it's not breaking any new ground like ya'll are known for (coughdwarfcitiescough) I feel that compared to live and past work that you guys have put out that LOTD could be more than a enlarged Thunder Valley sc.
I understand the certain tech reasons the old pqs couldn't come back but I feel that between the Battle objective Nascar and the zergs colliding from objective to objective the actual zone which was known as an expansion is being completely ignored and majority of it is just empty wasted map space.

Between the awesomeness that RoR did to HV. The Duel Garden Arena, and the 75% if not more completion of K8P I feel this iteration of the expansion zone is a generic lazy and vastly empty "let's get this over with so we can get to work on LV and TOVL.". You have a literal sandbox of a map to play with and I hope that the team will take this feedback from a outside view who's seen and taken part of both versions of lotd. I KNOW yall can do better than this.

I see it said often that the team will make comments on how fort or city or some other mechanic that came out but wasn't exactly what they were aiming for and they wanted to do abit more with it but can't because you've already gone too far or it's working somewhat so other things to work on. BUT I'd like see this not happen to a rushed simplistic empty pq transformed to bo lotd.

My main feedback is I would like to see the team take a step back and take a 2nd look at the zone and the possibilities of it besides a bo to bo zerg roadrush. whatever the timeline might be the last thing anyone wants is a rush job! (you're not getting paid and not named EA. THERES NO RUSH!!!! hehe quality over quantity)

You guys have done some AMAZING things and I can't wait to see the final release of RoRs Land of the Dead expansion!
Lots of alts, more alts for the alt gods!

amagawd
Posts: 127

Re: [FEEDBACK] - LotD 2nd Test

Post#14 » Mon Jan 03, 2022 3:18 am

Quake 2 ref: Did a back flip into the river and noticed it's working.

Full pug ofc. Lots of blobbing but we avoided it and opted for the more strategic approach focusing on objectives.

Bug: Library was not getting locked at one point although the timer was at 0. Lasted for ~30 seconds and then it locked. Maybe just a timer bug.
Possible bug: It felt like only the order side was getting the PVE patrols. Maybe working as intended, I donno.

Suggestions:
1) Make more instances with less players in it + reduce timer to capture objectives => 2-3 warbands each side should suffice and various strategies can still be used.
2) Make a hidden matchmaking system based on gear and or mmr for above mentioned instances (ideally this should be done for city as well for a more balanced fight and experience - if LOTD will be another dodgefest it will be sad news);
3) Increase the timer until we get kicked from it to be able to spend the currency and/or mass teleport to warcamp and block the exits for 5 mins or so.
4) If not too much of a hassle, add a strategic bridge across the river with a big boss guarding it allowing u to pass if u did x task. This will spread the blob. Otherwise I can see every1 rushing mid and that's that.
5) Lower objective capture timer if more people are on it. Capped with one whole warband in the same time a Witch Elf ninjad it from us afterwards. If something like the dynamic BO timers in lakes can be implemented, perfect!

I'm sure more will come to mind when we will be live.
Klindor - 83 - retired
Iprotecc - 82 - holding doors
Isushi - pugging

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RuffRyder
Posts: 330
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Re: [FEEDBACK] - LotD 2nd Test

Post#15 » Mon Jan 03, 2022 9:12 am

Since I haven't been able to take part myself I have been watching two streams, one Destruction and one Order, to get a PoV from both sides since the first test has been very one-sided for several reasons.

I guess many people agree that as long as zerging will lead to a win, it will sooner or later end this way. On the other hand, people want big fights, enjoy large scale RvR and big clashes, which is fine imho, but the zone needs to ensure that it isn't the only viable way to win.

The objectives and locations offer a lot of potential compared to usual RvR and I would suggest some adjustments towards encouraging to capture and hold them, in a smarter way.

1. Implement a period and player threshold per objective that has to be met to capture and hold an objective --> e.g. taking one needs at least a group for 1 minute to stay; holding needs at least a group to return every 3 minutes (timeframes are adjustable as needed and tested).

2. Adjust the supply lines / connections between the objectives accordingly --> e.g. not holding an objective long enough will halt the progress for all subsequent objectives; realms will need to ensure holding the points over time and thus more movement and relocating needs to happen.

3. Make the NPC groups stronger and enable them to capture back the held objectives --> realms will be forced to bring enough force to defend their objectives; make it scale with e.g. realm progress for example; this also enables the underdog realm to coordinate pushes with help from NPCs, a bit MOBA style lane-gameplay.

4. Reduce the point gain from kills or halt them from a point where a realm has not met a minimum objective count, or if the difference between both realms' objectives is too big --> binding the progress in the zone more towards the objectives will incentivice movement, tactical decisions and encourage splitting and enabling smaller groups to have more impact.

Those are from the top of my head, but what I observed has been once one realm has been zerged down or pushed back far enough, there is no forcing the upper hand realm to move back, but just blocking off the enemy at their warcamp or near objectives. Once this is adressed, we should have a more balanced situation.
Never argue with stupid people, they will drag you down to their level and then beat you with experience. (Mark Twain)

Archimediss
Posts: 30

Re: [FEEDBACK] - LotD 2nd Test

Post#16 » Mon Jan 03, 2022 9:35 am

Having played this on live i can but say its a severe dissapointment , that being said the objective counters don"t work properly .i had sttod on one for the count then only to find it did not tick over . And having to fight the blob and several of zandri champion bands to keep the objectives on an outstretched terrain like that is killing it .My prediction for zhandri and the game in its current unfixed state is doom

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Helwer
Posts: 126

Re: [FEEDBACK] - LotD 2nd Test

Post#17 » Mon Jan 03, 2022 10:05 am

Hi all and thanks to the devs once again bringing back more content. For me it was a disappointment as i couldn't join due to less ressources and no reservation. But i watched the videos and am looking forward to inspect it myself once.

Well, circumstances and what i saw is bringing me to some similar feedback like others before. It kind of looks like more of the same problems we already have instead of something really new. Highly organized and geared Zerg will get easy access and easy farm fest that gives even more advantages to them. There were some ideas to break that by capping back bos by NPC and hit winning site harder maybe. Also i am not sure if the supply-lines are good cause they restrict tactical options for the loosing site when i saw it right. Just a larger Thunder Valley Rampage would be a pitty for that beautiful zone.

Please take you time to develop and pls do not implement stuff that prefer zerg, not with fighting, not with even better gear or something. If you want to implement a new carrot make skins, trophies or new versions of equipment with new set-bonuses-order for combinations or/and so much to farm that even high rr daily "professionals" will need long for that.
Also for future i ask you to not give too much into new dungeons like LV, Totvl or tombs for the same reasons. Better improve rvr zones, forts and cities for all.

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anarchypark
Posts: 2073

Re: [FEEDBACK] - LotD 2nd Test

Post#18 » Mon Jan 03, 2022 11:03 am

Idea to solve zerg

Give each objective different mechanic to capture.
every objective become different SC style.
1. king of the hill
first 100 kills to cap. around this objective, kills don't give VP.
2. delivery
carry any number of boxes to flag to cap. or take it from flag and carry to your goal line.
3. payload like city stage2
escort lord to cap. to respawn lord you need kills or resources.
4. battle of praag theme
just more flags. final flag to win objective.

and Tomb Kings act as 3rd faction.
This requires camp of TK faction at every objectives.
they immediately start to neutralize it after cap.
It'll make option for you to leave small grp of manpower as defender.
or eliminate TK first to trigger objective start.

field camp - search and destroy
building your own camp can be also one of goal.
or destroying enemy camp.
spawn point at strategic location.
guild banner and some resources to make it.
Last edited by anarchypark on Wed Jan 05, 2022 8:45 am, edited 1 time in total.
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dwyur
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Re: [FEEDBACK] - LotD 2nd Test

Post#19 » Mon Jan 03, 2022 12:31 pm

I had I think ~8 resources and submitted them maybe 5 minutes after it began and was #20 in queue; when I talked to Expedition Master again to see my # in the queue it put me to the back of the line/like I didn't submit anything, so I wasn't able to join. So that's only issue really- slightly confusing method entering the area. I wasn't aware I'd eventually get a reservation like a fort and then could fly to zone; also if you've submitted your resources to the expedition master it should prevent you from being asked the question of submitting more.

Watching on stream it looked like a lot of fun; I think another test or two where people better understand the mechanics it will improve on it's own.
Dirkfunk - 82 Runepriest
Dwyur - 81 Sorc | Deloused - 70 DoK | Durtknap- 64 Choppa

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MMXX43
Posts: 223

Re: [FEEDBACK] - LotD 2nd Test

Post#20 » Mon Jan 03, 2022 12:48 pm

3. Make the NPC groups stronger and enable them to capture back the held objectives --> realms will be forced to bring enough force to defend their objectives; make it scale with e.g. realm progress for example; this also enables the underdog realm to coordinate pushes with help from NPCs, a bit MOBA style lane-gameplay.
^ Introduce the third faction to destroy the blobing !
field camp - search and destroy
building your own camp can be also one of goal.
or destroying enemy camp.
spawn point at strategic location.
guild banner and some resources to make it.

^ PERFECT IDEA

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