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LOTD balance anyone?

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Structured class balance suggestions belong in the Balance Proposal subforum. Class-related discussion in this section are considered as ongoing debates and ARE NOT reviewed for balance changes.
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WaaaghBoy88
Posts: 41

Re: LOTD balance anyone?

Post#71 » Thu Aug 18, 2022 4:02 pm

Detangler wrote: Tue Aug 16, 2022 5:05 pm From what I recall, the coding for all the LotD public quests and bosses was lost to the sands of time, so its not really possible to just reinstall it. The entire thing would have to be built from the ground up by a small group of volunteers who hold this server together. Not ideal for them to spend precious time on that when there are other more pressing issues to attend to.
Before I reply to OP in this amusing albeit pathetic thread, I'd like to address this comment:

@Detangler: The Original Land of the Dead PQ's and wandering bosses, outside of the Bone Giant Sentinels, weren't exactly stellar or worthwhile to bother with outside of what the primary purpose was: Unlocking Glyphs to gain access to the Dungeon. Even the Wandering Sentinel dropped like...some high ranking crafting materials and that was it. The lizard spawning nests by the riversides provided better loot than any of the PQ's ever did. And that shouldn't have been what the LOTD was known for. Hell, an endless "Difficulty Challenge" dungeon that rewarded you for how far you could push and challenge yourself as you dug deeper would've been really cool and thematically appropriate considering underground tombs feel like they could stretch on forever into the shadowy long forgotten abyss (consider that as an idea, devs? Endless self generating with quests/perpetyally generated instances reusing and redesigning Tomb King tomb assets would be EPIC! Very Dark Souls like).

But times have changed, and the fact is what they should do, is reinstate the Dungeon (which they will eventually) and turn the LOTD ORVR zerg-whack-a-mole into a competitive race for who gains access to the Dungeon and zone until the lockout timer resets. Zone lasts to one faction for five days, until the zone resets, then so on. IIRC this was the way it functioned back on live. Lets be honest, the reason most people play is because of RvR and SC's, so RvR-driven effort for viable PVE rewards is an exceptional method.
Overall, it'll be interesting to see how they develop the progression reward system for TOVL, because it was a god-aweful nightmare in live as the drop rate for your class items set of the Rune-Glyphs was abysmally low. The cape wasn't any better. Here's hoping they'll outdo the original devs.

On topic: OP, your problem is Order isn't interested in organizing and working together in order to win the 'deathmatch'. Just play the game, git gud and recruit more for the meat grinder. Everything else is just a whinefest and solves nothing. Want to be the best to defeat Da Best, that being Da Freebootaz?

Work to be 'Da Best'. Good luck, we love a gud fight.

- Gruzzug.

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Sulorie
Posts: 7219

Re: LOTD balance anyone?

Post#72 » Fri Aug 19, 2022 6:13 am

Yazeran wrote: Thu Aug 18, 2022 12:51 pm ...
and we cant even split destro becauce all flags were red and locked
....
You mean order couldn't teleport away from camped WC to attack bases anywhere on map?
There is actually a teleport location for silver scarabs, where you need no locked flags.
Dying is no option.

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Yazeran
Posts: 23

Re: LOTD balance anyone?

Post#73 » Fri Aug 19, 2022 8:54 am

Sulorie wrote: Fri Aug 19, 2022 6:13 am
Yazeran wrote: Thu Aug 18, 2022 12:51 pm ...
and we cant even split destro becauce all flags were red and locked
....
You mean order couldn't teleport away from camped WC to attack bases anywhere on map?
There is actually a teleport location for silver scarabs, where you need no locked flags.
Sure we can teleport to desert and that was the only way to avoid destro blob.
But if u cant take flags near camp u cant connect next flags and unlock others....
Kaspar - WP RR80+ from Bene Tlailax
order alts: Kazador (IB), Hargin (SL) and 7 more
destro alts: Kash (Mara), Kashnik (Shamy) and 8 more

Sulorie
Posts: 7219

Re: LOTD balance anyone?

Post#74 » Fri Aug 19, 2022 10:14 am

Yazeran wrote: Fri Aug 19, 2022 8:54 am
Sulorie wrote: Fri Aug 19, 2022 6:13 am
Yazeran wrote: Thu Aug 18, 2022 12:51 pm ...
and we cant even split destro becauce all flags were red and locked
....
You mean order couldn't teleport away from camped WC to attack bases anywhere on map?
There is actually a teleport location for silver scarabs, where you need no locked flags.
Sure we can teleport to desert and that was the only way to avoid destro blob.
But if u cant take flags near camp u cant connect next flags and unlock others....
Did they remove the options to back cap flags and interrupt the connection to destro main base? This alone would split the enemy forces. Or are only certain flags close to last one attackable? Originally you could hit any flag, even deep in enemy backline.
Dying is no option.

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CyunUnderis
Posts: 480
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Re: LOTD balance anyone?

Post#75 » Fri Aug 19, 2022 12:13 pm

Sulorie wrote: Fri Aug 19, 2022 10:14 am Did they remove the options to back cap flags and interrupt the connection to destro main base? This alone would split the enemy forces. Or are only certain flags close to last one attackable? Originally you could hit any flag, even deep in enemy backline.

Since this patch, they removed the possibility to back cap when the frontline is too pushed :
- You can now only capture objectives at most 2 steps away from a connected objective owned by your realm, or 2 steps from your warcamp.

Sulorie
Posts: 7219

Re: LOTD balance anyone?

Post#76 » Fri Aug 19, 2022 4:40 pm

CyunUnderis wrote: Fri Aug 19, 2022 12:13 pm
Spoiler:
Sulorie wrote: Fri Aug 19, 2022 10:14 am Did they remove the options to back cap flags and interrupt the connection to destro main base? This alone would split the enemy forces. Or are only certain flags close to last one attackable? Originally you could hit any flag, even deep in enemy backline.

Since this patch, they removed the possibility to back cap when the frontline is too pushed :
- You can now only capture objectives at most 2 steps away from a connected objective owned by your realm, or 2 steps from your warcamp.
You recall what purpose this change had?

Capturing objectives takes time and when the stronger realm can cross the distance between 3 objectives within this time frame, I would say it only supports the superior side...
Dying is no option.

User avatar
Detangler
Posts: 986

Re: LOTD balance anyone?

Post#77 » Fri Aug 19, 2022 6:07 pm

Maybe the solution is to make all objectives captureable at all times. The more objectives you take, the more you have to spread to cover your back lines to maintain supply to forward objectives. Overpopulated side gets spread out more, underpopulated side has more opportunities to disrupt winning side's point gain and more opportunities to engage smaller forces.

Can I call it? I'm gonna call it.

/thread.
Detangler and alts - 84 Chosen, other 40s - DoK, Zealot, SH, WE, BG, BO
Destro - Mostly Harmless
Tangler and alts - 8X IB, other 40s - RP, SM
Order - Most dishonorable

JohnnyWayne
Posts: 176

Re: LOTD balance anyone?

Post#78 » Fri Aug 19, 2022 6:15 pm

Sulorie wrote: Fri Aug 19, 2022 4:40 pm
CyunUnderis wrote: Fri Aug 19, 2022 12:13 pm
Spoiler:
Sulorie wrote: Fri Aug 19, 2022 10:14 am Did they remove the options to back cap flags and interrupt the connection to destro main base? This alone would split the enemy forces. Or are only certain flags close to last one attackable? Originally you could hit any flag, even deep in enemy backline.

Since this patch, they removed the possibility to back cap when the frontline is too pushed :
- You can now only capture objectives at most 2 steps away from a connected objective owned by your realm, or 2 steps from your warcamp.
You recall what purpose this change had?

Capturing objectives takes time and when the stronger realm can cross the distance between 3 objectives within this time frame, I would say it only supports the superior side...
Order won a LotD that way, so it obviously had to be removed. :P

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zulnam
Posts: 760

Re: LOTD balance anyone?

Post#79 » Fri Aug 19, 2022 8:02 pm

OK here's how you REALLY fix LotD. No, shut up. This is it.

So, you add gold mines to the map, right?

And every player can build a sort of main base building. lets call it a Town Centre. There they can train Peasants to mine gold. I guess destro is too cool for peasants, so we'll call their plebs Peons.

And the peons/peasants (from now on known as PP) mine gold, right? And then you can send some to cut some wood (@Dalen: add trees to LotD). Ok, now you have gold and woold.

Next you build a Barracks. Here you can train Footmen, or Grunts for destro. Now these cost gold so make sure your PP is working, cause you need gold. And also wood, cause you will want to build a blacksmith to upgrade those soldiers.

Now, all your troops are gonna need housing, so your PP will build farms for them and the soldiers to live in.

New objective: whoever gets sued by Activision-Blizzard last wins.
SW, Kotbs, IB, Slayer, WP, WL, SM, Mara, SH, BG

lumpi33
Posts: 422

Re: LOTD balance anyone?

Post#80 » Sat Aug 20, 2022 10:32 am

JohnnyWayne wrote: Fri Aug 19, 2022 6:15 pm
Sulorie wrote: Fri Aug 19, 2022 4:40 pm
CyunUnderis wrote: Fri Aug 19, 2022 12:13 pm
Spoiler:

Since this patch, they removed the possibility to back cap when the frontline is too pushed :
You recall what purpose this change had?

Capturing objectives takes time and when the stronger realm can cross the distance between 3 objectives within this time frame, I would say it only supports the superior side...
Order won a LotD that way, so it obviously had to be removed. :P
I honestly have the same feeling. The first test round was pretty fun were you could swim over the river and break their back lines. Then someone was probably saying "woah, hold on, destro is not winning that way..." and changed it to the usual zerg fest. Destro won like 90% of all LOTDs since then because of easy blobbing with more players in there and because of more aoe melees and tanks that are doing better than the order ranged in zergy situations. I guess it's fine for them now since they seem to have no problem with destro winning 9 out of 10 LOTDs.

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