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Patch Notes 9/9/2017

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wwright72
Posts: 101

Re: 9/9/2017 Patch Notes

Post#61 » Mon Sep 11, 2017 12:22 am

ragafury wrote: Need to playtest it a bit more.

Overall it's a great event so far!
I agree needs more testing, but the event has been fun. :D
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wargrimnir
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Re: 9/9/2017 Patch Notes

Post#62 » Mon Sep 11, 2017 12:29 am

Latest hotfix notes...

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[email protected] for exploits and cheaters.
grimnir.me Some old WAR blog

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wwright72
Posts: 101

Re: 9/9/2017 Patch Notes

Post#63 » Mon Sep 11, 2017 12:45 am

I hope you added that to the ror memes thread xD
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Lortie rr85 Zealot / Whoami rr44 ShadowWarrior / TUP
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Collateral
Posts: 1494

Re: 9/9/2017 Patch Notes

Post#64 » Mon Sep 11, 2017 10:15 am

Scrilian wrote:Opening up more than one pairing and implementing antiPvDoor mechanics, hmmm, really makes you think hows all of the will work out. :mrgreen:
True. What's the point of this and having more zones open? You will inevitably get some pvdoor action if 3 zones are open. If you want players to fight then leave one zone open, you can't be in two places at once anyway. Alas, we will have to test before any conclusions.
Last edited by Collateral on Mon Sep 11, 2017 10:46 am, edited 2 times in total.

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Glorian
Posts: 4980

Re: 9/9/2017 Patch Notes

Post#65 » Mon Sep 11, 2017 10:20 am

New shipment of shovels have arrived at the Bitterstone tents. Beginning to give them to the lads. We will entrench one of the flags in T2 and shoot anyone who will come close. ;)

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Hargrim
Developer
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Re: 9/9/2017 Patch Notes

Post#66 » Mon Sep 11, 2017 11:06 am

Collateral wrote:True. What's the point of this and having more zones open? You will inevitably get some pvdoor action if 3 zones are open. If you want players to fight then leave one zone open, you can't be in two places at once anyway. Alas, we will have to test before any conclusions.
It's kinda obvious that multiple zones are not open to allow players easy PvDoor action and loot for killing that mighty NPCs inside.
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Collateral
Posts: 1494

Re: 9/9/2017 Patch Notes

Post#67 » Mon Sep 11, 2017 11:22 am

As I said, we will have to see. I personally think it will inevitably lead to people choosing the easier way out, i.e. going to empty zones. But perhaps this system that prevents rewards might work.

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Yaliskah
Former Staff
Posts: 1974

Re: 9/9/2017 Patch Notes

Post#68 » Mon Sep 11, 2017 12:33 pm

Collateral wrote:As I said, we will have to see. I personally think it will inevitably lead to people choosing the easier way out, i.e. going to empty zones. But perhaps this system that prevents rewards might work.
Don't worry Collateral. We have planned to insert an auto .nukeallplayers on areas when the player ratio is under 5vs1. (i'm kidding ofc :p )

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Collateral
Posts: 1494

Re: 9/9/2017 Patch Notes

Post#69 » Mon Sep 11, 2017 12:50 pm

Crash the sever, problem solved!

My original idea was max 2 zones open. It would allow for the bigger numbers to fight against each other, and other smaller groups and soloers to roam around in the less populated zone. It would also allow for some tactics to be applied concerning locking the pairings. But this all requires city sieges in the end, so we will have to wait, hopefully not too long :)

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Yaliskah
Former Staff
Posts: 1974

Re: 9/9/2017 Patch Notes

Post#70 » Mon Sep 11, 2017 1:09 pm

About cities and fortresses. Big scoop.
They will come WHEN the global ORvR will be fine. Adding more issues on existent issues is just madness :).

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