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Patch Notes 13/1/2017

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Coma
Posts: 167

Re: Patch Notes 13/1/2017

Post#131 » Wed Jan 17, 2018 4:41 pm

wargrimnir wrote:
Natherul and Torquemadra
- Siege equipment (ram, oil and so on) will now take increased / decreased damage based on the number of BOs your realm holds. Having 0 BOs means your siege takes 30% more damage and holding 4 BOs means it will take 30% less damage. This scales with different number ofc and is "normal" if you hold 2 BOs

- Siege equipment (excluding artillery) will now deal increased / decreased damage based on the number of BOs your realm holds. Having 0 BOs means your siege deal 30% less damage and holding 4 BOs means it will deal 30% more damage. This scales with different number ofc and is "normal" if you hold 2 BOs

Hargrim
- Draw timer is no longer visible for players using `.rvr` command.
- Draw timer is now randomized to avoid potato behavior.
- Holding 2 Battle Objectives will now start to heal Keep Doors, the more BOs the faster the healing.
First thing first... I'm not against any of the above listed changes (I may not be totally in favor of them but is too early to say anything about the idea being good or bad...) but the combination of the above changes has given birth to a little problematic occurrance...

this happened today in Praag;

Order attack destro keep, brake down outer door taking a little longer than usual due to destro managing to get a few BO behind order back... all good, destro played it smart (order realized the problem when they noticed that the door was healing all the damage recivied by the ram and went to cap a few BO back), once outer doors went down order circumvent the funnel and pushed destro stright to inner door without waising time but due to the time wasted at outer door when the ram got to inner door it was already below 1/2 hp... and was destroyed before order could get the inner door down.
Order retreated, capped all BO (than lost one but kept 3 bo under control) and waited for ram to be avaible again.
As soon as ram become avaible order rushed destro keep, outer doors were still down and order attacked inner door directly (wasted something like 30 sec on outer oil that was taken down without any problem), again destro took a few BO behind but didn't manage to get all four and after a little skirmish it stabilized with 2 bo per faction (order was having a 20% AAO at this point... but was all focused on the keep with only one or 2 party roaming around and keeping BO out of destro hands so ther was not really any feeling of number inferiority).
Order brought down inner door, rushed to the third floor (again no funnel destro set up defense directly on third floor) where batteld out for 2-5min with destro before wiping them out of the keep... and... DRAW LOCK!!!! Order didn't even manage to regroup in lord room after wiping the opposition on the 3d floor.

This wasn't one of those KV eteranl siege... the siege went slighlty slower than ususal due to the new damage/door healing effect of BO and the fact that people are still not used to them (order took 10 min while hitting the outer door before they realized they were actualy doing pretty much 0 dmg on the door and that it was due to destro having all BO.. but once the problem and reason come out order took notice of it and managed to bring back the siege to standeard speed).. all in all the Draw result did not come out of a standstill but rather a combination of slightly longer than avarage siege + randomly generated SHORT draw timer...


IMHO: while both the random and hidden draw timer and the new BO's damage modifier are not really a problem a look should be taken at the MINIMUM draw timer or battle that just progressed a little slower (wich is usual a sign of an even fight and not a one sided massacre) risk turing out into an unsatisfactory draw where the winning side just see all his goodies being stolen in front of their eyes ^^'

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Tesq
Posts: 5704

Re: Patch Notes 13/1/2017

Post#132 » Wed Jan 17, 2018 5:08 pm

yea maybe it should be tell me there are only 30 min to lock the zone? or timer should eb suspended when the doors are down.

he aim of the draw timer is not let a fight keep go for days or jsut hours ina zone but if finally a zone is getting cap then that should not happen
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Hargrim
Developer
Posts: 2465

Re: Patch Notes 13/1/2017

Post#133 » Wed Jan 17, 2018 5:11 pm

Some solution to the above might be healing ram from BOs.
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togadude
Posts: 3

Re: Patch Notes 13/1/2017

Post#134 » Wed Jan 17, 2018 5:28 pm

Scaven and Land of the dead next patch please!!!!

nelsonus
Posts: 39

Re: Patch Notes 13/1/2017

Post#135 » Wed Jan 17, 2018 5:29 pm

@Coma

The alternate is that if you knew the keep would draw soon, you wouldn't have had that action, people would have just sat around.
Racta - black orc

Coma
Posts: 167

Re: Patch Notes 13/1/2017

Post#136 » Wed Jan 17, 2018 5:50 pm

nelsonus wrote:@Coma

The alternate is that if you knew the keep would draw soon, you wouldn't have had that action, people would have just sat around.
this has nothing to do with what I was talking about... I was alking about the MINIMUM draw timer being too short... not a single word about the Hidden timer ^^'

the draw in that situation was totally uncalled for (draw have been introduced as a way to avoid zone being locked for hours due to standstill and impossibility of either faction to succesfully siege that opposite keep... tehere instead there was a faction winning a siege that lasted a little longer than normal... but no standstill and the siege itself lasted 1-1,5 hour total, including the downtime between first ram destruction and second ram deploy) and shouldn't have happened.

this is what I was talking about, the MINIMUM timer for draw...

timer being hidden, no problem
timer being random, no problem
draw popping out of situations it is not needed, here we got a problem

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Hargrim
Developer
Posts: 2465

Re: Patch Notes 13/1/2017

Post#137 » Wed Jan 17, 2018 8:04 pm

After server rises from the dead the draws won't happen if both keeps in zone are not in 'safe' state (safe - doors up and at 100% health + some BOs to seal the deal).
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Natherul
Former Staff
Posts: 3154
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Re: Patch Notes 13/1/2017

Post#138 » Wed Jan 17, 2018 9:30 pm

Server up again with new hotfix to take care of some error we had. OP updated

NOTE:
anyone with nullref from lockouts, you will get one or 2 nullref after logging in again but the server now have code that should correct itself when it happens. I forgot to stop the nullref itself from happening but thats in when the next patch is up but for now you will just take 1 or 2 messages and then it should be fine :D

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Hargrim
Developer
Posts: 2465

Re: Patch Notes 13/1/2017

Post#139 » Wed Jan 17, 2018 9:47 pm

Stuff from me:

[PvE]

Hargrim
- XP rules from NPCs were changed again - you can now level with up to 9 levels (including) difference in your party. If difference is between 4 and 9 levels the XP from opponents will be reduced. Base XP value is now correctly split among all party members.

[RvR]

Hargrim
- Draws won't happen if at least one of the doors is damaged and keep is not in 'Safe' or 'Locked' state.
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Vl4ddy
Posts: 33

Re: Patch Notes 13/1/2017

Post#140 » Wed Jan 17, 2018 10:34 pm

Yaay! This patch makes me happy. Thank you for fixing things from last patch! :)
Sloppynachos, Ronnieraygun, Ronnyraygun, Phungi.

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