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Re: Patch Notes 30/07/2020

Posted: Fri Jul 31, 2020 11:00 am
by Miaso
anarchypark wrote: Fri Jul 31, 2020 10:28 am grp can fight their way into keep by themselves. if there's wb, coordinate with other grp.
you guys wanna buy cheap teleport with only 1 box.
don't you play grp to be an elite force ?
do what elites would do in war.
crack the enemy siege and save weaks inside.
For example at the moment there are close to 300 des in the zone, you think 1 group can fight their way to a keep on their own? not a chance, even one warband is going to struggle

Re: Patch Notes 30/07/2020

Posted: Fri Jul 31, 2020 11:42 am
by anarchypark
Miaso wrote: Fri Jul 31, 2020 11:00 am
anarchypark wrote: Fri Jul 31, 2020 10:28 am grp can fight their way into keep by themselves. if there's wb, coordinate with other grp.
you guys wanna buy cheap teleport with only 1 box.
don't you play grp to be an elite force ?
do what elites would do in war.
crack the enemy siege and save weaks inside.
For example at the moment there are close to 300 des in the zone, you think 1 group can fight their way to a keep on their own? not a chance, even one warband is going to struggle
if there are 300 enemy vs 6 or 24. why do you need teleport?
that situation is for guerilla warfare.
if there were under 80 aao. coordinate with inner force is sometimes better than funnel.
it's up to that elite force. i think neither of us belong there nor any of who asking grp teleport.
monitoring 6man behavior will be interesting.

oh it's also funny that 6man pop seems more frequent on zergy side.
seek hard fight or easy farm, what would you do?
sry i'm rambling.

Re: Patch Notes 30/07/2020

Posted: Fri Jul 31, 2020 2:27 pm
by Nameless
The thing is that cos of all pulls, new invented pounce and disables it is much harder to build competative 6 man for orvr on orders side. The lack of RD and CW hurts both sides but for orders basically kills any meaningfull 6vmany setups

Re: Patch Notes 30/07/2020

Posted: Fri Jul 31, 2020 2:33 pm
by repel
ReturnOfReckoning wrote: Thu Jul 30, 2020 4:51 pm Hotfix #1

- Fixed some pathing issues for pets
time to make pets speed such as players have? 125>100

Re: Patch Notes 30/07/2020

Posted: Fri Jul 31, 2020 3:26 pm
by Kwatchi
If a siege lasts 30 min on average in the these zergy times, let's do some math.

1. Assume defender has all 4 BOs
2. Supplies drop every three minutes , starting a t=3
3. Player instantly travels from BO to WC without incident.

So absolute max that can fly to keep in this scenario before inner drops is 40. With travel time and ganks, the actual is far less. In zones like Caledor or KV... let's say maybe 5 in 30 minutes.

And show me a guild leader willing to waste 80g on a forlorn hope keep defense - definition of corner case.

Consider all that when we are constantly seeing crap like this where the player base now dodges each other rather than fights.
Image

Seems to me this trickling in to keep is nigh on useless in the PvDoor zerg world the oRVR has transformed into.

So while perhaps a fun technical project, this change is not going to fix much of anything (Heck, we just had Destro pushing end zones before Altdorf was even reset back to 1 star.) City loggers remain happy I suppose but oRVR, the best part of WAR, is being strangled to death.

Re: Patch Notes 30/07/2020

Posted: Sat Aug 01, 2020 10:29 am
by Alcan
Well while fixing stuff you broke resummon for magus wich is really nice skill

Re: Patch Notes 30/07/2020

Posted: Sat Aug 01, 2020 11:20 am
by dalen
Kwatchi wrote: Fri Jul 31, 2020 3:26 pm If a siege lasts 30 min on average in the these zergy times, let's do some math.

1. Assume defender has all 4 BOs
2. Supplies drop every three minutes , starting a t=3
3. Player instantly travels from BO to WC without incident.

So absolute max that can fly to keep in this scenario before inner drops is 40. With travel time and ganks, the actual is far less. In zones like Caledor or KV... let's say maybe 5 in 30 minutes.

And show me a guild leader willing to waste 80g on a forlorn hope keep defense - definition of corner case.

Consider all that when we are constantly seeing crap like this where the player base now dodges each other rather than fights.
Image

Seems to me this trickling in to keep is nigh on useless in the PvDoor zerg world the oRVR has transformed into.

So while perhaps a fun technical project, this change is not going to fix much of anything (Heck, we just had Destro pushing end zones before Altdorf was even reset back to 1 star.) City loggers remain happy I suppose but oRVR, the best part of WAR, is being strangled to death.
First, supplies drop every 2 min, it would be 60 players, not 40.

But this isn't meant to be the only way to get into keeps. Warbands are still likely better off trying to fight their way in using one of the posterns.

This is just one more additional way to get there which for example players joining late or soloing can use.

The intention is also to make BO control and the rest of the zone matter a bit also after a keep siege has started.

Re: Patch Notes 30/07/2020

Posted: Sat Aug 01, 2020 3:17 pm
by Cornerback
Why not implement a requirement to secure 1-3 BOs (amount needs testing) to be able to ram a door? This would force the zerg to spread out and give more purpose to BOs. It would also encourage smaller groups to fight for BOs instead of afking at mailboxes.

Currently its just "grab BOs to run supplies - zerg keep for 2h and ignore BOs - finally tap BOs to lock". So BOs are somehow useless most of the time.

Re: Patch Notes 30/07/2020

Posted: Sat Aug 01, 2020 5:48 pm
by AxelF
Cornerback wrote: Sat Aug 01, 2020 3:17 pm Why not implement a requirement to secure 1-3 BOs (amount needs testing) to be able to ram a door?
Now that's an idea I like the sound of - something like if your side holds 2 or 3 BOs your keep doors are invulnerable to damage. Would spread out the zerg and make BOs important again.

Re: Patch Notes 30/07/2020

Posted: Sun Aug 02, 2020 10:22 am
by dalen
And for those wondering about soft cap and hard caps regarding hotfix #2.

Soft cap is 50 + 25 * level and hard cap is 50 + 55 * level, so 1050 and 2250 respectively at lvl 40.

After reaching soft cap stats only give half points, so to actually reach hard cap of 2250 stats, you need 3450 actual stats.

Wounds only has soft cap applied, no hard cap.