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Patch Notes 28/11/2024

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Albais
Posts: 132
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Re: Patch Notes 28/11/2024

Post#31 » Fri Nov 29, 2024 7:38 am

Aethilmar wrote: Thu Nov 28, 2024 8:25 pm
Albais wrote: Thu Nov 28, 2024 12:45 pm I think these buffs could be a great permanent addition to open RvR as they incentivize both fighting and getting up to fight again after being wiped.
Hold your horses there mister. Let's see how this plays out before we start advocating making it permanent. It might be as you say OR (based on years of playing with these folks) it will make kill farming by zerging even more of a thing.

People always make an assumption it is a lack of willingness to fight. Instead it is a lack of willingness to fight for bad rewards. And the cold, hard truth (as a semi-professional soloist who plays the AAO side because he is stupid) is the rewards for zerging far, far, far outweigh the rewards for getting zerged. Nothing in here changes that equation and, quite frankly, this may just make it worse since now you even more actively get rewarded for safe kills.

My main point was that a mechanic that boosts the underdog (like giving them higher stats each time they are killed) in a way that incentivizes them to go out and try again (as having higher stats now makes it slightly more likely that they are able to get a kill in return) is a good idea. Of course, you can think of many other ways to support the outnumbered site. And it might be that this specific implementation does not hit the mark as you predict. But I think the general idea is sound.
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Goryak
Posts: 196

Re: Patch Notes 28/11/2024

Post#32 » Fri Nov 29, 2024 7:46 am

Spoiler:
Glorian wrote: Thu Nov 28, 2024 11:32 pm
ReturnOfReckoning wrote: Thu Nov 28, 2024 11:08 am

Public Quests
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Karaz-a-Karak and Karak Eight Peaks
This Saga we are happy to introduce new permanent public quests in Karaz-a-Karak and Karak Eight Peaks. Three public quests exist on the main level of the cities, and two in the sub-levels. Order players can participate in these public quests in the Karaz-a-Karak Forge, Feast Hall, Steadfast Inn, Engineer Guild, and Cannon Foundry - the latter two in the Middle Deeps. Destruction players can find their public quests in the Temple of Gork, Da Stunty Diggin' Pit, Da Great Bashin' Pit, Da 'Ungry Troll, and the Squig Nursery - the latter two in Da Deeps.

These public quests are spiritual successors to the public quests of Altdorf and the Inevitable city, rewarding players with a new rank 29 armor set - the Holdfast set - and weapons and accessories of equal level. The Holdfast set does require the tome unlock for having completed the City-Watch set.

What is the City Watch-Set?
Ot is it the City Watch Questline?
City-Watch is the r16-ish, 5 piece set you get from the 5 low level PQ's in IC/Altdorf.
The set is a bit meh compared to Keepers, but the purple weapons/jewels/cloak from purple/gold bags are pretty solid for lowbies.

If you use Warboard addon, more specifically Warboard_Inf, you might not be able to see the quest tracker for the city PQ's, disable Warboard_Inf and you'll see the tracker when you enter the PQ.
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Alubert
Posts: 386

Re: Patch Notes 28/11/2024

Post#33 » Fri Nov 29, 2024 1:19 pm

Albais wrote: Fri Nov 29, 2024 7:38 am
Aethilmar wrote: Thu Nov 28, 2024 8:25 pm
Albais wrote: Thu Nov 28, 2024 12:45 pm I think these buffs could be a great permanent addition to open RvR as they incentivize both fighting and getting up to fight again after being wiped.
Hold your horses there mister. Let's see how this plays out before we start advocating making it permanent. It might be as you say OR (based on years of playing with these folks) it will make kill farming by zerging even more of a thing.

People always make an assumption it is a lack of willingness to fight. Instead it is a lack of willingness to fight for bad rewards. And the cold, hard truth (as a semi-professional soloist who plays the AAO side because he is stupid) is the rewards for zerging far, far, far outweigh the rewards for getting zerged. Nothing in here changes that equation and, quite frankly, this may just make it worse since now you even more actively get rewarded for safe kills.

My main point was that a mechanic that boosts the underdog (like giving them higher stats each time they are killed) in a way that incentivizes them to go out and try again (as having higher stats now makes it slightly more likely that they are able to get a kill in return) is a good idea. Of course, you can think of many other ways to support the outnumbered site. And it might be that this specific implementation does not hit the mark as you predict. But I think the general idea is sound.
Absolutely sick idea.
I accept it only because it is an exotic part of the event.
Rewarding someone for being weak?
Devs you have to be careful with such ideas because as you can see it falls on different ground. Give a finger and they will take your whole hand.
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Nelly74
Posts: 37

Re: Patch Notes 28/11/2024

Post#34 » Fri Nov 29, 2024 2:51 pm

I see that the level 3 reward of the event only applies to the main hand/off-hand.
What about those who only use staves? (sorcerers, mages, etc.)

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Albais
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Re: Patch Notes 28/11/2024

Post#35 » Fri Nov 29, 2024 5:20 pm

Alubert wrote: Fri Nov 29, 2024 1:19 pm
Albais wrote: Fri Nov 29, 2024 7:38 am
Aethilmar wrote: Thu Nov 28, 2024 8:25 pm

Hold your horses there mister. Let's see how this plays out before we start advocating making it permanent. It might be as you say OR (based on years of playing with these folks) it will make kill farming by zerging even more of a thing.

People always make an assumption it is a lack of willingness to fight. Instead it is a lack of willingness to fight for bad rewards. And the cold, hard truth (as a semi-professional soloist who plays the AAO side because he is stupid) is the rewards for zerging far, far, far outweigh the rewards for getting zerged. Nothing in here changes that equation and, quite frankly, this may just make it worse since now you even more actively get rewarded for safe kills.

My main point was that a mechanic that boosts the underdog (like giving them higher stats each time they are killed) in a way that incentivizes them to go out and try again (as having higher stats now makes it slightly more likely that they are able to get a kill in return) is a good idea. Of course, you can think of many other ways to support the outnumbered site. And it might be that this specific implementation does not hit the mark as you predict. But I think the general idea is sound.
Absolutely sick idea.
I accept it only because it is an exotic part of the event.
Rewarding someone for being weak?
Devs you have to be careful with such ideas because as you can see it falls on different ground. Give a finger and they will take your whole hand.

It is not about "rewarding someone for being weak", it is about helping people fight back in situations where their side is outnumbered. It helps to keep the fighting going - which is good for everyone and which is also the thought process behind this buff as spelled out in the patch notes:
Grudgemaker and Vengeance-Driven only apply within RvR, so get into the lakes and don't stop fighting until the enemy lie dead!
Also, the stat bonus that you get after being killed is successively lost for each kill you get.
Every time you die in RvR, you gain a stack of Vengeance-Driven, and every time you or your party kill a player you lose a stack.
I don't see what is "sick" about this idea and why you feel the need to warn the devs from "them" (who's "they" anyways?). It is an interesting mechanic which will be tested in this live event and if it turns out to promote fighting then why not keep it around? You don't have to worry though, I have zero influence on development so your fears of "them with their sick ideas ruining the game" or whatever are unfounded.
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Nameless
Posts: 1280

Re: Patch Notes 28/11/2024

Post#36 » Fri Nov 29, 2024 5:28 pm

I enter into the rvr zone with biss dps class, move to enemy wc and suicide on guards multiple times. Then change zone and explode someone. For that someone this dont feel fair and right. So yea
Mostly harmless

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Han
Posts: 27

Re: Patch Notes 28/11/2024

Post#37 » Fri Nov 29, 2024 5:38 pm

Nelly74 wrote: Fri Nov 29, 2024 2:51 pm I see that the level 3 reward of the event only applies to the main hand/off-hand.
What about those who only use staves? (sorcerers, mages, etc.)
im curious about that as well before grinding the 3rd reward on my sorc.

it would be also nice to be able to send the reward to another character like the last time

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Albais
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Re: Patch Notes 28/11/2024

Post#38 » Fri Nov 29, 2024 5:47 pm

Nameless wrote: Fri Nov 29, 2024 5:28 pm I enter into the rvr zone with biss dps class, move to enemy wc and suicide on guards multiple times. Then change zone and explode someone. For that someone this dont feel fair and right. So yea

Sure, details of the implementation need to be ironed out to prevent abuse (maybe the stat bonus is not triggered by guard kills, maybe it is lost when changing the zone, maybe it needs to decay over time, etc.). It is likely that these buffs will already go through some iteration during this live event. But the general idea behind it - to promote fighting by both rewarding those who get many kills while also giving outmatched players a bit of support so that they are motivated to keep the fight going - that is not a bad thing in my book.
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TrainInVain
Posts: 116

Re: Patch Notes 28/11/2024

Post#39 » Fri Nov 29, 2024 8:35 pm

Some pretty good changes, especially the new dye bottles.

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Rubius
Developer
Posts: 352

Re: Patch Notes 28/11/2024

Post#40 » Fri Nov 29, 2024 10:50 pm

Nameless wrote: Fri Nov 29, 2024 5:28 pm I enter into the rvr zone with biss dps class, move to enemy wc and suicide on guards multiple times. Then change zone and explode someone. For that someone this dont feel fair and right. So yea
Guards, Fall Damage, dying in PvE, etc, will not trigger the Vengeance-Driven buff.

We're sure players will find some way to be sneaky, but we've designed it specifically with this in mind.

If you do encounter any ways to rack up stacks that don't involve dying to enemy players, please let us know via a private ticket on the Bugtracker in the meantime!

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