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Siege should damage structures

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Hargrim
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Posts: 2465

Re: Siege should damage structures

Post#11 » Thu Jul 04, 2019 4:11 am

Onemantankwall wrote: Thu Jul 04, 2019 2:16 am How about just opening all bottom floor posterns you did it for lord room 1st floor needs a fix before city drops or neither side will rarely see city

You say that like it’s a bad thing, to rarely see the city siege.
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Onemantankwall
Posts: 523

Re: Siege should damage structures

Post#12 » Thu Jul 04, 2019 5:11 am

Hargrim wrote: Thu Jul 04, 2019 4:11 am
Onemantankwall wrote: Thu Jul 04, 2019 2:16 am How about just opening all bottom floor posterns you did it for lord room 1st floor needs a fix before city drops or neither side will rarely see city

You say that like it’s a bad thing, to rarely see the city siege.
Only rare because of off hours = no defenders. atm people are trying to throw entire campaigns just to fort defense farm with a inner door funnel because any step near it u get obliterated. Ive played both sides of it. Without another way in its brain numbingly pointless. Going entire forts without even beginning to see the lord is a broken mechanic. Why do you think normal keeps have posterns? Because there has to be another way inside or its just aoe exploited/abused. Its the whole reason devs got rid of the things in live, its too easy to defend and they didnt want to bother fixing a solution so they simply opened city up. Ik RoRs teams better than that and will get it right or y'all wouldnt of put it out.
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Sulorie
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Re: Siege should damage structures

Post#13 » Thu Jul 04, 2019 5:25 am

Hargrim wrote: Thu Jul 04, 2019 4:11 am
You say that like it’s a bad thing, to rarely see the city siege.
For anyone playing at prime time and not at low pop hours, forts are actually very rare. All those people with full invader play at low pop hours, when you have your daily fort siege almost at the same time. :)
One could say, that this is the reward for people in those time zones, who have barely any sc pops. ^^
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Kragg
Posts: 1770

Re: Siege should damage structures

Post#14 » Thu Jul 04, 2019 5:59 am

Hargrim wrote: Mon Jul 01, 2019 10:49 am
dalen wrote: Mon Jul 01, 2019 10:46 am Are you open to the idea if someone creates more models? :)

We are currently unable to create any new animated models. As of, if we are open - it's hard question, currently we want to finish the campaign (add city sieges) and after that move back and maybe fix stuff in campaign that might need fixing. I'm not sure if this is good way to approach this, but it's something we (the team) considered in the past.
I tested a form of barricades once. You could set them up and use them as barrier against attackers. Amazing, and you could place them in the rvr zone. Good stuff, is that still under consideration?
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Kragg
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Re: Siege should damage structures

Post#15 » Thu Jul 04, 2019 6:03 am

Onemantankwall wrote: Thu Jul 04, 2019 5:11 am
Hargrim wrote: Thu Jul 04, 2019 4:11 am
Onemantankwall wrote: Thu Jul 04, 2019 2:16 am How about just opening all bottom floor posterns you did it for lord room 1st floor needs a fix before city drops or neither side will rarely see city

You say that like it’s a bad thing, to rarely see the city siege.
Only rare because of off hours = no defenders. atm people are trying to throw entire campaigns just to fort defense farm with a inner door funnel because any step near it u get obliterated. Ive played both sides of it. Without another way in its brain numbingly pointless. Going entire forts without even beginning to see the lord is a broken mechanic. Why do you think normal keeps have posterns? Because there has to be another way inside or its just aoe exploited/abused. Its the whole reason devs got rid of the things in live, its too easy to defend and they didnt want to bother fixing a solution so they simply opened city up. Ik RoRs teams better than that and will get it right or y'all wouldnt of put it out.
I still prefer to set them up as keeps. Ram the gates the usual way, oil etc. Proper defensive measures have to be taken by defenders, and attackers. The whole phase thing is not my kind of cookie
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Hargrim
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Re: Siege should damage structures

Post#16 » Thu Jul 04, 2019 6:40 am

Spoiler:
Onemantankwall wrote: Thu Jul 04, 2019 5:11 am
Hargrim wrote: Thu Jul 04, 2019 4:11 am
Onemantankwall wrote: Thu Jul 04, 2019 2:16 am How about just opening all bottom floor posterns you did it for lord room 1st floor needs a fix before city drops or neither side will rarely see city

You say that like it’s a bad thing, to rarely see the city siege.
Only rare because of off hours = no defenders. atm people are trying to throw entire campaigns just to fort defense farm with a inner door funnel because any step near it u get obliterated. Ive played both sides of it. Without another way in its brain numbingly pointless. Going entire forts without even beginning to see the lord is a broken mechanic. Why do you think normal keeps have posterns? Because there has to be another way inside or its just aoe exploited/abused. Its the whole reason devs got rid of the things in live, its too easy to defend and they didnt want to bother fixing a solution so they simply opened city up. Ik RoRs teams better than that and will get it right or y'all wouldnt of put it out.

What I said is that there is nothing wrong with stalemates between equal or incompetent forces, nor there is anything wrong with Cities being rare occurrence (there will be probably some timers and / or lockouts to enforce that).

As for posterns, I'm not the person designing forts, so you can't convince me to change this :P.
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mogt
Posts: 480

Re: Siege should damage structures

Post#17 » Thu Jul 04, 2019 9:41 am

the forts are all fine with the mecanic the problem are the players, they stay afk at fort siege or dont want push together, the forts are a teamplay and the problem is as example, if just 1 wb push maingate and noone go via postern too, that the reason why the push is unsucessfull, that is not a dev problem. that is a playerbase problem. if you see high rr tanks, with complete devastator gear or duelist in a fort, then you can see, what is wrong.


the players must learn in the forts the coordinating teamplay, but many players stay afk in the forts, because they think "i can get 4 medals for doing nothing and taht is better as fighting" that is so sad


it is easy to say the doort must be dixed etc, but the core problem are the players, and if the players dont want fight as a team then they lose the fort and in the future then they get no city siege, very easy

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Onemantankwall
Posts: 523

Re: Siege should damage structures

Post#18 » Thu Jul 04, 2019 9:56 am

mogt wrote: Thu Jul 04, 2019 9:41 am the forts are all fine with the mecanic the problem are the players, they stay afk at fort siege or dont want push together, the forts are a teamplay and the problem is as example, if just 1 wb push maingate and noone go via postern too, that the reason why the push is unsucessfull, that is not a dev problem. that is a playerbase problem. if you see high rr tanks, with complete devastator gear or duelist in a fort, then you can see, what is wrong.


the players must learn in the forts the coordinating teamplay, but many players stay afk in the forts, because they think "i can get 4 medals for doing nothing and taht is better as fighting" that is so sad


it is easy to say the doort must be dixed etc, but the core problem are the players, and if the players dont want fight as a team then they lose the fort and in the future then they get no city siege, very easy
There's always that 1 guy who doesnt have a clue but throws his 2 cents in anyway. How do you send people through postern when posterns closed to everyone but mdps which is guarded by half wb+ and u have no tanks or heals allowed to run through it? You send 2+ wbs full force through main gate whether defense has morales or not everyone including your tanks (who has **** ttk compared to live from lack of turtle gear) gets blown up/chopped up in a matter of seconds because 30+ people are 1 button aoe spamming the width of the entrance creating a unavoidable aoe puddle of death in keeps you have the postern for coordinated assaults. In forts your SOL to the point where collecting 4 meds while watching a episode of your show for 45min on the attacking side is now the norm.
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Stophy22
Posts: 444

Re: Siege should damage structures

Post#19 » Thu Jul 04, 2019 10:25 am

mogt wrote: Thu Jul 04, 2019 9:41 am the forts are all fine with the mecanic the problem are the players, they stay afk at fort siege or dont want push together, the forts are a teamplay and the problem is as example, if just 1 wb push maingate and noone go via postern too, that the reason why the push is unsucessfull, that is not a dev problem. that is a playerbase problem. if you see high rr tanks, with complete devastator gear or duelist in a fort, then you can see, what is wrong.


the players must learn in the forts the coordinating teamplay, but many players stay afk in the forts, because they think "i can get 4 medals for doing nothing and taht is better as fighting" that is so sad


it is easy to say the doort must be dixed etc, but the core problem are the players, and if the players dont want fight as a team then they lose the fort and in the future then they get no city siege, very easy
When the door drops the posterns don't drop for attackers. I think you don't know this? Stonewatch is a nightmare because of this. and i guess other forts but stonewatch remains the only fort I have yet to step inside of lol.
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Alfa1986
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Re: Siege should damage structures

Post#20 » Thu Jul 04, 2019 11:38 am

Strangely, two weeks ago, people complained that there was no opportunity / sense to protect the fort, now people complain that there is no opportunity / sense to attack the fort. and what has changed?
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