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Shortcomings of AoR/RoR.

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Zxul
Posts: 820

Shortcomings of AoR/RoR.

Post#1 » Wed Jun 24, 2020 8:06 pm

Years ago I was playing a different RvR game Anarchy Online. Comparing AO to AoR/RoR, there are things which AO did specifically better (there are also lot of things which AoR/RoR do better, but it is not the topic).

1. The original problem of AoR design- resetting rvr objectives. If the keeps/cities eventually reset, then the hours long fight doesn't really achieves anything. Comparing to AO- which had several high lvl rvr objectives (towers) fights which lasted for week+ of nonstop 24/7 fighting- where towers once gained would belong to side/guild which got them, until retaken by a different side, and would provide a constant benefits to the guild's members. Also made guilds and guild alliences in AO actually matter, compared to AoR/RoR where guilds are mostly matter of convenience.
No idea what can be done about.

2. Gold and tradeskills, tied to each other. In AoR/RoR, tradeskills and gold are of limited use- tradeskills are used to make a few specific consumables (pots and talis), and usually just mean farming mobs for mats once in a while. All good equipment items, with the sole exception of gunbad purple gems, are BoP, whatever from vendor (sov) or from dungeons mobs/kill quests, making gold pretty useless in endgame.
Here is an example of making an endgame equipment item using tradeskills in AO:
https://www.ao-universe.com/guides/clas ... trenchcoat
Comparing to AoR/RoR, it has the following advantages:
- From devs viewpoint- adding new content in RoR requires devs making a new encounter of some kind, whatever pvp or pve. Adding item like example above from other hand, requires just modifying a few loottables, while possibly reusing existing mobs/encounters, and while still providing a timesink.
- Flexible timesink- assuming mats for the item can be traded, it gives players choice into what do they want to invest time to get the item- into farming the mobs for mats, or into farming gold to buy the mats from other players.
- Flexible equipment timesink compared to dungeons/city- dungeons/city require committing for several hours at a time. From other hand, if player wants to farm the 30 mats needed to make the final item, he can spend a hour at a time if he has only that/if he needs a break from rvr, and have X mats in return, while still investing the same total time to get the item.

3. Solo pve. In AoR/RoR once player is lvl 40, solo pve is only farming mats for a hour once in a week or two. Now compared to team pve (dungeons/22 pqs), solo pve has an advantage of much less setup/commitment needed- for doing dungeon for example even while in a guild alliance, it often takes several hours to fill the team of 2/2/2, and then the dungeon itself often requires several hours more (full BS run).
AO has something called missions. A terminal (vendor) autogenerates missions (instances) of several types and of desired difficulty lvl for random rewards for player- player can roll missions till he gets the reward he wants. Once he selected the mission, he goes to selected portal (those are located in different areas, some close to cities while other deep in pve areas) and enters the mission. The mission is made out of several of possible pregenerated areas, with mobs in them, and with a champion mob in final area. There are in general 3 types of missions- find and select an item in instance, find and select a specific mob in instance, and kill specific mob in instance. There are several different strategies of finishing the mission, depending if you prefer to kill the mobs, kite the mobs, or sneak past the mobs.
Missions also contain chests, which player can open once he doesn't has mobs agro (whatever he killed the mobs, kited the mobs to far area, or staggered the mobs), for random rewards.
In general, missions are sort of instanced dungeons for players, which they can do any time. Should be possible to make in RoR- possibly even by reusing a specific areas as instances with mobs located on them.
More on missions here:
https://forums-archive.anarchy-online.c ... rsion-2-0)

4. Progression once toon is max lvl. Tied to 1-3 above. RoR unlike AoR added progression up to rr 255, however an actual progression is farming equipment up to sov, which is limited to prevent too mich of a power creep. AO from other hand has additional paths of progression open to max lvl toon- gold and guild advancement- which do not create as much of a power creep.
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."

— Azeila, Alluress of Slaanesh

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Zxul
Posts: 820

Re: Shortcomings of AoR/RoR.

Post#2 » Thu Jul 09, 2020 8:30 am

One option related to 2 is improved versions of unlockable pve jewelry sets, since those are outdated a time. Possibly improved versions with procs similar to what the sets had back on live.
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."

— Azeila, Alluress of Slaanesh

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