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Please add Barrier to every Warcamp in all Tier Zones

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Roids
Posts: 86

Re: Please add Barrier to every Warcamp in all Tier Zones

Post#11 » Sat May 25, 2024 8:25 am

Ahh and while we're at it, the XP scroll change was also a shot in the arm. Stupid excuses a la protecting new players etc. It's true that it's much better to leave these new players in t4 SCs where they don't randomly meet a premade but almost always a full BIS opposing team. And we know how well it works to find a group when you don't have any friends, especially when you're new. Not to mention with not even lvl 40 gear, every sov group is looking for exactly such players to fill the missing space. The agenda comes out again, close your eyes, get into the Zerg and switch off your brain.

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Roids
Posts: 86

Re: Please add Barrier to every Warcamp in all Tier Zones

Post#12 » Sat May 25, 2024 8:39 am

Looks like i have a run atm, so lets talk about this great Sac Arena weekend SC and how to fix this mess.

Fixed spawn points, SC object near the 3rd spawn. Remove the barrier and access the spawn where guards are hiding behind the first narrow passage. The dominant side can then camp the spawn from the loosing team and one of them runs the part into the middle. These stupid barriers alone simply encourage the winning team to sh.. on SC mechanics because there is always a stupid one that goes out and you can just kill him.

The same could be applied to Garden of Morr. Different spawn points are really the biggest nonsense you can imagine. I've already had enemies spawn in my spawn and kill me because I was inside for 30 seconds and wrote something.

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Roids
Posts: 86

Re: Please add Barrier to every Warcamp in all Tier Zones

Post#13 » Sat May 25, 2024 8:40 am

ahh and REMOVE TWISTING TOWER, theres no HELP for that SC :lol:

shoelessHN
Posts: 323

Re: Please add Barrier to every Warcamp in all Tier Zones

Post#14 » Sat May 25, 2024 10:52 am

Roids wrote: Sat May 25, 2024 8:12 am
shoelessHN wrote: Sat May 25, 2024 3:50 am The biggest issue with scs is the killboard and people thinking their k/d matters. T4 scenarios have been joke for over a year.

They're occasionally okay when its 18v18 or 24v24 as more random fighting happens and it doesn't end in a 12/0 kills 11 min surrender.
You know what, for many KD has always been important, every death was like something very unfortunate and I did everything I could to prevent it from happening again. Even though this game isn't very popular, it's the type of game that intrigued me. The only change is that you become aware of these people through the killboard. I don't want to deny that it wasn't an incentive to pay more attention to the KD, but that's it.

Even without a killboard I would avoid most new SCs like crazy. Bad design, not thought trough, forcing 18+ to satisfy zergplayers or Boxrunners (talking about u Dwarfen Road :x ).

Ahh and just to show how easy it would be using the dwarfen road example without changing much. You have fixed spawn points, so if it's too difficult to change the terrain then simply place two guards on the wall at the bottom. Everyone has a flag at the spawn, if you take it, you first have to take the flag that is far from spawn and hold it so that you can take the flag at the enemy's spawn. Circle running is off the table, there are fights and you have a safe haven if you get pushed to the spawn.
Redesigning the scenarios is a completely separate issue. People would still quit after the first fight and wait until the 11 surrender even with better designs.

Of course there were always people worried about dying before but it was nothing close to what it is now.

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Roids
Posts: 86

Re: Please add Barrier to every Warcamp in all Tier Zones

Post#15 » Sat May 25, 2024 5:46 pm

shoelessHN wrote: Sat May 25, 2024 10:52 am
Roids wrote: Sat May 25, 2024 8:12 am
shoelessHN wrote: Sat May 25, 2024 3:50 am The biggest issue with scs is the killboard and people thinking their k/d matters. T4 scenarios have been joke for over a year.

They're occasionally okay when its 18v18 or 24v24 as more random fighting happens and it doesn't end in a 12/0 kills 11 min surrender.
You know what, for many KD has always been important, every death was like something very unfortunate and I did everything I could to prevent it from happening again. Even though this game isn't very popular, it's the type of game that intrigued me. The only change is that you become aware of these people through the killboard. I don't want to deny that it wasn't an incentive to pay more attention to the KD, but that's it.

Even without a killboard I would avoid most new SCs like crazy. Bad design, not thought trough, forcing 18+ to satisfy zergplayers or Boxrunners (talking about u Dwarfen Road :x ).

Ahh and just to show how easy it would be using the dwarfen road example without changing much. You have fixed spawn points, so if it's too difficult to change the terrain then simply place two guards on the wall at the bottom. Everyone has a flag at the spawn, if you take it, you first have to take the flag that is far from spawn and hold it so that you can take the flag at the enemy's spawn. Circle running is off the table, there are fights and you have a safe haven if you get pushed to the spawn.
Redesigning the scenarios is a completely separate issue. People would still quit after the first fight and wait until the 11 surrender even with better designs.

Of course there were always people worried about dying before but it was nothing close to what it is now.
At least they wouldnt stand behind barrier and refuse to go Out.

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Roids
Posts: 86

Re: Please add Barrier to every Warcamp in all Tier Zones

Post#16 » Sun May 26, 2024 12:56 pm

JohnnyWayne wrote: Sun May 26, 2024 12:33 pm I am not going out when there is no chance to win a fight. It's simple as that. I don't give a damn about my kd, but I wont feed anyone free renown either. Fix split spawns with a proper logic and add barriers to every SC to prevent premades from farming spawns.
U wanna say remove Barriers i hope, why add barrier that premades can farm every poor soul who gets out, at least u can try to fight back with help of guards. How many times u dont even go out of barrier when u see theres not even the slightes chance of winning and u cant get back to safe zone.

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Roids
Posts: 86

Re: Please add Barrier to every Warcamp in all Tier Zones

Post#17 » Sun May 26, 2024 12:59 pm

Ahh and can we bet that bring back xp scrolls for pvp and just listing scs like Nordenwatch, Basin, Phoenix, cementary, crag keep and some others the player population will rise. Returning and new players

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Fey
Posts: 938

Re: Please add Barrier to every Warcamp in all Tier Zones

Post#18 » Mon May 27, 2024 2:07 am

The barriers need to go, period. There can't be a hard in/out mechanic like this in a setting that is meant to cater to casual players.

If I'm in a scenario with a barrier, my rule is two times. I'll go out with the first wave of course. If we wipe, I'll go out a second time.

If there is no barrier and we get spawn camped, I can at least try to mess with the other team. If I'm on my Zealot I can go out and stagger the main dps or the other Rune Priest as a middle finger. That is at least a thing I can do in a not ideal situation. Otherwise I just sit in spawn and wait for 11 minutes.
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Templa
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Re: Please add Barrier to every Warcamp in all Tier Zones

Post#19 » Mon May 27, 2024 1:53 pm

If we introduce some kind of mechanic where one side could cap a warcamp and lock a zone through it, this will result in a overwhelmingly 1 sided meta that completley rolls over all enemy zones to hit Fort asap to maximise on RR? Why do i say that? Because that's exacly what i would do if i wanted to get free RR without having to invest into anything. No RR needed. No Gear needed. Just an overwhelming mass of people steamrolling over anything.

My reasoning:
I dunno how many people remember the days in early 2020 around the time a rather famous mmorpg youtuber made a video about RoR and we had around 4k people active during peak times. What we did on destro during that time was create a guild and alliance that essentially overwhelmed any fight in RvR lakes without any chance of possible loss in lakes because we just ran zergs with over 200 people. Lasted for a few months with a lot of controversy surrounding the whole thing and people flaming and hating on most Singularity Members, but the Renown gains guys. lemme tell you....juice :D
And i bet execly the same would happen again if Warcamps are made attackable. Maybe not with a hive Guild but definitely in a form where Guilds stick together or alliances combine.

On the other hand I believe removing barriers in scenarios could help shorten SC length immensly if the matchup is incredibly one sided and that side can just force end a scenario in 5 minutes by destroying/capturing some kind of enemy spawn objective. This would increase the need to play as premades to succeed and force people to play together to win. For balanced SCs we have Ranked SCs or Discordant Skirmish right?
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Everdin
Posts: 742

Re: Please add Barrier to every Warcamp in all Tier Zones

Post#20 » Tue May 28, 2024 8:19 am

There is no question, having no barriers (natural or this stupid red walls) would improve the chances of getting something done in a, otherwise lost, scenario.

Things changes if you have a really good range premade, if they know what they do they can play with every enemy on the battlefield like puppets. (Engange if enemy stop chasing, pull back to warcamp as soon as they come again).

You might say "just stop chasing them" but they won't stop attacking you. Additional it would incentive lazy play, waiting for the opponent to engange you, kick into spawn, win.

The, in my opinion, best move woud be:

- Keeping natural barrieres (and add them into every sc), you can't go back fully into your warcamp again.

- Make it really difficult and EQUAL chances to kick people into guards (it should NOT be the target to get guards the job done for you)

- Add a warcamp buff scaling with kill difference, bigger difference on kills = the lower side recieve less and do more damage. (As long as buff is active time of sc will run out faster, points will tick higher on the dominant side to end sc as fast as possible

- remove surrender
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