Filthy casuals with their irl obligations, famalies, education and all that other pointless nonsensePenril wrote:
People who only change realms looking for fights won't care about this. And casuals who only play 20 minutes a day... come on, that is extremely casual.
Implementation of AAO Buff
Re: Implementation of AAO Buff
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Re: Implementation of AAO Buff
Not sure what your point was... but if you can't play an MMO for more than 20 minutes then you are playing the wrong kind of game. Mobas are more suited for you.Coryphaus wrote:Filthy casuals with their irl obligations, famalies, education and all that other pointless nonsensePenril wrote:
People who only change realms looking for fights won't care about this. And casuals who only play 20 minutes a day... come on, that is extremely casual.
One SC alone can last 15 minutes.
Re: Implementation of AAO Buff
Penril wrote:Not sure what your point was... but if you can't play an MMO for more than 20 minutes then you are playing the wrong kind of game. Mobas are more suited for you.Coryphaus wrote:Filthy casuals with their irl obligations, famalies, education and all that other pointless nonsensePenril wrote:
People who only change realms looking for fights won't care about this. And casuals who only play 20 minutes a day... come on, that is extremely casual.
One SC alone can last 15 minutes.
it was ment to be a joke, also i play dota and average matches are 40 mins
Re: Implementation of AAO Buff
Gotcha. So a -50% debuff for the first 20 minutes wouldnt be a proble correct? Should keep people from changing sides just for a flip.
Re: Implementation of AAO Buff
You shouldn't get a debuff, when switching to the underdog side.Penril wrote:Gotcha. So a -50% debuff for the first 20 minutes wouldnt be a proble correct? Should keep people from changing sides just for a flip.
Dying is no option.
Re: Implementation of AAO Buff
>Cory memeing it up
We have come full circle
As for AAO, it might contribute to people switching sides etc... but it's not the core problem with ORvR which encourages, or really just doesn't discourage rampant realm swapping.
Az seems to recognize this "fundamental" problem, and earlier posts suggest he would rather work on RvR as little as possible. Or rather there are other things easier to fix that would contribute more to the server (level 40 / zones, etc...)
This is compounded by the fact that any changes made to ORvR in any tier but 4, will not be a good indicator of how well those changes impact the only thing that ends up matter (tier 4 and its "campaign"). Because EA/Mythic decided not to recycle or make any of the content in t1-3 important to the endgame whatsoever. Nothing that happens there matters, and when it did it was an arbitrary wall for players to get over because Stage 3 city and sov gear wasn't even finished. On top of the fact you couldn't use any characters but ones within the tiers level bracket.
I would like to see the devs just do enough to make RvR "fun" and complete as possible while prioritizing finishing the game up to t4 and all its zones before making any major changes to how ORvR works.
We have come full circle
As for AAO, it might contribute to people switching sides etc... but it's not the core problem with ORvR which encourages, or really just doesn't discourage rampant realm swapping.
Az seems to recognize this "fundamental" problem, and earlier posts suggest he would rather work on RvR as little as possible. Or rather there are other things easier to fix that would contribute more to the server (level 40 / zones, etc...)
This is compounded by the fact that any changes made to ORvR in any tier but 4, will not be a good indicator of how well those changes impact the only thing that ends up matter (tier 4 and its "campaign"). Because EA/Mythic decided not to recycle or make any of the content in t1-3 important to the endgame whatsoever. Nothing that happens there matters, and when it did it was an arbitrary wall for players to get over because Stage 3 city and sov gear wasn't even finished. On top of the fact you couldn't use any characters but ones within the tiers level bracket.
I would like to see the devs just do enough to make RvR "fun" and complete as possible while prioritizing finishing the game up to t4 and all its zones before making any major changes to how ORvR works.
♂ ♂ ♂ <Lords of the Locker Room> ♂ ♂ ♂ <Old School> ♂ ♂ ♂
Re: Implementation of AAO Buff
How about aao just within range of a keep or bo under seige, would help prevent team switchers constantly searching for aao.
Last edited by Edenwolf on Sat Sep 12, 2015 7:11 pm, edited 1 time in total.
Bigfugginaxe SL ~ Blueshift MA ~ Healzealot ZL ~ Stalhrinn IB ~ Tarielle SW ~ Damngurl WE ~ Jediknight SM ~ Windsong AM
Re: Implementation of AAO Buff
You fight in the whole zone, not only at BO/Keeps.
Dying is no option.
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Re: Implementation of AAO Buff
Fighting back and forth from warcamp to warcamp hardly contributes to the campaign.Sulorie wrote:You fight in the whole zone, not only at BO/Keeps.
You don't need aao when taking your 3-6 man against other similar sized groups when randomly roming a zone.
Last edited by Edenwolf on Sat Sep 12, 2015 7:21 pm, edited 1 time in total.
Bigfugginaxe SL ~ Blueshift MA ~ Healzealot ZL ~ Stalhrinn IB ~ Tarielle SW ~ Damngurl WE ~ Jediknight SM ~ Windsong AM
Re: Implementation of AAO Buff
Those who do that get only little rewards anyway. Btw, zerging is no farming. You share RP between too many players.Edenwolf wrote:Farming back anf forth from warcamp to warcamp hardly contributes to the campaign.Sulorie wrote:You fight in the whole zone, not only at BO/Keeps.
Dying is no option.
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