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Changelog 31.01.2016

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Soulcheg
Posts: 936

Re: Changelog 31.01.2016

Post#151 » Mon Feb 01, 2016 5:55 pm

y34h, 1'v3 h34rd 0f 17 b3f0r3.
[RU]GreenFire. //Grimward/Albiona/Edwin/many others
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RyanMakara
Posts: 1563

Re: Changelog 31.01.2016

Post#152 » Mon Feb 01, 2016 6:00 pm

Soulcheg wrote:y34h, 1'v3 h34rd 0f 17 b3f0r3.
It's been AGES since I've seen somebody type in leetspeak, that made my day xD
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Gobtar
Posts: 799

Re: Changelog 31.01.2016

Post#153 » Mon Feb 01, 2016 6:31 pm

Sigimund wrote:
Gobtar wrote:I think Warcamps should be a mustering place/Air port, but the first thing a player should want to do is make way to the keep, you could have displaced NPCs move back to the Warcamps when the keeps are taken, Also ensure that SC takers remain in the keep unless the inner door is down, this makes keeps the ideal resting place for and enures a player based garrison.
I really like this idea. Make the keep the hub and fall back to the WC of you lose it, like the refugee camp during a city siege.

You would still need the resets though, to prevent stagnation.

Thanks, I am with Penril in that I believe we should still keep the resetting that we have currently have. This would be even more relevant in tier 4 where contested zones are where forces should idle. In tier 3 there will always be zones that are more favorably garrisoned (Averlorn for Destro, Talabec for Order just because of real-estate location)
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rmpl
Posts: 766

Re: Changelog 31.01.2016

Post#154 » Mon Feb 01, 2016 7:24 pm

RyanMakara wrote:
rmpl wrote:I hope you never fix it because it's one of those unintended changes that made the game better. You shouldn't try to mirror Mythic's WHO 100%. We all know Mythic made many mistakes and how many things couldve been done better. You have a chance to fix that though.

Keep quests should remain in keeps because your realm needs "own" keep to turn those quests in. I personally didn't even bother with keep quests, running to keeps is too much of a hassle - I get enough jogging while flying between those 4 zones.

Flying between them takes around 3 minutes (tested that few minutes ago, gotta mention I own an SSD drive so its probably longer for someone with HDD) during which you could be playing the game instead of staring at loading screens.

Not sure what "pairing restricted" means but if you're saying there's some technical difficulty that prevents my idea I believe you.
Pairing restricted means that you'd only get kills that count towards the quests picked up in High Pass/Talabecland, by getting kills in High Pass/Talabecland. In this way, it made sense to award 75 silver for both killquests, as you couldn't get kill contribution towards the 6 other comparable quests when killing in one zone. It's why keep defense quests should only count while in a keep, defending it, else there is no real point in handing them in (too much traveling, as you said.) However, this can currently not be enforced by the game code.

You may be right to say we should promote fighting everywhere regardless of the killquests, which isn't done by flying around from zone to zone to hand these quests in. However, I also hear that people do not bother when handing in the quest since they're completed too quickly. Which is why I assume we'd promote fighting more if we let players fight longer for a better reward, with the 50 killquest example in mind. To combine all quests into a 200 killcount quest for 4 gold would result in the same amount of gold gained in a different timeframe, while it only seems less expensive since you're not constantly flying around to zones that may be void of action.
You're right, a single 200 killquest would be even better as long as the reward is scaled accordingly.

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Jaycub
Posts: 3130

Re: Changelog 31.01.2016

Post#155 » Mon Feb 01, 2016 8:26 pm

Dye bleach when?
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lator
Posts: 129

Re: Changelog 31.01.2016

Post#156 » Wed Feb 03, 2016 3:44 pm

nalgol wrote:alliance sign up doesn't work i got no packet for this so mehhh
Can't wait for a hotfix/patch for this and get things going.
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TenTonHammer
Posts: 3806

Re: Changelog 31.01.2016

Post#157 » Wed Feb 03, 2016 3:56 pm

there seems to be an issue with the First of Many quest

talking to First Mate Kjaelsson completes the quest but does not grant the title
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Nishka
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Posts: 1057

Re: Changelog 31.01.2016

Post#158 » Wed Feb 03, 2016 9:39 pm

TenTonHammer wrote:
Nishka wrote:
This, and make keeps unresettable like it was on live long time ago. If you lose a keep, you will have to take it back by force. No magical "zone reset".

log on

see that zerg has taken every keep

"welp **** it i didnt want to check my mail or turn in my kill quests any way"



I know you hated the rvr changes but we should not go back to the no reset system
The arguments are reasonable, though I don't remember orvr working in that way.
But we didn't have x-realmers back then, of course.
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Bignusty
Posts: 454

Re: Changelog 31.01.2016

Post#159 » Sun Feb 07, 2016 11:26 am

Nishka wrote:
TenTonHammer wrote:
Nishka wrote:
This, and make keeps unresettable like it was on live long time ago. If you lose a keep, you will have to take it back by force. No magical "zone reset".

log on

see that zerg has taken every keep

"welp **** it i didnt want to check my mail or turn in my kill quests any way"



I know you hated the rvr changes but we should not go back to the no reset system
The arguments are reasonable, though I don't remember orvr working in that way.
But we didn't have x-realmers back then, of course.
When keep door siege weapons Oil for def will be back it will be more fun to do keep defense and when a side attacking Dont forget we cant put siege weapons to attack door Oil and the side on defense so lot of things are missing atm.

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