Testpig's Warhammer Online Feedback

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testpig
Posts: 7

Testpig's Warhammer Online Feedback

Post#1 » Mon Nov 17, 2014 9:01 pm

I love what you guys are doing here, trying to rebuild a once great game.

Might i suggest watching these videos to pinpoint what mythic did wrong, and how to fix it.
https://www.youtube.com/watch?v=0iMsAzj ... 3qWIR22Q2r

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Barbadian
Posts: 125

Re: Testpig's Warhammer Online Feedback

Post#2 » Mon Nov 17, 2014 9:10 pm

I didn't play right up until release, but didn't they fix issues with the campaign map by then? The issue was population at that point, as they had lost people such as myself who pumped hundreds of hours in at the beginning, only to encounter a broken campaign (that we all strived to win).

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testpig
Posts: 7

Re: Testpig's Warhammer Online Feedback

Post#3 » Tue Nov 18, 2014 12:33 am

they didn't fix any core issue, just replaced them with different new core issues.

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Barbadian
Posts: 125

Re: Testpig's Warhammer Online Feedback

Post#4 » Tue Nov 18, 2014 9:43 am

testpig wrote:they didn't fix any core issue, just replaced them with different new core issues.
Well i know for sure they fixed zone capture and city battles as when i logged on to try it out again some time before it closed these things were working as intended. They just didn't have the population to sustain the war and lots of tiers were empty.

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Gorwe
Posts: 219

Re: Testpig's Warhammer Online Feedback

Post#5 » Tue Nov 18, 2014 10:54 am

Hi testpig! I always enjoyed your comments on the official boards because they resonated well with me. I didn't come to WAR because of PvP(if I wanted that, I could of played CS or CoD or LoL), but because of a synergy between PvE and PvP which is a core element in an RvR game. Seeing how WAR was labeled as an RvR game(Warhammer IP certainly helped it a TON when choosing a game :ugeek: ), it was a no-brainer. Sadly, Mythic(and above 80% of playerbase it seems) disagreed with our concept even if that concept led to success(quite unlike WAR's concept which led to a certain death).

I am always trying to streamline and improve skills so if you and brug(if he is around) have any ideas there, feel ree to share them. I know that you are more oriented on big picture(so am I, but on a different part), but a mere Fervour(the stupidest skill I ever saw) is interesting as well. :oops: :ugeek:

Welcome back!

gokkan
Posts: 9

Re: Testpig's Warhammer Online Feedback

Post#6 » Tue Nov 18, 2014 6:28 pm

Just wanted to say thank you to testpig. I felt for a long time that WAR had some stellar ideas but atrocious implementations. How great things could have been is the saddest thing about WAR imo. Just a quick example, they took out the Orcapult from beta (and even the intro video) rather than make it work. How cool would that have been? Or still could be.... :)

Anyways, it's always nice to see someone try to take a reasoned approach and actually give constructive feedback rather than the constant "yer stuf sux, fix et naow." My hat off to you!

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Bozzax
Posts: 2622

Re: Testpig's Warhammer Online Feedback

Post#7 » Tue Nov 18, 2014 8:49 pm

Brings back memories ...but personally I think less is more
  • Control all 4 BOs to make keeps vulnerable (30min)
    Make RAM damage = number of controlled BOs x 25% (for nice skirmish)
    On successful defend all BOs turn uncontrolled and you start over again
    Help the underdog
    AAO 200 a few extra npc guards in back stair
    AAO 300 move capture banner to top floor (instead of middle room)
    AAO 400 top floor capture banner plus keep lord upgrade to those sexy fort commanders
Don't care much about the ol PVE and PQs in campaign myself. Lastly tickers has their own problems since they make players lazy.

Sorry for being such and ass-hat and welcome back :)
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Tesq
Posts: 5713

Re: Testpig's Warhammer Online Feedback

Post#8 » Tue Nov 25, 2014 12:03 pm

General:
I realy like to see more every map as a battle for praag sc instead. You need to controll all zone BO to arrive at keep, then you have x time to attack that keep, after that, nearest keep Bo's unflag and in the same way like battle for praag work you move to 1 side to the map to another one, yes it bring zerg togheter, but wasn't this rvr suppose to be a wb game? with big fight? less solo and more wb play or better wb's play. SC are designed for skirmish, indeed oRvR was desgined for big fight, so i'd like to see them in this way. Also i'd like to stop keep rush, and push for a need of organization within realms
Or even differently zone capture meccanic for different maps. I like diversity :P

Also i realy hate resurces system it just get you loose time, id realy like to have back old contribution system with out pq and sc, and have a inc in % while you controll all, every x minuts.
You cant realy expet to wait rank 4 to start attack an empty zone, if none def i conquer all, then wait 10 min and lock; war is not mercifull against who sleeps.

After took the 2nd keep and lock, you could have to take control of the first keep of your enemy last area in that pairing, and until you do not guarante a bridehead for the invasion then enemy can still try to re capture the nearest keep in the middle zone, breaking the lock.
I'd like to push in this way for a more dynamic game, less zone centered an more keep centered.


Specific:
-ye aao should help both considering underpopuled faction and underdog, even considering boosting stats in the second case.
-citadel/fortress should be like in past with lord def them and the way for capital, relics should still remain.
-city siege time should start when city door go down, this let player time to both bring relic to their fortress and organize attack/defense.
-Npc should return guards flags just to have some war of attrition here and there
-keep should return to have reset time both for offensive and defensive, so in that way enemy can try to re-claim keep while it reset itself
-keep should awards better for defend it.
-both innner and outer keep door should reset themself in two different reset timer, both should reward renow, and the first should in addiction give chest loot as happen for capture and enemy keep.
-keep flag should truly be allocate on lastfloor, in the end a flag it's just a flag, it must be put on the higher tower, it's the symbol that keep still hold or it has fallen, but player should recive a fear debuff and not be able to ress in such desperate situation, def the last floor of a fortress mean only 2 alternative start a desperate def and then conuter attack or die trying, not just stay there until enemy have to dine or sleeps.........
- keep lord + champ should remain where they are atm and reset themself if they have to go outside or change floor, all of them should be linked togheter but not share the same agro.
-all friendly npc should be able to get buff and heal, so you could fight alongside with keep lord and heal it and protect it

City siege:(some of these change are realy impossible if dev have not have the datas but ...)
I'd like to get mix old and news city

- 1rst new step is better than old one ( flag caputer and possible door siege is better than flag points farm...)

-2nd old step is better than new one ( escort lords is so boring, we want
blood and some nice warlord istance) ( also gotrek and felix istance back :D)

-3rd step should be a chaotic mess: king should be able to damaging players, spam aoe huge damage around, only champ should take less damage from them. Ress work as always like 3rd new step, you will simply ress behind the barriers

-You need to win the currently step to go to next one, if you loose one step you get back to the previus one , if you loose the first step you can re try it how many tims you want. (max time x all city siege 1h)
-Reward for both faction are the same in every step, no difference in gear from def/off ( otherwise the stronger realm will just have it as advantage)
-After 3rds step have end, ppl in defense got the fear buff unable to act but........... they cannot exit from city (ppl that crash to avoid be killed will remain online for 30 seconds)
They must all die :twisted: :twisted: :twisted:
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Telen
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Re: Testpig's Warhammer Online Feedback

Post#9 » Wed Nov 26, 2014 1:56 am

I felt the big problem with the new system particularly was having 4 city sieges a day took away any sense of event to the campaigns big conclusion. There needed to be much more of a challenge better rewards and easier ways for the outnumbered side to stop a siege as it got closer to happening.

Instead of were about to hit city come on everyone lets go. woo. It was hmmm I'll give this one a miss my dog just did something cute I better go take a photo for facebook. I'll get the next one back in 2 hours.
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