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Changelog 23rd May, 2016

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Telen
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Re: Changelog 23rd May, 2016

Post#41 » Mon May 23, 2016 12:04 pm

I wouldnt leave keep now those jewel pieces have been added. Way too op. Hope trivial blows is going to work soon with all this crit.
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Rebuke
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Re: Changelog 23rd May, 2016

Post#42 » Mon May 23, 2016 12:17 pm

Natherul wrote:
Rebuke wrote:Also the purple bag jewlery completely **** your system up, resulting in EVERYONE staying at the keep to get those bis items (seriously what were you guys thinking?).

But this is to be expected when no gm/dev actually plays in RvR (in a somewhat semi-organized way atleast).
Let me just point out how wrong you are about us GMs, we play the game just like anyone else, and while we might sometimes need to teleport somewhere on a short notice to catch a cheater or whatever we DO play, and personally I play a LOT of RVR.

EDIT: also with the bags, we did not create the RNG, that was from live and tbh if we increased it then everyone would already be done by now and have no more progression to do until we release more content, and then the playercount would drop meaning less fun for everyone
Rebuke wrote: But this is to be expected when no gm/dev actually plays in RvR (in a somewhat semi-organized way atleast).
I know you play RvR, but just in a way devoid of tactics or strategy towards pushing a zone (campaigning). Note that this statement is aimed towards ALL RoR devs/gm's, not you specifically.
Last edited by Rebuke on Mon May 23, 2016 12:21 pm, edited 1 time in total.

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RyanMakara
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Re: Changelog 23rd May, 2016

Post#43 » Mon May 23, 2016 12:19 pm

Glorian wrote:Thanks for the changes. Giving the BOs now an incentive. And also an incentive for an BO defence force.
Now to the important Part: when do we get dwarven Siege Equipment? :D
I had it planned to push but the siege weapons weren't doing any damage on the dev server. Decided to hold off on implementing them until I can confirm they work.

What use is a Dwarfen siege weapon when not adequately firin', right?
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RyanMakara
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Re: Changelog 23rd May, 2016

Post#44 » Mon May 23, 2016 12:21 pm

Mpoulntozas wrote:You forgot to mention that you changed the PQ -Battle of Averith.
Now the final mob spawns as a HERO. So you made this PQ impossible to solo.

So even harder to get the Ruin set, which is adequate for a lvl 40 tank. Like it was easy to get it and all tanks had it.

What is the puprose of this? The gear should be from PvP hard to get, Pve should give you something to be "just ok" for PvP.

And ofcourse you dont refer it to the changelog.
Oh no, you can't SOLO a GROUP ACTIVITY anymore?! The horror! Call 911 NOW!

Considering the Ruin gear is the BiS for turtle tanks, I'd say it's a little better than "just ok". Deal with it.
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RyanMakara
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Re: Changelog 23rd May, 2016

Post#45 » Mon May 23, 2016 12:30 pm

Rebuke wrote:
Natherul wrote:
Rebuke wrote:Also the purple bag jewlery completely **** your system up, resulting in EVERYONE staying at the keep to get those bis items (seriously what were you guys thinking?).

But this is to be expected when no gm/dev actually plays in RvR (in a somewhat semi-organized way atleast).
Let me just point out how wrong you are about us GMs, we play the game just like anyone else, and while we might sometimes need to teleport somewhere on a short notice to catch a cheater or whatever we DO play, and personally I play a LOT of RVR.

EDIT: also with the bags, we did not create the RNG, that was from live and tbh if we increased it then everyone would already be done by now and have no more progression to do until we release more content, and then the playercount would drop meaning less fun for everyone
Rebuke wrote: But this is to be expected when no gm/dev actually plays in RvR (in a somewhat semi-organized way atleast).
I know you play RvR, but just in a way devoid of tactics or strategy towards pushing a zone (campaigning). Note that this statement is aimed towards ALL RoR devs/gm's, not you specifically.
Well, only one dev took the effort to add something to the purple bags due to player whine over nothing being in them, now there's something to obtain in a very rare bag and it's still not good enough because it's deemed 'too powerful'? I thought keep sieging was supposed to be encouraged by the rewards it gives.
Last edited by RyanMakara on Mon May 23, 2016 12:45 pm, edited 1 time in total.
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KonradCurze
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Re: Changelog 23rd May, 2016

Post#46 » Mon May 23, 2016 12:35 pm

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Gnash
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Re: Changelog 23rd May, 2016

Post#47 » Mon May 23, 2016 12:38 pm

Heyo,
relogging from TM keep take. First WB bugged (heals saw "out of range" even tho they were standing right under those of us meleeing the oil... which took no appreciable damage as four of us [Marax2, WE, Choppa] wailed on it) so we all switched to one w/different leader. Second one bugged... something for my client: my health bar continued to show full health while I was waiting for a rez, after rez my ability bar would no longer cycle with gifts (Mara), the WB UI disappeared but I could still see WB chat and chat with.

Siege: Tri-barrel: works very different from live, which is fine if there was some consistency to the "wind factor". Short directional arrow means 'light wind', long arrow means 'strong(er) wind'. I got damn good at making all four of the volley do damage on live to players/siege. Took me about 10 minutes of hitting NOTHING til I thought I'd gotten the finesse of the thing. Whether the Tri-Barrel was close or far from objective target(s) the 'wind factor' seemed to have very little to do with targetting other than the direction it was pushing the volley. I had to keep the the 'sight' right on top of the area I wanted to volley to, light or strong wind. Even then it was a 'crap(ola) shoot'.

This was my first time back on Tri-Barrel siege since live. I've not had the spare time to play in a month, give or take a few days. However, the Tri-Barrel simply feels too 'tight' and very sensitive to the slightest repositioning. Doesn't feel right for a 'carpeting weapon'. I seem to remember a post a while back regarding Tri-Barrels functioning differently, but I haven't played in a long while and getting some time back to do that now. I'm too impatient to search for that post.

All the rest of the changes are bichin! Thanks much Devs :!: :D
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Natherul
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Re: Changelog 23rd May, 2016

Post#48 » Mon May 23, 2016 12:42 pm

Ryan, he claiming the opposite, its waaay too good since he sees no one wanting to not be at the keep.

also @Rebuke, dont do that bullshit, do you know how infuriating it is to hear someone saying that you basically dont contribute to the campaign, especially with no proof. I could claim the same about you if you want to go that route, but that will just devolve into a flame topic.

So just DONT post **** like gms and devs dont play x y or z, because we do, and considering how much of our free time we spend on making the game run again, so please spare us from that bullshit

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Rebuke
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Re: Changelog 23rd May, 2016

Post#49 » Mon May 23, 2016 12:57 pm

STOP SEEING THE KEEP SIEGE IN A ZONE BY ITSELF AS THE SOLE CULMINATION OF RVR!

The culmination of RvR is the locking of the zone, not the capturing of a keep in that zone. If you keep maintaining your view all you encourage is zergblobbing at the keep. What you (should) aim for is a situation where actively holding BO's is just as much of a requirement (read weighingfactor of 50%) to lock the zone as taking keeps (the other 50%) and as such both taking keeps and bo's should be rewarded in the same manner, done though, you guessed it: locking a zone. By making purple bags drop LOTD quality items, you are completely screwing over people that willingly go back to defend the BO's.

Check this ****: http://imgur.com/02lzqum

If the answer of any of the three question in that picture can be answered with yes you have a failing RvR system. Players that made sure you controlled the BO's should be given the same reward as players that took the keep (something that would be impossible without the players that safeguarded the BO's in the first place).
Last edited by Rebuke on Mon May 23, 2016 1:02 pm, edited 1 time in total.

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Natherul
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Re: Changelog 23rd May, 2016

Post#50 » Mon May 23, 2016 1:02 pm

Rebuke wrote:STOP SEEING THE KEEP SIEGE IN A ZONE BY ITSELF AS THE SOLE CULMINATION OF RVR!

The climax of the zone is the locking of the zone, not the capturing of a keep in that zone. If you keep maintaining your view all you encourage is zergblobbing at the keep. What you (should) aim for is a situation where actively holding BO's is just as much of a requirement (read weighingfactor of 50%) to lock the zone as taking keeps (the other 50%) and as such both taking keeps and bo's should be rewarded in the same manner, done though, you guessed it: locking a zone. By making purple bags drop LOTD quality items you are completely screwing over people that willingly go back to defend the BO's.

Check this ****: http://imgur.com/02lzqum

If the answer of any of the three question in that picture can be answered with yes you have a failing RvR system. Controlling the BO's should be given the same reward as a keep take.
Were the heck did you see me claiming that a keep is the endgame of the zone??? I even stated that the zone lock´s RP and inf should be incentive enough for some people.

I do not answer any of those questions with a yes, and still you argue with me about it. you NEED all the BOs and keeps in a zone to lock the zone... So the engame for the zone is a lock not a keep claim!

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