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Changelog 29/11/16

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NSKaneda
Posts: 981

Re: Changelog 29/11/16

Post#131 » Wed Nov 30, 2016 2:49 pm

Spoiler:
Another patch I'm striking out off. And just to be on constructive side: I totally get and admit that devs have got the right to change every aspect of the game. Even if it means exploring dead ends of previous WAR builds (increased realm wide buffs and debuffs of 1.3.6, aoe siege tweaks of 1.2.*, player dmg on keep doors on and off etc.), I'm actually waiting for the return of CC immunity tweaks since WE/WH invisibility changes has been reverted to an early stage of WAR. It's my opinion that recent (October + ) patches are weird concoction of previous game builds orvr mechanics mixed with middle-stage class (im)balance.

I've already went thru this **** once. It's just somewhat vexing that I'm forced to play other games till (im)balance changes blow over.

#makeRoRfunagain
(un)constructive whine post.

- wargrimnir
RoR: Burszui SH, Ropopuch SHM<|[]|>Ginnar IB, Vidarr HMR, Runatyr RP ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing 19 classes - running out of char slots * * *

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Vandoles
Posts: 249

Re: Changelog 29/11/16

Post#132 » Wed Nov 30, 2016 3:11 pm

Spoiler:
Natherul wrote:
Vandoles wrote:After reading through this whole thread, I've come to a conclusion - the devs could REALLY use a community (or some such) adviser. A dude from order and a dude from destro who sifts through these forums and the balance forums, follows chats in-game and plays regularly enough to deal with the community. We've reached the point where there's so much whining, bitching and so many players who try to influence balance by pushing their idea, someone needs to deal with the community to prevent the devs from having to work in such a horrible environment. I'm not talking community manager here, but rather someone who deals with the politics side, while devs deal with the dev side.

Would make focusing on actual balance issues and how to solve them a hell of a lot easier on you folks, I think. I mean, it's starting to look to me that you're working in a pretty bad environment on this server and I don't think anyone, even those who annoy you, want to distract you from the great work you've been doing. But it seems to be happening anyway.
This was the intent of the community manager role but due to different things I won't go into detail of, it has not happened.

Either way, that discussion is really off topic so let's not have it in a changelog

Honestly, I think it's pretty on-topic since the amount of differing opinions on these changes is staggering. I'll drop it, if you tell me to, but I would just like to clarify I meant several guys who write to the devs once or twice a week (and on patches) some observations (no analysis, just observation) on the server. How you or Aza can sift through all of this and take feedback is beyond me, it seems that it reaches a level where community involvement becomes more of a bother and you're forced to ignore it, which isn't great for many other reasons.

Anyway, I'll drop it here and I hope it's possible to continue it at some other point.

Vandoles
Posts: 249

Re: Changelog 29/11/16

Post#133 » Wed Nov 30, 2016 3:45 pm

Spoiler:
NSKaneda wrote:Another patch I'm striking out off. And just to be on constructive side: I totally get and admit that devs have got the right to change every aspect of the game. Even if it means exploring dead ends of previous WAR builds (increased realm wide buffs and debuffs of 1.3.6, aoe siege tweaks of 1.2.*, player dmg on keep doors on and off etc.), I'm actually waiting for the return of CC immunity tweaks since WE/WH invisibility changes has been reverted to an early stage of WAR. It's my opinion that recent (October + ) patches are weird concoction of previous game builds orvr mechanics mixed with middle-stage class (im)balance.

I've already went thru this **** once. It's just somewhat vexing that I'm forced to play other games till (im)balance changes blow over.

#makeRoRfunagain
As my previous response to you was deleted, I'll try to be more constructive with what I think needs to be said - try to remember War was a game that started off with a huge following based only on its ideas and a record 700-800k subscribers on day one. Whereupon it died. The good ideas are there and the world works through recycled good ideas. That the devs are trying out some of the ideas Mythic had originally doesn't seem terribly bad.

Things like the aoe/cc immunity things were panicky bandages to stop them bleeding players and money. Like the chalice/book of the WP, for a class that was desperately imbalanced and not ready for launch, considering there were a whole 4 classes not even fully completed yet.

Class balance, that you mentioned, has never been this good in War before, imo.
Imagine, for a moment, your previous post was removed for a reason. Perhaps you shouldn't tempt a ban by posting essentially the same thing, also consider the post you're responding to was already moderated.

- wargrimnir

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NSKaneda
Posts: 981

Re: Changelog 29/11/16

Post#134 » Wed Nov 30, 2016 4:09 pm

I remember, Vandoles, I played WAR since launch and stopped when servers were shut down ;)
And it is my opinion (not "the truth" or "the one and only way of seeing things") that by the end of WAR classes and orvr were finally balanced with end-game and warlord+ gear in mind. There were other aspects of the game that were broken at the time (like 5+ sieges a day. Which was good after 1 siege per week but that's another topic) and lack of any new content whatsoever while reusing old maps for the sake of "keeping it fresh" being in top 3.
Class balance took 3 years and countless pages of QQs with some of those changes causing severe butthurt till the very end (bring back 1.3.6, roll with 1.4.6, revert to 1.4.2 etc).
Noone seemed to miss 1.2.48, guess unrestricted pbaoe and server crashes due to algorithms not being able to cope with the amount of data in siege / funnel situations was something we (the players) had to wait till this August / September to witness again (ddos did not help ;) ).

Still, it's only my opinion. Whiney one to that, sorry about it, Wargrimnir ;)
RoR: Burszui SH, Ropopuch SHM<|[]|>Ginnar IB, Vidarr HMR, Runatyr RP ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing 19 classes - running out of char slots * * *

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Yaliskah
Former Staff
Posts: 1985

Re: Changelog 29/11/16

Post#135 » Wed Nov 30, 2016 5:05 pm

Yaliskah wrote:Image

Blablablabla...

When you move to the right, 50% says, Naaaaaaa!!! to the left !!. When you move to the left, 50% say Naaaaa!!! to the right. In the end, we all in the wall.

So new rule. Be ALL agree together, then come here to talk, cause it becomes boring.

As far i remember, none of you learned to original server's devs how they should do their work. It is free to play, it is also free to leave.


Yali, King of Nothing Biased.

KikkL
Banned
Posts: 263

Re: Changelog 29/11/16

Post#136 » Wed Nov 30, 2016 5:11 pm

You need to make AAO something everyone wants. That way all the xrealmers will constantly be changing back and forth to get AAO. And the ones who want to play wont really care.

examples.
AAO gives huge amount of dmg increase
gives huge amount of wounds
gives huge increase in rewards.
makes you run 200% faster.
ect ect ect (you get the idea)

Its like reverse psychology. No one will want anyone to have AAO. So they will switch all day back and forth trying to find it, and get tired and quit. LOL

Luicetarro
Posts: 193

Re: Changelog 29/11/16

Post#137 » Wed Nov 30, 2016 5:23 pm

KikkL wrote:You need to make AAO something everyone wants. That way all the xrealmers will constantly be changing back and forth to get AAO. And the ones who want to play wont really care.

examples.
AAO gives huge amount of dmg increase
gives huge amount of wounds
gives huge increase in rewards.
makes you run 200% faster.
ect ect ect (you get the idea)

Its like reverse psychology. No one will want anyone to have AAO. So they will switch all day back and forth trying to find it, and get tired and quit. LOL
Or you will create a state where ppl will avoid the lakes alltogether, in fear they are nabzed by the other factions aao-monster-6man.
Even with the changes before, ppl did start to react like that.

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Reesh
Posts: 645

Re: Changelog 29/11/16

Post#138 » Wed Nov 30, 2016 5:53 pm

I've read through all of 14 pages...

Jesus guys, god damn. So much hatred and bile thrown left and right, it's almost criminal.

Those are test changes. Of course that was an easy way through, tying important stuff to AAO and it will be changed, but requires a lot more coding and thought to be put on = more time to implement.

I personally, enjoy testing new things more, then staying in old rusty, semi viable RvR meta. Have a wider vision, because your good 'ol known RvR won't stay in this cancerous state.
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porkstar
Posts: 721

Re: Changelog 29/11/16

Post#139 » Wed Nov 30, 2016 6:12 pm

Azarael wrote:[General]

- Melee attacks directed at a ranged Squig will ignore the Z axis.
So to understand, if a melee is within 5ft on the X/Y axes, the melee could be 40ft away on the Z axis and hit the pet? So a melee could be 40ft above my pet and hit it? Maybe I'm confused
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...

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blaqwar
Posts: 471

Re: Changelog 29/11/16

Post#140 » Wed Nov 30, 2016 6:23 pm

porkstar wrote:
Azarael wrote:[General]

- Melee attacks directed at a ranged Squig will ignore the Z axis.
So to understand, if a melee is within 5ft on the X/Y axes, the melee could be 40ft away on the Z axis and hit the pet? So a melee could be 40ft above my pet and hit it? Maybe I'm confused
I don't know if you're aware but there is a bug where you'd be standing in front of a squig but be unable to attack him, I'm guessing it was a display bug and the squig is displaying as being on the ground while flying in the air/being under ground (so you're unable to hit him). This would bypass the need for a fix that is probably a lot more complicated or impossible without client control.

That's just my guess.

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