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Patch Notes 31/1/2017

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Komode
Posts: 62

Re: Patch Notes 31/1/2017

Post#311 » Thu Feb 02, 2017 5:56 pm

Luth wrote:
roadkillrobin wrote:So what are you sugesting we do with our warband guild?

Pretty much the only thing that keeps us and I bet several warbands guilds aswell in the game i that we like to play together as a unit
Something like
Spoiler:
Image
Playing together doesn't mean that you have to hold the hand of every single warband member. Any army IRL would be destroyed in virtually every situation, if led by RoR RvR tacticians.
Man, dont forget about collision, CC, SNARES, SNARES, SNARES. I really want to ask you did you play in organised wb 24 vs 24+? If yes, i want to know your guild, nickname please. ROR RvR tacticians are doing their job in RoR RVR conditions. Its not IRL.
Phalanx/Zerg
Atrocob - Engineer 40/50+
Kuporoz - BW 40/50+
Larkuz - BO 40/50+
Larkus - Mara 40/49
Komet - SH 40/54+
Fellow - BG 40/40+
Uglic - Shaman 40/50+

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Arteker616
Posts: 413

Re: Patch Notes 31/1/2017

Post#312 » Thu Feb 02, 2017 6:04 pm

Luth wrote:
roadkillrobin wrote:So what are you sugesting we do with our warband guild?

Pretty much the only thing that keeps us and I bet several warbands guilds aswell in the game i that we like to play together as a unit
Something like
Spoiler:
Image
Playing together doesn't mean that you have to hold the hand of every single warband member. Any army IRL would be destroyed in virtually every situation, if led by RoR RvR tacticians.
In some cases yes . in others you would be suprised what u can see some times when people cordinate the zergs to achieve a succes maneuver agaisnt the enemy.

some examples

Trafalgar 2.0: 1 week ago in kadrin. destro moved from tunnel in a long line seeking clash with order zerg near wc ,ignoring the small groups in hardwater. the small groups charged and break the destro line, in the confusion the order zerg overcome the spearhead and saved the small groups . the outcome the tail of destru zerg flee to cadiz(warcamp keep).

Cannas 2.0: 3 weeks ago in caledor . destru had 140 aao . the pugs wbs hold midle valley road to keep , order blob begin tearing the midle slowly with bombing . the wbs of lnmm and phalanx in both sides flanked and attacked the order zerg. enveloping the zerg and surround end. the order zerg was murdered.

Luth
Posts: 2840

Re: Patch Notes 31/1/2017

Post#313 » Thu Feb 02, 2017 6:09 pm

roadkillrobin wrote:
Luth wrote:
roadkillrobin wrote:So what are you sugesting we do with our warband guild?

Pretty much the only thing that keeps us and I bet several warbands guilds aswell in the game i that we like to play together as a unit
Something like
Spoiler:
Image
Playing together doesn't mean that you have to hold the hand of every single warband member. Any army IRL would be destroyed in virtually every situation, if led by RoR RvR tacticians.
Thats asuming that the defending warband arn't moving.
The groups in a warband can't adapt to a moving target?
That's actually assuming that the warband members are mindless zombies, who need every step to be controlled by an overmind with simple commands, because they can't adapt to new situations in a dynamic combat environment.

Zanilos
Posts: 443

Re: Patch Notes 31/1/2017

Post#314 » Thu Feb 02, 2017 6:16 pm

roadkillrobin wrote:So what are you sugesting we do with our warband guild?

Pretty much the only thing that keeps us and I bet several warbands guilds aswell in the game i that we like to play together as a unit (and Hoa screaming Chop Fasta!)
My only joy with this game is making warband compositions based on AoE synnergies and try them out.

Beavers, Invasion, Phalanx, Feruer (sorry if i missspelled your name again) LNM, Chlopi, Bitterstone, Radiant Knights, CNTK, Fatal, Nazgul probobly missed a dusin.
I bet share simular concerns.
You make 4 groups of double mara, chosen, bo, dok, zealot.

Make 4 group leaders, mark them, then just push in 20 yards apart.

If you are order use Slayers/WL.


The Zerg is a community issue, you will not force the community stop. They will just zerg badly or not play. Making things complicated just grinds everything to a halt. People stop playing and then the player driven content in RoR just stops.
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roadkillrobin
Posts: 2773

Re: Patch Notes 31/1/2017

Post#315 » Thu Feb 02, 2017 6:24 pm

Luth wrote:
roadkillrobin wrote:
Luth wrote: Something like
Spoiler:
Image
Playing together doesn't mean that you have to hold the hand of every single warband member. Any army IRL would be destroyed in virtually every situation, if led by RoR RvR tacticians.
Thats asuming that the defending warband arn't moving.
The groups in a warband can't adapt to a moving target?
That's actually assuming that the warband members are mindless zombies, who need every step to be controlled by an overmind with simple commands, because they can't adapt to new situations in a dynamic combat environment.
Your tactic example didn't explain that, it was demonstrated as attacking a stationary target.
Image

emiliorv
Posts: 1341

Re: Patch Notes 31/1/2017

Post#316 » Thu Feb 02, 2017 6:42 pm

Zanilos wrote: The Zerg is a community issue, you will not force the community stop. They will just zerg badly or not play. Making things complicated just grinds everything to a halt. People stop playing and then the player driven content in RoR just stops.
Really i dont think that the RoR player match this description. Ofc mostly ppl will try to get the higest reward by the lowest effort, but this doesnt means that they will left game if things get more complicated... what if they improve their gameplay??

Luth
Posts: 2840

Re: Patch Notes 31/1/2017

Post#317 » Thu Feb 02, 2017 6:45 pm

roadkillrobin wrote: Your tactic example didn't explain that, it was demonstrated as attacking a stationary target.
That was my fault then as i thought that this abstract jpg can be easily associated with the RvR situation in RoR by everyone. I will try to find a gif or webm next time.

CommissarG
Posts: 11

Re: Patch Notes 31/1/2017

Post#318 » Thu Feb 02, 2017 6:53 pm

emiliorv wrote:what if they improve their gameplay??
That's a dank meme.

It's about effort vs reward as you said, but not just in current game-play.

Altering to a 6-man combat system is far too difficult/time consuming for joe average.

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Zanilos
Posts: 443

Re: Patch Notes 31/1/2017

Post#319 » Thu Feb 02, 2017 6:59 pm

emiliorv wrote:
Zanilos wrote: The Zerg is a community issue, you will not force the community stop. They will just zerg badly or not play. Making things complicated just grinds everything to a halt. People stop playing and then the player driven content in RoR just stops.
Really i dont think that the RoR player match this description. Ofc mostly ppl will try to get the higest reward by the lowest effort, but this doesnt means that they will left game if things get more complicated... what if they improve their gameplay??

Name a time that has happened previously that has made people improve.
We had issues in the past where people would struggle 24vs24, so they made 36vs24. Then alliance vs 24. Then alliance + pug vs 24.
When the pug associates winning with a group of players. Good luck making them **** off. Without getting banned that is.
Right now any player with any common sense will find the best small groups, and just shadow them. AOE dot the same **** the small group hits and take the DBs.
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peterthepan3
Posts: 6509

Re: Patch Notes 31/1/2017

Post#320 » Thu Feb 02, 2017 7:00 pm

CommissarG wrote:
emiliorv wrote:what if they improve their gameplay??
That's a dank meme.

It's about effort vs reward as you said, but not just in current game-play.

Altering to a 6-man combat system is far too difficult/time consuming for joe average.
So let's just dumb down the potential of this game, so as to appease joe average who doesn't have rez/guard on his action bars because 'he's a DPS!'
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