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[Suggestion] Eternal Citadel thoughts

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Poll: Should EC give rewards to the losing side, so as to motivate people to carry on improving?

Yes
18
62%
No
11
38%
Total votes: 29

User avatar
Aurandilaz
Posts: 1896

Re: [Suggestion] Eternal Citadel thoughts

Post#11 » Wed Apr 26, 2017 8:57 pm

EC already rewards "losers" if they just get even one kill.

The scenario is perfect example of "high risk high reward" mechanism, and I don't see any reason to make it even a bigger pot of cheap fast emblems.

Sometimes you win, sometimes you lose.

EC has its flaws, but it's amazing when there are enough 6mans queuing for it, giving many fast rewarding fights.

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Druin
Former Staff
Posts: 1120

Re: [Suggestion] Eternal Citadel thoughts

Post#12 » Wed Apr 26, 2017 9:11 pm

I don't see how being rewarded for losing would motivate anyone to improve. Sounds like a logical error to me.
Pretty much always afk or tabbed out.

User avatar
NSKaneda
Posts: 987

Re: [Suggestion] Eternal Citadel thoughts

Post#13 » Wed Apr 26, 2017 9:18 pm

peterthepan3 wrote:It's essentially an arena-type scenario: you spawn with your group, ensure you are ready, go through the portal - and fight to the death.
Has it been changed since live? The way I remember this is that it is capture the flag type, same as Khaine's Embrace - three floors, three flags, two teleports. Capture two (or three, memory fails here) to trigger Khaine-like wipe of the tower (being on the top floor behind force field saved you from the wipe). Redo till 500 points.

That's the way I remember EC to work. And as far as fast-pace scs go Juggernaut was faster, provided group heals did not work through it's thick gromril steel walls ;)
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Penril
Posts: 4441

Re: [Suggestion] Eternal Citadel thoughts

Post#14 » Wed Apr 26, 2017 9:21 pm

Can't wait to see Torque's reply :P

@NSKaneda: You are thinking of Twisting (twisted?) Tower, a different SC.

User avatar
Drudge
Posts: 34

Re: [Suggestion] Eternal Citadel thoughts

Post#15 » Wed Apr 26, 2017 9:26 pm

I think you should get a little more out of lossing any SC, more times than not in a PUG your gonna lose. However the PUG SC is a nice change to that.

User avatar
peterthepan3
Posts: 6509

Re: [Suggestion] Eternal Citadel thoughts

Post#16 » Wed Apr 26, 2017 9:29 pm

Druin wrote:I don't see how being rewarded for losing would motivate anyone to improve. Sounds like a logical error to me.

You join a CW/EC with a group, you lose, you queue again, you lose. You think to yourself 'Wow, we've spent the last 20-30minutes getting farmed/beaten, and have nothing to show for it. **** it'. You don't queue the scenario again. Two awesome scenarios that very rarely see the light of day unless two premades arrange to utilise them.

As I said it was just food for thought, it doesnt make a difference to me just an attempt to get more groups going/incentives for smaller scenarios. Ideally making a pug-version of CW/EC with guaranteed healer/tank (know it isn't possible with small server pop) would be the best thing :)
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Aurandilaz
Posts: 1896

Re: [Suggestion] Eternal Citadel thoughts

Post#17 » Wed Apr 26, 2017 9:49 pm

peterthepan3 wrote:
Druin wrote:I don't see how being rewarded for losing would motivate anyone to improve. Sounds like a logical error to me.

You join a CW/EC with a group, you lose, you queue again, you lose. You think to yourself 'Wow, we've spent the last 20-30minutes getting farmed/beaten, and have nothing to show for it. **** it'. You don't queue the scenario again. Two awesome scenarios that very rarely see the light of day unless two premades arrange to utilise them.

As I said it was just food for thought, it doesnt make a difference to me just an attempt to get more groups going/incentives for smaller scenarios. Ideally making a pug-version of CW/EC with guaranteed healer/tank (know it isn't possible with small server pop) would be the best thing :)
And that's why you should not queue for CW/EC unless you are sure that your setup is professional enough to win against potential enemy premades that have also prepared their best setups. There's a half a dozen different scenarios available if you want non-6v6 fights . ;)
If you voluntarily choose to play non-fotm setup, expect the average group quality performance to drop; that's how it has always been. The strong eat the weak, since 2008.

CW/EC are awful designs as SCs go, but they fill the niche of 6v6 fights perfectly.
(EC is a nightmare when it comes to punt-deaths and CW becomes easily a slumber-party)

User avatar
peterthepan3
Posts: 6509

Re: [Suggestion] Eternal Citadel thoughts

Post#18 » Wed Apr 26, 2017 9:56 pm

Good points. Oh well, just brainstorming ideas to get more people doing these scenarios that are otherwise ignored 99% of the time.
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Arbich
Suspended
Posts: 788

Re: [Suggestion] Eternal Citadel thoughts

Post#19 » Wed Apr 26, 2017 11:27 pm

I voted yes, but the same should be applied to Caledor Woods, because both scenarios favor different setups.

And the losing side should only get rewards in the 6vs6 version of this scenarios, not in the PuG-version (which is always heavy unbalanced).

With the emblems you can buy mercenary set, which is no longer considered BiS-gear. So the rewards wouldn´t increase the gear gap between the Fotm-groups and us meager pleps.
But it would helps twinks and players who have only few time to play to steady increase their gear and also gives the the incentive to form groups, which is a good thing.
Arbich-BW/Xanthippe-WP/Schnipsel-AM

User avatar
peterthepan3
Posts: 6509

Re: [Suggestion] Eternal Citadel thoughts

Post#20 » Wed Apr 26, 2017 11:40 pm

Arbich wrote:I voted yes, but the same should be applied to Caledor Woods, because both scenarios favor different setups.

And the losing side should only get rewards in the 6vs6 version of this scenarios, not in the PuG-version (which is always heavy unbalanced).

With the emblems you can buy mercenary set, which is no longer considered BiS-gear. So the rewards wouldn´t increase the gear gap between the Fotm-groups and us meager pleps.
But it would helps twinks and players who have only few time to play to steady increase their gear and also gives the the incentive to form groups, which is a good thing.

True.
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