[Scenario Mechanics] Mourkain Temple Revamp

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Osred
Posts: 412

[Scenario Mechanics] Mourkain Temple Revamp

Post#1 » Tue May 09, 2017 2:03 pm

I think with the past month of playing Mourkain temple theres some glaring issues that have arisen which frequently occur in matches.

Problem 1: Running to the Tree and Cannons for shielding with the artifact

Its currently a problem where one side will grab the part, when losing or aggressively pushed will retreat to the safety of their sides tree. This wouldn't be so much of a problem if it weren't for the massive amount of cannon fire hitting the attackers. The only way to retrieve the part would subject your side to insulting amounts of cannon fire. Due to the position of each sides cannons this massively favors destruction as they can easily hit their temple entrance blocking Order from even leaving it.

Problem 2: No catch up mechanic

Unlike most other scenarios there are no mechanics in place for the underdog to catch-up. This often leads to one sided fights forcing players to not participate at all. In most cases if one side loses the first engagement they're done for.

Solutions:

1. The artifact should only grant points on the temple grounds, with greater points offered while remaining inside the temple. Players can retreat from the temple but a 5 second countdown will occur to get back inside it or lose the part or be killed the temple guardians wrath. This will stop the holder from abusing their sides cannons and tree hovel to stop the enemy from getting the part.

2. Achieving a killing blow on the holder will grant the attacker bonus points. This provides a catch-up mechanic and a drive to kill the holder at all costs. No longer can you just leave the holder alone while Witch Elves and Witch Hunters can sleak in and gib the holder.
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Bozzax
Posts: 2657

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#2 » Tue May 09, 2017 2:48 pm

I actually think this adds to the sc and creates more variation while making a bit more strategic to grab it first. Usually done by weaker teams to ninja a few points.
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I've played that SC for almost 10y with orders digging in to the corner with the flag ... and now we have a problem :?
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Aurandilaz
Posts: 1896

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#3 » Tue May 09, 2017 3:35 pm

Aye, Mourkain is somewhat "fresh" change to the other types of scenarios. The temple makes things challenging, both for rdps and mdps, and the holding part is also a problem, but also necessary to win. The cannons just make it even more challenging.
It can be annoying, but it can be very rewarding too.

Of course the one sidedness of the Sc point gathering is a bit nasty. Which is why maybe the kills should reward more points, especially if your side is not holding the artifact.
Something like, kills reward current amounts if neither side has the Artifact, 0 if your side has it, and 2-4x times as many points if the opposite side has the object?

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Osred
Posts: 412

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#4 » Tue May 09, 2017 3:52 pm

Sorry but I dont see whats challenging about the winning side to take the part and park the artefact behind a tree and bombarding the other side with 2-4k unmitigatable damage. Its abuse of an anti-spawn camping mechanic.

A solution needs to be sought after because I dont think removing the cannons is the right idea, but to shift the focus onto actually protecting the carrier with TEAMWORK.
Osri - 40/79 - Runepriest
Osarion 40/82 - Swordmaster
Osgrim 40/74 - Ironbreaker

Daknallbomb
Posts: 1781

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#5 » Tue May 09, 2017 3:58 pm

Osred wrote:Sorry but I dont see whats challenging about the winning side to take the part and park the artefact behind a tree and bombarding the other side with 2-4k unmitigatable damage. Its abuse of an anti-spawn camping mechanic.

A solution needs to be sought after because I dont think removing the cannons is the right idea, but to shift the focus onto actually protecting the carrier with TEAMWORK.
100 % these
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Sulorie
Posts: 7461

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#6 » Tue May 09, 2017 5:41 pm

When we see cannons as anti-spawncamping tools then I have to wonder what is considered spawn area in some sc.
Dying is no option.

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xanderous
Posts: 501

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#7 » Tue May 09, 2017 7:32 pm

At present, you can't hit much of anything with order cannons in that scenario, yet destruction have full range to almost center of the map.

I like the idea of maybe increasing the damage tick on the carrier, resulting in everyone having to grab the artifact and not just the tanks, this would really make things more chaotic, one side may dominate a match but they will drop like flies, which means the other side could make a comeback or at the very least get a few more points, securing a couple more emblems at the end.
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Nefarian78
Posts: 463

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#8 » Tue May 09, 2017 7:48 pm

Osred wrote:I think with the past month of playing Mourkain temple theres some glaring issues that have arisen which frequently occur in matches.

Problem 1: Running to the Tree and Cannons for shielding with the artifact

Its currently a problem where one side will grab the part, when losing or aggressively pushed will retreat to the safety of their sides tree. This wouldn't be so much of a problem if it weren't for the massive amount of cannon fire hitting the attackers. The only way to retrieve the part would subject your side to insulting amounts of cannon fire. Due to the position of each sides cannons this massively favors destruction as they can easily hit their temple entrance blocking Order from even leaving it.

Problem 2: No catch up mechanic

Unlike most other scenarios there are no mechanics in place for the underdog to catch-up. This often leads to one sided fights forcing players to not participate at all. In most cases if one side loses the first engagement they're done for.

Solutions:

1. The artifact should only grant points on the temple grounds, with greater points offered while remaining inside the temple. Players can retreat from the temple but a 5 second countdown will occur to get back inside it or lose the part or be killed the temple guardians wrath. This will stop the holder from abusing their sides cannons and tree hovel to stop the enemy from getting the part.

2. Achieving a killing blow on the holder will grant the attacker bonus points. This provides a catch-up mechanic and a drive to kill the holder at all costs. No longer can you just leave the holder alone while Witch Elves and Witch Hunters can sleak in and gib the holder.
Keep in mind that with punts you can reset the Artifact and the destro siege can only reach the stairs to the temple. Wind does the rest, and i think you can't do much about it atm.

I think making the artifact yield more points the closer you are to the mid is a good way to fix it. Adding temple guardians would cause more than half of the map to be basically useless and blocked off, imo it's a bad change.
They done stole my character's names. Can't have **** in RoR.

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dansari
Posts: 2524

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#9 » Wed May 10, 2017 2:19 am

Lol "can only reach the stairs" meaning hits the platform of the temple directly outside the entrance to the temple. I don't even know where order cannons reach; that's how one-sided that sc is regarding cannons.
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Daknallbomb
Posts: 1781

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#10 » Wed May 10, 2017 3:09 pm

And nobody use The east free area where no cannons can Hit :)
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

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