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Patch Notes 9/9/2017

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Scrilian
Posts: 1570

Re: 9/9/2017 Patch Notes

Post#11 » Sat Sep 09, 2017 9:36 am

Hargrim wrote:We will see. I can probably combine both systems, if slogs continue.
Yea, had the same-ish idea in mind. Extra 1% for both keeps. Extra 1% for holding 4 BOs, for defenders as well as attackers, so it's possible to drain the zone if the opponent with both keeps gives up and get your keep back, but still puts emphasis on not losing your keep to begin with.
Anyway will test out this current iteration and probably post some of my feedback here ;)
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Shooshpanzerer
Posts: 91

Re: 9/9/2017 Patch Notes

Post#12 » Sat Sep 09, 2017 10:26 am

Scrilian wrote: Holding all 4 BOs is not feasible with any decent opposition even during NA times, so we're basically back to what was prior to the changes, where only the most dedicated had the stomach to endure very long play sessions for a chance to get loot.
Yes, current system speeds up PvD, when you have no opposition. Perhaps it would be better to get extra 1% from both keeps going when 3 BOs are held and increase it to 2% with 4 BOs. So it'll be - 3 BOs no keep - 1%, 4 BOs no keep or 3 BO's with keep - 2%, 4 BO's with keep - 4%.

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Glorian
Posts: 5002

Re: 9/9/2017 Patch Notes

Post#13 » Sat Sep 09, 2017 10:49 am

Hargrim wrote:
Glorian wrote:So Zone lock is now slower than before the last change?
or the same as before?
Before any changes you got 1% for 3 BOs and 2% for 4 BOs. After recent changes it was same + if you had 2 keeps you got +1% for total of 3%.

This was now changed - you need to control all 4 BOs and 2 keeps to get additional 1% for total 3% per minute. The idea here is to speed up the lock if oposing realm doesn't want (or can't) fight too much. This can be increased further (for example, to 4%) after some testing.
Too much information in word form. Need more mathematics! :D

Oldest:
3 BOs + 2 Keeps = 1%
4 BOs + 2 Keeps = 2%

Recent:
3 BOs + 2 Keeps = 2%
4 BOs + 2 Keeps = 3%

New:
3 BOs + 2 Keeps = 1%
4 BOs + 2 Keeps = 3%

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Alfinnete
Banned
Posts: 549

Re: 9/9/2017 Patch Notes

Post#14 » Sat Sep 09, 2017 11:00 am

Glorian wrote:
Hargrim wrote:
Glorian wrote:So Zone lock is now slower than before the last change?
or the same as before?
Before any changes you got 1% for 3 BOs and 2% for 4 BOs. After recent changes it was same + if you had 2 keeps you got +1% for total of 3%.

This was now changed - you need to control all 4 BOs and 2 keeps to get additional 1% for total 3% per minute. The idea here is to speed up the lock if oposing realm doesn't want (or can't) fight too much. This can be increased further (for example, to 4%) after some testing.
Too much information in word form. Need more mathematics! :D

Oldest:
3 BOs + 2 Keeps = 1%
4 BOs + 2 Keeps = 2%

Recent:
3 BOs + 2 Keeps = 2%
4 BOs + 2 Keeps = 3%

New:
3 BOs + 2 Keeps = 1%
4 BOs + 2 Keeps = 3%
If this is the math it got slower and not faster.

Shooshpanzerer
Posts: 91

Re: 9/9/2017 Patch Notes

Post#15 » Sat Sep 09, 2017 11:18 am

Glorian wrote: Too much information in word form. Need more mathematics! :D
I'll expand it and highlight what seems problematic

Oldest:
3 BOs + 0/1/2 Keeps = 1%
4 BOs + 0/1/2 Keeps = 2%
After keep slobfest

Recent

0 BOs +2 Keeps = -1%
1 BO + 2 Keeps = 0%
2 BOs + 2 Keeps = 1%
3 BOs + 2 Keeps = 2%
4 BOs +2 Keeps = 3%
Removes slobfest, but makes it practically impossible to turn zone around

New

3 BOs + 0/1/2 Keeps = 1%
4 BOs + 2 Keeps = 3%
Slobfest removed only when no opposition

Proposed

0 BOs + 0/1/2 keeps = -2%
1 BO + 0/1/2 keeps = -1%
2 BOs + 0/1/2 keeps = 0%
3 BO's + 2 keeps = 2%
4 BO's + 2 keeps = 4%

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Wam
Posts: 807

Re: 9/9/2017 Patch Notes

Post#16 » Sat Sep 09, 2017 2:20 pm

I don't see obsession with fast zone locks, its a total U-turn on previous...
Spoiler:
KV is a horrible example choice... the issue with that zone is the keep takes and how easy they are to defend on both sides... especially if they ever get upgraded, or there is XX amount of defenders in zone packed inside.

I think rewarding total domination increase in VP is fair because you have earnt it and it should encourage people to spread out, scout, defend, co-ordinate if they need help. (even if you only have total domination for 10 minutes that can have a big impact on VP)

If you take away any hope of defending, people from my experience will give up and not play and that equals = lack of fights = bad for server population in primetime

Before this event... in primetime when zones get flipped... you would too often get 80 destro vs 20 order in PRIMETIME in next zone... I would call raids early due to lack of opposition...

Whenever one side locks a big percentage of players log out from game and do not attend the next zone... thus creating pvdoor/ghost towns in primetime EU = snoozefest

The best fights are usually the keep itself or post keep because there is more importance placed upon them... pre keep it doesnt matter if you are 80> 20 VP or 20 < 80 VP

We saw how fast the zone locked on BC, the previous pre altered changes we complained about benifited us and it made me felt sorry for order players because there was nothing they could do to stop that lock (we didn't even really need pens) ... we didn't have to work for it, it was win by default once keep had fallen and then less population in next zone.

Locking too fast also takes away role and impact of 6 man's disruption even more... in high pop zones they get even less purpose. Sending a warband to reinforce a area because smaller groups can't handle 6 man's disruption is annoying... but thats what a good 6 man does.

I'm not sure if these event changes are here to stay... or more zones are opening up soon, but alot more testing needs to be done under different circumstances to give even greater feedback... but generally speaking you need a carrot to defend a zone after keep flip... take away the carrot and you take away half the fights, and from a outnumbered pug point of view I don't see the point in even showing up to defend in extreme situations just to get zerged by dominant faction at the time = less fights = less medals for all = less pop = less fun = ghost towns pre doomsday event which has siginifcantly boosted population.

I know the frustration of long zones I remember 14 hours + of KV just to have patch and lose all the contribution not long ago but things happen... Stalemates can happen sometimes in War, but stalemates shouldn't be seen as a bad thing too much it means both realms are fairly equal at that time... when one realm is dominant and wins 24/7 thats when you have a serious issue not with stalemates.

KV is a problem map and a seperate issue, its why it has its own jokes/memes/sighs when people ask for active zone... it can be good at times but its easy for it to fall into World War I trench warfare attrition fighting. Im not sure what more can be done... maybe add 2 extra inner posterns if possible... so front/back as normal, then north and south (on orders, and then same on destros)... just so it gives funnelers something more to think about and greater flank options... that would be something to help attackers break inner funnel easier... then once funnel is broken they would have to reorganise and defend the respawn wave from warcamp which is another issue also. If you also want fairness make like Hao suggested before (if its possible) that posterns can't be used when XX % of AAO... if you can't add posterns maybe portals from outside like tavern Bo's?

Is there any other problem map besides KV? I know sometimes even the good maps can be fought over all day like Eataine / Praag just because defenders do a good job.
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nebelwerfer
Posts: 683

Re: 9/9/2017 Patch Notes

Post#17 » Sat Sep 09, 2017 2:49 pm

Great, exciting to hear the t1 revamp is coming to t2 soon! Very cool

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Hargrim
Former Staff
Posts: 2465

Re: 9/9/2017 Patch Notes

Post#18 » Sat Sep 09, 2017 4:45 pm

HotFix 09.09.2017

Hargrim
- All bolstered pets are now capped at level 40.
- Keep doors will no longer respawn every 90 seconds.
- It is no longer possible to deploy 2+ rams at keep doors.
- Changed VP generation to:
- - 3 BO's + 0 keeps = +1% VPs / 60s
- - 3 BO's + 2 keeps = +2% VPs / 60s
- - 4 BO's + 2 keeps = +4% VPs / 60s
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Grolar
Posts: 511

Re: 9/9/2017 Patch Notes

Post#19 » Sat Sep 09, 2017 5:21 pm

Speaking only from a NA timezone point of view when numbers are low and the fighting is slow. Also for those times when AAO is kind of crazy and lopsided. What should be WARhammer becomes WAIThammer.
Faster zone locks equal players aren't waiting around in the WC for the inevitable lock they all know will happen. They can bow to defeat with grace.

This patch is nice and can't wait to see it in action. Thank you team for the hard work. :)
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Rowanmantle
Posts: 206

Re: 9/9/2017 Patch Notes

Post#20 » Sat Sep 09, 2017 5:48 pm

wargrimnir wrote: - Changed VP generation after keep take - now you need 2 keeps and 4 BOs to get additional +1% per tick. This might be increased further.
Brilliant!
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