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Patch Notes 13/10/17

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Hargrim
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Re: Patch Notes 13/10/17

Post#201 » Sun Oct 15, 2017 9:05 pm

Grobbok wrote:I want ask about rvr system, is it still campaign system, from t2 to t4? or it is total chaos now? all random?
coz lats time Avelorn was locked, and rvr should go to DW, but no, DW not active
KV was locked, but we have again dwafr t2 open
1200 on a server and only 2 zones active
this is something wrong
so is it intended or it is bugged?
It is and it is not random.

If you closed Avelorn and DW did not open that mean there was less than 400 players flagged for T2-T4 RvR. Like now - 1093 ppl logged in, just 330 ppl in T3 Empire and some small skirmishes in T2 Dwarf.

KV can lock and open T2 again if population supports it.

There is a bug sometimes when T2 opens in active Pairing, for example Ostland is active at the same time as Praag. I will fix it at some point, currently it can be corrected manually by GM in game.
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Razz1n
Posts: 28

Re: Patch Notes 13/10/17

Post#202 » Sun Oct 15, 2017 11:10 pm

Hargrim wrote: It is and it is not random.
OK after 2 days of event (pure masochism for order) i must say... i dont complain about one side getting all zone locks and the other not a single one but 5 minutes locks from the begining for 5 stars i mean come on you dont even give people chances on any resistance and defence.

This new lock system as it now works perfectly for zergs and big numbers because they dont even need to siege keep :S

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wargrimnir
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Re: Patch Notes 13/10/17

Post#203 » Sun Oct 15, 2017 11:18 pm

Razz1n wrote:
Hargrim wrote: It is and it is not random.
OK after 2 days of event (pure masochism for order) i must say... i dont complain about one side getting all zone locks and the other not a single one but 5 minutes locks from the begining for 5 stars i mean come on you dont even give people chances on any resistance and defence.

This new lock system as it now works perfectly for zergs and big numbers because they dont even need to siege keep :S
5 minutes locks?

You mean your entire realm couldn't hold a single BO at any point while the zone was open? That's not a game design problem, that's a straight up lack of trying. If you can't take a single of the four BO's on a regular basis, what do you expect to happen?

That's not a hypothetical question either.

The system is designed so you have to spread that large group quite thin to cover each BO. AS A REALM, the underdog should be able to find the weakest point, exploit it, and set up a defense, long enough that the attacking realm has to resort to option B. Siegeing the keep. Defense at a keep siege, while outnumbered, can often go in favor of the defenders, at least by total renown gained. Again, you're not expected to win, but you can do some damage if you're even slightly coordinating, and make the attacking realm have a bad day.

The goal while being outnumbered is two fold.

In the short term, resist. Harass. Flank. Outmanuever. Take small bites from the bigger army. Make them earn every inch of the battlefield. Hit their weak points, and rotate when they respond to the new exposed location. You're not looking to win, but what you DO have as an option, is forcing that 4 hour draw, so neither team wins. Bittersweet victory is the only one you get.

In the long term, recruit. Organize. Consolidate. Plan. This is something guild and alliance leaders should have at the forefront of their minds. How do I pull in new players? How to pick up straggling guilds? Are we organizing warband days on the days we stand a chance at taking Keeps and flipping zones? Can you spend your off days pulling members of the other realm over to your side? You're not getting out of 2:1 odds without showing you have something to fight for. Whether it's guild propaganda like the Bitterstones, or warband-level elitism, there needs to be a reason to bother fighting while outnumbered.
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Razz1n
Posts: 28

Re: Patch Notes 13/10/17

Post#204 » Sun Oct 15, 2017 11:22 pm

Glorian wrote:
Buran wrote:If one side has fewer players then another one then it cannot defend the zone. I am sad
that The new system encourages numbers, but not strategy and taktics (((
Lets say Destro has 200 Players in the Zone Order has 100.
That means 100% AAO for Order.

If Destros wants to take the zone withour taking the keep, they need their Keep to Rank 5 and hold 4 Zones for quite some time till they are 5 Star and then a little longer.
Ok now please check the stats for 2 days of how many zones destro get locked and % of locks with out siege. From my experience they need maximum 5-10 minutes for 5 stars and then isnant lock.

Razz1n
Posts: 28

Re: Patch Notes 13/10/17

Post#205 » Sun Oct 15, 2017 11:28 pm

wargrimnir wrote: 5 minutes locks?

You mean your entire realm couldn't hold a single BO at any point while the zone was open? That's not a game design problem, that's a straight up lack of trying. If you can't take a single of the four BO's on a regular basis, what do you expect to happen?
Yes its almost impossible to take and hold BOs when full zone is covered by zergs and gankers. Before that outnumbered side could have a keep def at least but now you dont give them chances at all.

again check the stats of how many zones destro closed in less than 10 minutes today.

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wargrimnir
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Re: Patch Notes 13/10/17

Post#206 » Sun Oct 15, 2017 11:32 pm

Razz1n wrote:
wargrimnir wrote: 5 minutes locks?

You mean your entire realm couldn't hold a single BO at any point while the zone was open? That's not a game design problem, that's a straight up lack of trying. If you can't take a single of the four BO's on a regular basis, what do you expect to happen?
Yes its almost impossible to take and hold BOs when full zone is covered by zergs and gankers. Before that outnumbered side could have a keep def at least but now you dont give them chances at all.

again check the stats of how many zones destro closed in less than 10 minutes today.
Get off your ass and fight for a BO. We're not counting your failures for you.
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Egoish
Posts: 149

Re: Patch Notes 13/10/17

Post#207 » Sun Oct 15, 2017 11:33 pm

I've been wbing around since 7pm and i've seen some fast locks but i think 10 min is unfounded. 4 hours playing, 4 zones locked. We went to active zones, at least until Praag which was disappointing, but how long should people stand around to lock a zone vs zero defence?

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ragafury
Posts: 684

Re: Patch Notes 13/10/17

Post#208 » Sun Oct 15, 2017 11:36 pm

Razz1n wrote:
wargrimnir wrote: 5 minutes locks?

You mean your entire realm couldn't hold a single BO at any point while the zone was open? That's not a game design problem, that's a straight up lack of trying. If you can't take a single of the four BO's on a regular basis, what do you expect to happen?
Yes its almost impossible to take and hold BOs when full zone is covered by zergs and gankers. Before that outnumbered side could have a keep def at least but now you dont give them chances at all.

again check the stats of how many zones destro closed in less than 10 minutes today.
since I was in the majority of primetime:

following zones got locked by destro:

Kadrin Valley
Talabec pairing
Praag

"Hard Zerg deserves Hard funnel" a wise man once said.

404 funnel not found.

not saying it's easy too pull off, but all keeps got sieged + lord killed.

sorry for sarcasm
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Razz1n
Posts: 28

Re: Patch Notes 13/10/17

Post#209 » Sun Oct 15, 2017 11:47 pm

wargrimnir wrote:In the short term, resist. Harass. Flank. Outmanuever.
Well yes it looks nice on the paper but how it looks on the battlefield? With 50 to 100% AAO one side is already in a huge disadvantage but you force them to play even more hard and active what only premades in voice can do. And even if they try to do something its almost impossible to coordinate whole zone when it covered by zergs and gankers.

Plus its not fun to see how dominating side not giving a final fight avoiding sieges and taking zones by 5 stars.
Last edited by Razz1n on Sun Oct 15, 2017 11:56 pm, edited 2 times in total.

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wargrimnir
Head Game Master
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Re: Patch Notes 13/10/17

Post#210 » Sun Oct 15, 2017 11:53 pm

Razz1n wrote:
wargrimnir wrote:In the short term, resist. Harass. Flank. Outmanuever.
Well yes it looks nice on the paper but how it looks on the battlefield? With 50 to 100% AAO one side is already in a huge disadvantage but you force them to play even more hard and active what only premades in voice can do. And even if they try to do something its almost impossible to coordinate whole zone when it covered by zergs and gankers.
You've already been exposed by other players as openly lying. I wouldn't even call it an exaggeration at that point. 5 minute locks.

You don't need a premade in comms to direct a warband, you need players that understand what warband leadership is. Open the party window, find the leader, hug his butt, ask for direction. Or start your own warband and enjoy what it is to lead a herd of cats that have no concept of the basics. There is a LOT of Learn2Play and GitGud to be had in RvR.

Players are responsible to understand their role in a group.
Alliance/Guild/Warband Leaders are responsible to understand their role on the battlefield.
Ongoing development is not going to kneejerk react to situations that are being played poorly.
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