1. Current system promotes cowardly play allowing players to stay next to safe spot with guards, attempting to pull/kb enemies into one shot death. Scenarios are meant to be fast paced pvp encounters and guards system prevents that. Some scenarios have bad map design or are just to small to allow any fights at all with current system - High Pass Cemetary is great example, rdps have 80% of the map in range barely few meters next to guards and take no risk at all while doing full dmg.
I suggest (if possible to code) copying SWTOR system, warcamps would be surrounded with barrier - preventing ALL skills going in or out of it, players inside barrier would receive 30s timer to leave and fight or get boot out as quitters. Dead players respawn timer changed to 1 minute, plus 30s to leave warcamp safety would guarantee actual fights happening instead hugging guards for 15 minutes. With that changes players would have to actually take a risk of going out of safety and fighting, or being booted out and prevented from q for some time.
2. Some maps victory point gain need to be adjusted. Isha, map set for 6vs6 fights is perfect example for that. Usually loosing team may attempt to fight once or twice. 5-10 kills done by winning team and capping flag still takes at average 10-12 mins to finish sc while actual fight could take 2-3 mins. Talabec Dam with constant running part just by one team still takes close to whole duration to finish, might aswell skip it fully and stand on part. On the other hand Reikland Factory is extremely quick and rewards avoiding fights, side that doesnt try to fight for objective but just run to pve cap empty flags tend to win, simple fix tot hat would be put requirement of 3 ppl on the flag to start capping.
Scenario changes
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Re: Scenario changes
First example is more when your team is spawn camping and u win anyway(getting pulled and killed by guards)
The other is 2 fold, there are maps that are range freindly and others that are melee friendly. As a ranged class i hate scs such as the dwarf wall sc. That a melee train easly dominates, so get rid of that one imo... See where i am going?
The scs that you think are fun are king of the hill type aka death matches which its not hard to win if yoyr team controls the 1 bo. To me its quite boring matches like that.
Tel dam, stonetroll, and others like capture the flag, imo, takes coordination and such to win. It may take longer but it is more enjoyable if won.
Riek factory is fine as is, although most fights tend to be on mid bo for some reason... Even though point gain wise its not as significant as the two back bos.
If u like doing scs, thats great, but sxs are not just about bashing enemy players into tge ground. Its like rvr... As rvr also has elements other then killing players
The other is 2 fold, there are maps that are range freindly and others that are melee friendly. As a ranged class i hate scs such as the dwarf wall sc. That a melee train easly dominates, so get rid of that one imo... See where i am going?
The scs that you think are fun are king of the hill type aka death matches which its not hard to win if yoyr team controls the 1 bo. To me its quite boring matches like that.
Tel dam, stonetroll, and others like capture the flag, imo, takes coordination and such to win. It may take longer but it is more enjoyable if won.
Riek factory is fine as is, although most fights tend to be on mid bo for some reason... Even though point gain wise its not as significant as the two back bos.
If u like doing scs, thats great, but sxs are not just about bashing enemy players into tge ground. Its like rvr... As rvr also has elements other then killing players
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Re: Scenario changes
First question would be to the devs, is it currently possible to implement changes to scenarios. If so, on what scale?
Re: Scenario changes
Different scenarios promote different playstyles. I see no problem in this.
Your claim about high pass cementary is not true.
Guards are usually only an issue, when one vastly superior side wants to farm the other side.
Your Temple of Isha concern based on the assumption, that nobody want to play the objective, but some (one? former?
) groups wants to play the objective.
Wasn´t grovod caverns a scenario, where the barrier you describe was in existance? Maybe ask the staff kindly to reindroduce this scenario.
Your claim about high pass cementary is not true.
Guards are usually only an issue, when one vastly superior side wants to farm the other side.
Your Temple of Isha concern based on the assumption, that nobody want to play the objective, but some (one? former?

Wasn´t grovod caverns a scenario, where the barrier you describe was in existance? Maybe ask the staff kindly to reindroduce this scenario.
Arbich-BW/Xanthippe-WP/Schnipsel-AM
Re: Scenario changes
Both suggestions could be done technically, though I dont see why they should be.
Re: Scenario changes
Boredom crap as below is how most scenarios looks like:Natherul wrote: Thu May 10, 2018 2:21 pm Both suggestions could be done technically, though I dont see why they should be.
https://www.twitch.tv/videos/259219389?t=01h20m52s
Its not how scenarios should work. There suppose to be a fight, attempt to win, instead for far too many its a warcamp guard duty and 0 risk taken. Not how id imagine "pvp content". Swtor fixed it easily with one way barriers and theres no spawn camping there either.
If by dwarf wall you refer to gromrill crossing... thats one of the biggest and kiting friendly maps possible. If you dont like it as rdps you are playing your class wrong. Its 3 parties sc, with plenty meat shield in front of you and plenty of space to move around and find angle to continue range dpsing.diedrake wrote: Thu May 10, 2018 12:24 pm First example is more when your team is spawn camping and u win anyway(getting pulled and killed by guards)
The other is 2 fold, there are maps that are range freindly and others that are melee friendly. As a ranged class i hate scs such as the dwarf wall sc. That a melee train easly dominates, so get rid of that one imo... See where i am going?
The scs that you think are fun are king of the hill type aka death matches which its not hard to win if yoyr team controls the 1 bo. To me its quite boring matches like that.
Tel dam, stonetroll, and others like capture the flag, imo, takes coordination and such to win. It may take longer but it is more enjoyable if won.
Riek factory is fine as is, although most fights tend to be on mid bo for some reason... Even though point gain wise its not as significant as the two back bos.
If u like doing scs, thats great, but sxs are not just about bashing enemy players into tge ground. Its like rvr... As rvr also has elements other then killing players
Spawn camping happen all the time even if your team is not making any kills at all because thanks to guards system enemy teams not even gonna try to fight, any sign of trouble or opposition - instant flee to guard range.
Look video above and tell me again im wrong about High Pass Cemetary...Arbich wrote: Thu May 10, 2018 2:05 pm Different scenarios promote different playstyles. I see no problem in this.
Your claim about high pass cementary is not true.
Guards are usually only an issue, when one vastly superior side wants to farm the other side.
Your Temple of Isha concern based on the assumption, that nobody want to play the objective, but some (one? former?) groups wants to play the objective.
Wasn´t grovod caverns a scenario, where the barrier you describe was in existance? Maybe ask the staff kindly to reindroduce this scenario.
Temple of Isha, as stated, even with capping flag and full wipe on enemy team (which wont happen anyway with guards 20 meters away from center of the map and healers who can walk) will still take close to full duration of the map.
Re: Scenario changes
Could be, but outside of tunnels/stairs that map aint melee friendly either. You can be knockback out of the wall and waste 30+ seconds to come back only to arrive without immunity. He should definetelly try that map as melee vs competent tank and see how melee friendly it will be

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Re: Scenario changes
I looked at the video (only the part about highpass cementary sc) and tell you again: You are wrong about highpass cementary.Gravord wrote: Thu May 10, 2018 2:59 pm Look video above and tell me again im wrong about High Pass Cemetary...
Temple of Isha, as stated, even with capping flag and full wipe on enemy team (which wont happen anyway with guards 20 meters away from center of the map and healers who can walk) will still take close to full duration of the map.
I also quote myself:
The enemy team in your example never dominates the battlefield, while staying safe near their guards. They capped the objectives not once(!) for full duration in sc. We had (for a time) a 6vs6 against a rdps premade in high pass cementary recently and while they were nowhere near a pushover (with 2 rr80 rdps), but they suffer the same as all rdps groups-> lack of pressure. There are enough obstacles in high pass cementary to hide from rdps and wait for a good moment for push. I agree that high pass cementary is one of the sc that are more favorable for rdps (black fire basin even more), but so what? There are other sc like gates of ekrund which favor mdps. I like this diversity.Arbich wrote: Thu May 10, 2018 2:05 pm Guards are usually only an issue, when one vastly superior side wants to farm the other side.
When thinking about, you maybe right about temple of isha. The ticks could be a bit faster.
Arbich-BW/Xanthippe-WP/Schnipsel-AM
Re: Scenario changes
Gravord wrote: Thu May 10, 2018 2:59 pmLook video above and tell me again im wrong about High Pass Cemetary...
The scenario mechanics are what they are, and one's perception of them is dependent on the intent of the players when queing for and entering any particular SC. Specifically, if your intent on playing a scenario amounts to little more than racking up player kills, then opposing players hugging the spawn point for protection is going to seriously annoy you. However, if your intent on playing a scenario is to win that scenario, then opposing players hugging the spawn point is beneficial because it means you are winning the scenario.
I noted in your video you charged across the entire map through a number of Destruction players to go after one particular Destruction player. That tells me your intent in playing that particular High Pass scenario was to kill that particular player and therefore winning the SC was incidental to that concern. Such activity is not a reflection of scenario mechanics, it is a reflection of player intent. Changing the scenario mechanics will not address that issue.
Gravord wrote: Thu May 10, 2018 2:59 pmTemple of Isha, as stated, even with capping flag and full wipe on enemy team (which wont happen anyway with guards 20 meters away from center of the map and healers who can walk) will still take close to full duration of the map.
In Lost Temple there are no guards twenty meters from either the Capture Flag or the center of the map. In Lost Temple if your team captures the flag and your enemy no longer contest the issue, it will not take the entire fifteen minutes to complete the scenario. In addition your side wins, and I always thought that was the point.
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