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What would it take: organized warband

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roadkillrobin
Posts: 2773

Re: What would it take: organized warband

Post#61 » Fri Sep 07, 2018 12:22 pm

I still think that cosmetic warband leader reward as some kinda of Tome unlock would would be a thing that would get more people to actually form warbands. And more people leading warbands more people would join imo. It would make the people putting in the time leading stand out in the crowd and look a bit more like "special characters" which is a good thing imo.

Example:
- 10 000 kills leading a warband of atleast 12 players.
- Capture 100 keeps leading a warband of atleast 12 players
- Capture 500 BO's leading atleast 12 players
- Sucessfully Defending a captured BO 100 times while under the effect of AAO while leading atleast 12 players.
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Sigimund
Posts: 658

Re: What would it take: organized warband

Post#62 » Fri Sep 07, 2018 12:28 pm

Could it be based on the sum of the contribution earned by the players you led? Not very transparent but keeps people focused on being useful and avoids weird behaviour like BO trading.

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altharion1
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Re: What would it take: organized warband

Post#63 » Fri Sep 07, 2018 12:38 pm

- Remove all AoE damage from the game

Then warbands could be interesting
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roadkillrobin
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Re: What would it take: organized warband

Post#64 » Fri Sep 07, 2018 12:41 pm

Would lead to the biggest zerg in history as it would become the only strategy you ever need.
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altharion1
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Re: What would it take: organized warband

Post#65 » Fri Sep 07, 2018 1:20 pm

roadkillrobin wrote: Fri Sep 07, 2018 12:41 pm Would lead to the biggest zerg in history as it would become the only strategy you ever need.
:lol: :lol: :lol: :lol: :lol: :lol: :lol:

Yes the zerg doesnt win 99.9% of the time already. And suddenly we'll get twice the numbers of people at keep takes (you know, how you actually win in ORVR) just because there is no AoE in the game.

You can't get a larger zerg than there already is because a keep take is the entire population in one place.
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roadkillrobin
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Re: What would it take: organized warband

Post#66 » Fri Sep 07, 2018 2:13 pm

altharion1 wrote: Fri Sep 07, 2018 1:20 pm
roadkillrobin wrote: Fri Sep 07, 2018 12:41 pm Would lead to the biggest zerg in history as it would become the only strategy you ever need.
:lol: :lol: :lol: :lol: :lol: :lol: :lol:

Yes the zerg doesnt win 99.9% of the time already. And suddenly we'll get twice the numbers of people at keep takes (you know, how you actually win in ORVR) just because there is no AoE in the game.

You can't get a larger zerg than there already is because a keep take is the entire population in one place.
They don't. Phallanx kept zone from locking on multiple occasions with AAO to a point where zone reset and then reversed the entire progression. This would been completly impossible without AoE. You can't win but you can stall the progression for the enemie. It's a common tactic in any sport or game to buy your team time to reform. And in this game enemies to capitulate and dissipate.
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altharion1
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Re: What would it take: organized warband

Post#67 » Fri Sep 07, 2018 2:51 pm

roadkillrobin wrote: Fri Sep 07, 2018 2:13 pm They don't. Phallanx kept zone from locking on multiple occasions with AAO to a point where zone reset and then reversed the entire progression. This would been completly impossible without AoE. You can't win but you can stall the progression for the enemie. It's a common tactic in any sport or game to buy your team time to reform. And in this game enemies to capitulate and dissipate.
No, this would be completely impossible without collision detection and tiny keep doors, not AoE damage. And having the will to waste your free time sat semi afk in a keep door.
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roadkillrobin
Posts: 2773

Re: What would it take: organized warband

Post#68 » Fri Sep 07, 2018 2:58 pm

altharion1 wrote: Fri Sep 07, 2018 2:51 pm
roadkillrobin wrote: Fri Sep 07, 2018 2:13 pm They don't. Phallanx kept zone from locking on multiple occasions with AAO to a point where zone reset and then reversed the entire progression. This would been completly impossible without AoE. You can't win but you can stall the progression for the enemie. It's a common tactic in any sport or game to buy your team time to reform. And in this game enemies to capitulate and dissipate.
No, this would be completely impossible without collision detection and tiny keep doors, not AoE damage. And having the will to waste your free time sat semi afk in a keep door.
It took place on BO's and WC. Keeps were allready taken.
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Bozzax
Posts: 2650

Re: What would it take: organized warband

Post#69 » Fri Sep 07, 2018 4:49 pm

1. Forts
2. +10% renown / xp when in range of wb leader
3. -50% xp / renown (ticks as well) when in a wb but not near wb leader
4. A pointy hat
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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TanithScout
Posts: 106

Re: What would it take: organized warband

Post#70 » Fri Sep 07, 2018 5:15 pm

There so many guilds per player I don't know of many that have enough to field a gwb, if I had a guild and 23 players I'd try it for sure, no questions asked. But I don't, so I could spend potentially weeks making one, or just not. Because it's hard work.

And there it is; as far as I know, most of the serious wb's have been together for a long time in different games starting in WAR or before. They already have the core amount of people and core ability and can fill with pugs where necessary, but the core skill and mentality to fight outnumbered and win through positioning and coordination is already there. Most players don't have this.
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