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War lack of endgame.

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Hargrim
Former Staff
Posts: 2465

Re: War lack of endgame.

Post#11 » Sun Sep 30, 2018 8:35 pm

Zxul wrote: Sun Sep 30, 2018 7:13 pm Bumping this.

Was always a problem with War- on magus after a month or so playing (rr64 atime) I already running into it.

There should be a reason to keep playing after you got to rr80- in other mmos getting to top rank doesn't means "time to reroll".

Any ideas?
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Allee
Posts: 10

Re: War lack of endgame.

Post#12 » Sun Sep 30, 2018 9:47 pm

How about an arena queue (2v2, 3v3). Maybe with a ladder system and / or seasons. I can imagine that being quite fun.

Zxul
Posts: 1890

Re: War lack of endgame.

Post#13 » Sun Sep 30, 2018 10:57 pm

Hargrim wrote: Sun Sep 30, 2018 8:35 pm
Zxul wrote: Sun Sep 30, 2018 7:13 pm Bumping this.

Was always a problem with War- on magus after a month or so playing (rr64 atime) I already running into it.

There should be a reason to keep playing after you got to rr80- in other mmos getting to top rank doesn't means "time to reroll".

Any ideas?
Yes.

In short- steal from other mmos :D

In long- that was the original problem of AoR- while it was very good in some areas (rvr fights), it heavily lacked in many others.

And then there is the original AoR design idea of resetting keeps- in Anarchy Online for example your 20 hours mass rvr fight means your guild gets to keep towers (keep) and gain benefits from them until the other side is willing to invest 20 hours to possibly regain them, in AoR/RoR your 20 hours KV fight means it will reset in 30 min, and you gained nothing besides renown tick.

As such, problems- the way I see:

1. Giving endgame content without boosting rr80 players even more compared to lower rr.
2. Giving meaning (long term non-resetting reward) to rvr fighting.

Solutions that I can think of:

1. Introduce some alternative advancement form, which will be available to all unrelated to lvl/rr, or/and introduce advancement form which won't directly boost personal power:
  • * Tradeskills:
    • a. Make gold mean more- Rare Fortune was a good idea- options besides rvr sets without being overpowered, add more similar items so gold (and making it) will have meaning endgame.
      b. Add option to advance tradeskills beyond lvl 200, allowing to create specific equipment types. Possibly- some siege equipment.
      c. Remembering Age of Conan- add set line (parallel to pvp/pve sets) which will be tradeskill based. "You need 20 cotton plants (cultivating), 20 wolf skins (butchering), and a recipe you get from this specific repeatable quest, possibly involving killing 20 wps". Mix of pure tradeskills, and Beastlord ideas.
    * Line unlocking advanced siege equipment (you got to Rank 4- you can summon cannon which does X extra effect compared to baseline one, you got to rank 6- summon Orge to attack the door for you, you got to Rank 10- you can summon flying mount and bomb the other side from above like you could back on live).

    * Guild wide advancement line in some form, beyond what AoR had. Possibly- "your guild needs to claim and take 20 zones to advance a rank in a new line", ets.
2. Nobody really cares about keeps, and nobody on live really cared about cities, because there was nothing to loose in the long term from loosing them (they will reset anyway). Which is also what is causing xrealming in RoR. As such:
  • * Some form of rvr objectives permanently claimed by guilds, and offering benefits to, until captured by guild from opposite realm- open for capturing once your city fell.
    In other words- you switched to your order toon when order was zerging, order locked keeps and took IC- say good bye to your guild wide 5% renown gain bonus and your personal 3% crit bonus, until destro manages to capture Dorf and your guild manages to recapture the objective.
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."

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CountTalabecland
Posts: 1021

Re: That is not dead which can eternal lie, or lets talk War endgame.

Post#14 » Mon Oct 01, 2018 12:44 am

Fallenkezef wrote: Thu Aug 02, 2018 7:50 pm Next item on dev team's list are the keeps
Man I want to believe that, but it seems like the next thing is more serious balance changes. Not that I am against balance changes but I feel like at some point everyone needs to accept the state of "balance" for the moment and work on adding things to the game. From the past couple patches it seems like from the devs constantly playing whack-a-mole with WL and now the choppa pull outrage, that we are in for more of balance being the main thing worked on for awhile.
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.

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wonshot
Posts: 1192

Re: War lack of endgame.

Post#15 » Mon Oct 01, 2018 1:30 am

Ah the good old topics about lack of content, funnily enough right after a weekend of double progression.

I would like to remind people of how unpolished and danm horrible the endgame content of AoR actually was, I personally endured it and liked it. But alot of the subscibers to the game never stuck around because it was not ready and had many bugs.

Right now the server seem to be in a state of ironing out bugs and balancing, but I dont think the balancing guys are the same as the ones in charge of getting new content ready. We have already seen teasers of City dungeons and new sets in the making, that will refresh the gear grind, progression feeling and give us even more options to entertain ourselves.

In the fear of this post sounding too brownoisy and logically, let me add on top how bad of a starte Order is in without an AoE knockdown for warband warfare, and how I wish my Engineer could do what Choppas do. Maybe one day, before the fattigue hits.
Bombling 93BW

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Hargrim
Former Staff
Posts: 2465

Re: War lack of endgame.

Post#16 » Mon Oct 01, 2018 5:54 am

Zxul wrote: Sun Sep 30, 2018 10:57 pm ...

From my PoV stuff you propose is just stuff we could add to RvR campaign, additional mechanics and systems. However, it doesn't really answer the question of what kind of progression add to the game, because the small stuff shown as an example is just small. It can't stretch for weeks and months, we tried it with PvE and playerbase feedback was generally 'meh, too much hassle, I don't want this because it is at beast comparable to the stuff I already got'.
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Nidwin
Posts: 662

Re: War lack of endgame.

Post#17 » Mon Oct 01, 2018 7:25 am

Hargrim wrote: Mon Oct 01, 2018 5:54 am
Zxul wrote: Sun Sep 30, 2018 10:57 pm ...

From my PoV stuff you propose is just stuff we could add to RvR campaign, additional mechanics and systems. However, it doesn't really answer the question of what kind of progression add to the game, because the small stuff shown as an example is just small. It can't stretch for weeks and months, we tried it with PvE and playerbase feedback was generally 'meh, too much hassle, I don't want this because it is at beast comparable to the stuff I already got'.
I think it's linked to the core of your playerbase Hagrim and what they truly could use as stuff around here. RoR is a clash between 2 factions, a war that not only never ends but never should end. It's a rince and repeat while beating the crap out of each other.

One issue I see with forts and city sieges is that one faction is losing, badly outnumbered, and being pushed to forts or has to "defend" their capital. In this case, during forts or city pushes, you have a lack, deficit, of players on the losing side. All attempts made by Mythic didn't end well as we know. Empty instances as there weren't enough players on one side, and so on and so on.

Then there's the bullcrap that we fought as one faction, push or defend, and suddenly had to switch to a split up instanced mode. That's wrong in my book and against the entire "spirit of the lakes", the essence of AoR/RoR T2+ oRvR. I repeat again but it's a clash between order and destruction and we do with what we have online at one point in time. It's not always great, I know, but when it works (especially in defense) that's when the magic happens and tides turn around.

Forts and cities aren't adapted for a true double faction clash. Forts just suck by design and don't let me start about Aldorf or IC. The idea, for an end-game playground, is already ingame I think with T2 push/lock -> T3 push lock -> T4 double lock. What you need now is a T2->T3->T4 system in one zone, with every milestone defendable by the outnumbered faction. And maybe in the end a central final battle with Emperor, King pointy ears, Super Dorf and their court as Hero's for the defenders.
Mythic 2nd attempt to city siege had some good ideas in it, but it wasn't greatly implemented, not al all.
Nidwinqq used teabag Magus [Hysteria]

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nebelwerfer
Posts: 682

Re: War lack of endgame.

Post#18 » Mon Oct 01, 2018 7:40 am

Idk about you guys but i have a seriously long list of grudges to settle. Create ur own fun M8 :)

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Nidwin
Posts: 662

Re: War lack of endgame.

Post#19 » Mon Oct 01, 2018 7:52 am

Hargrim wrote: Mon Oct 01, 2018 5:54 am
Zxul wrote: Sun Sep 30, 2018 10:57 pm ...

From my PoV stuff you propose is just stuff we could add to RvR campaign, additional mechanics and systems. However, it doesn't really answer the question of what kind of progression add to the game, because the small stuff shown as an example is just small. It can't stretch for weeks and months, we tried it with PvE and playerbase feedback was generally 'meh, too much hassle, I don't want this because it is at beast comparable to the stuff I already got'.
That's because it's way too much fixed stats Hagrim and doesn't allow for much templating.

Just a couple of fast ideas.

1. Get rid of the career restrictions on PVE jewelry, cloaks and belts. Toughness shouldn't be only PVE jewelry for tanks as exemple.
2. You could try to make an Annihilator like set, obtained however you staff want to. May be with fixed armor, career dependend, but with less fixed stats and 2 or 3 talis slots. Keep a fixed x-amount for main stat career-wise (willpower for healers, INT for magic, STR for physical dps) and for the remaining stuff let the player chose to slot what he/she wants as stats with talis.
3. For that/or new set(s) may be try to find a way so folks can chose what kind of 2-3-4-5-6 pieces bonus they want, through slotting a form of bonus sets talis bought by medallions.
Nidwinqq used teabag Magus [Hysteria]

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Hargrim
Former Staff
Posts: 2465

Re: War lack of endgame.

Post#20 » Mon Oct 01, 2018 8:38 am

Nidwin wrote: Mon Oct 01, 2018 7:52 am That's because it's way too much fixed stats Hagrim and doesn't allow for much templating.

Just a couple of fast ideas.

1. Get rid of the career restrictions on PVE jewelry, cloaks and belts. Toughness shouldn't be only PVE jewelry for tanks as exemple.
2. You could try to make an Annihilator like set, obtained however you staff want to. May be with fixed armor, career dependend, but with less fixed stats and 2 or 3 talis slots. Keep a fixed x-amount for main stat career-wise (willpower for healers, INT for magic, STR for physical dps) and for the remaining stuff let the player chose to slot what he/she wants as stats with talis.
3. For that/or new set(s) may be try to find a way so folks can chose what kind of 2-3-4-5-6 pieces bonus they want, through slotting a form of bonus sets talis bought by medallions.

So, from my PoV what you said here is that we need to add more lowbie sets and item options and players will have more end game content. It's somehow true, but it's just itemisation and not 'true end game content'.
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