This patch can work, not bad not great, if y remove cap from forts and remove lord and mobs from keeps. One zone will go faster when will be just attacked/defended by Realms player, and open forts give work for any blooded hands in zone. Quickness of this campaign can save a players many frustrations.
Still i hope it will be fine!
P.S.
A a stress test patch it will work perfectly, thanks God i have a heavy drinking problem, so looking at his blessed mess with Tullamore glass, will be a hell of a fun!XD
Patch notes 22/06/2019
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- randomeclipse
- Posts: 79
Re: Patch notes 22/06/2019
Do people actually need/want Forts and City Sieges?
#askingforafriend
#askingforafriend
Re: Patch notes 22/06/2019
what would such a system at least become playableDajciekrwi wrote: ↑Sun Jun 23, 2019 11:12 am This patch can work, not bad not great, if y remove cap from forts and remove lord and mobs from keeps. One zone will go faster when will be just attacked/defended by Realms player, and open forts give work for any blooded hands in zone. Quickness of this campaign can save a players many frustrations.
Still i hope it will be fine!
P.S.
A a stress test patch it will work perfectly, thanks God i have a heavy drinking problem, so looking at his blessed mess with Tullamore glass, will be a hell of a fun!XD
1 remove the cap from the fort (or open the lower rvr t2 zone of a different direction for those who do not play at that time in the fort)
2 remove the ability to repair doors
3 to introduce time limits for capturing the zone (3-4 hours)
(well, is it really boring to run in the same zone for 8 hours in a row, yesterday I think many were convinced of that ), when the timer arrives, the lock automatically occurs in favor of the side with more resources.(or 3 stars keep).
in this case, the zerg will be forced to make a choice, either to try quickly to take a keep with all his might, or to play long and carry resources.
15th orks on a dead elf's chest
yo ho ho and a bottle of rum
yo ho ho and a bottle of rum
Re: Patch notes 22/06/2019
How about people actually see how the new system is going to look before they start to improve on it?

Re: Patch notes 22/06/2019
Most are just saying that just one pairing open isn't ideal.
For the rest of the system, I'm very curious to see it in action when implemented.
Edit: Just saying, for example atm in Reikland is absolutely unplayable, heavy lag and large delay... as usual when it's 300+
http://www.seventhlegion.net/
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- Greenbeast
- Posts: 335
Re: Patch notes 22/06/2019
Open a new zone when fort is under siege.
Today we started warband at 19:00 and 19:15 zpne is locked.
Now we are 3,5 groups of people who would like to play a rvr and we have nothing to do

Re: Patch notes 22/06/2019
Greenbeast wrote: ↑Sun Jun 23, 2019 5:28 pm Open a new zone when fort is under siege.
Today we started warband at 19:00 and 19:15 zpne is locked.
Now we are 3,5 groups of people who would like to play a rvr and we have nothing to do![]()
http://www.returnofreckoning.com/forum/ ... 36#p365112

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- Posts: 77
Re: Patch notes 22/06/2019
boys this patch is a bad joke, i understand to check where come the lag etc, and its ok to test just one zone is open i have no problem. But you logg in and fort is going so what to do? i play no pve and sc pops have a w8 time 15 min or more as dps for example and its not my preffered thing to play scs..... a open rvr zone when fort is open is a must have or population will dropp soon down
Re: Patch notes 22/06/2019
"...for upcoming content releases..."
Can we have some clue about the final RvR design you are looking for ?
Can we have some clue about the final RvR design you are looking for ?
monkey 079 (test failure - escaped)
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