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ICONIC to the devs

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Goermsi
Posts: 134

Re: ICONIC to the devs

Post#11 » Tue Dec 10, 2019 1:46 pm

I for my part would find it absolutely horrible if whole warbands were allowed into the cities.
The joint pressing of 1-2-3-4 keys by 24 men may not be transferred to a targeted group game of 6 men. AoE must never stand above targeted focus. Bad enough that the forts already consist of senseless AoE.

It would be understandable if the fight in the cities would force the warbands to split up. Then, but only then, it would be ok to play with a group of 24 people.
With regard to Warhammer endgame, I find it absolutely wrong that "mass instead of class" could be the key to the goal.
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Alfa1986
Posts: 541

Re: ICONIC to the devs

Post#12 » Tue Dec 10, 2019 2:13 pm

Another thing that I already see now is that to capture the fort the number of attackers should be at least one and a half times higher, or better, two. but after the win of the faction on the forts, there will be twice as many attackers as there are defenders, which means that some attackers will have to change sides to enter the mirror. and this will cause another wave of dissatisfaction about the “damned xrealmers", "we can’t seige the sity because of them," and so on you know ))
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Sulorie
Posts: 7461

Re: ICONIC to the devs

Post#13 » Tue Dec 10, 2019 2:50 pm

Direbloodykiller wrote: Tue Dec 10, 2019 11:57 am read what bombling wrote above. solo and small scale already have "their arena", let the warband have their.
i would like to add, im writing this a solo/small scale player, not trying to force something for my own benefit. this doesn't seem to be applicable for you or the tragic op.
Not sure about you but I want good fights first and foremost. Letting a build premade warband be matched against anything random, with only a chance of encountering another similar build warband, isn't creating fun fights.
But maybe dropping timed morals and stacking enough classes with high aoe dmg is a rewarding playstyle, who knows.
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Direbloodykiller
Posts: 80

Re: ICONIC to the devs

Post#14 » Tue Dec 10, 2019 3:04 pm

Sulorie wrote: Tue Dec 10, 2019 2:50 pm
Direbloodykiller wrote: Tue Dec 10, 2019 11:57 am read what bombling wrote above. solo and small scale already have "their arena", let the warband have their.
i would like to add, im writing this a solo/small scale player, not trying to force something for my own benefit. this doesn't seem to be applicable for you or the tragic op.
Not sure about you but I want good fights first and foremost. Letting a build premade warband be matched against anything random, with only a chance of encountering another similar build warband, isn't creating fun fights.
But maybe dropping timed morals and stacking enough classes with high aoe dmg is a rewarding playstyle, who knows.
who said anything about beeing against not matching premades vs. premades? please leave your normal road filled with assumptions aside since nobody been spoken against this

yes, i guess there is players who prefers this - let them. from a personal pow, i dont since i play witch elf only

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Manatikik
Posts: 1249

Re: ICONIC to the devs

Post#15 » Tue Dec 10, 2019 3:17 pm

Alfa1986 wrote: Tue Dec 10, 2019 2:13 pm Another thing that I already see now is that to capture the fort the number of attackers should be at least one and a half times higher, or better, two. but after the win of the faction on the forts, there will be twice as many attackers as there are defenders, which means that some attackers will have to change sides to enter the mirror. and this will cause another wave of dissatisfaction about the “damned xrealmers", "we can’t seige the sity because of them," and so on you know ))

Cities are quite different from Keep/Forts because there isn’t a single choke point end all be all fight; it’s set up so that naturally attackers can progress to third stage relatively regularly and easily enough and then at that point the fight is pretty open and straightforward over the lords. They’re designed for even numbers.
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Unstoppable1776
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Posts: 596

Re: ICONIC to the devs

Post#16 » Tue Dec 10, 2019 4:26 pm

Clarification: I do think WBs should be allowed in city instances, but should only be able to face other Queued wbs. (wbs should appreciate this fact because it gives them a high lvl of competition.

But there should be another instance that includes 6 man and less . This would be similar to the current SC layout where there is a solo/duo, and the remaining.

-ICONIC
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Alfa1986
Posts: 541

Re: ICONIC to the devs

Post#17 » Tue Dec 10, 2019 5:21 pm

Manatikik wrote: Tue Dec 10, 2019 3:17 pm
Alfa1986 wrote: Tue Dec 10, 2019 2:13 pm Another thing that I already see now is that to capture the fort the number of attackers should be at least one and a half times higher, or better, two. but after the win of the faction on the forts, there will be twice as many attackers as there are defenders, which means that some attackers will have to change sides to enter the mirror. and this will cause another wave of dissatisfaction about the “damned xrealmers", "we can’t seige the sity because of them," and so on you know ))

Cities are quite different from Keep/Forts because there isn’t a single choke point end all be all fight; it’s set up so that naturally attackers can progress to third stage relatively regularly and easily enough and then at that point the fight is pretty open and straightforward over the lords. They’re designed for even numbers.
this is all true if we consider the city siege as an ordinary scenario, and not as the last outpost where the issue of the ultimate victory of one faction over another is being decided. as far as I remember on live, if the attackers managed to win more city mirrors than the defenders, then the city level decreased by one or two stars. losing the city was considered a very shameful failure for the top guilds.
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Manatikik
Posts: 1249

Re: ICONIC to the devs

Post#18 » Tue Dec 10, 2019 5:59 pm

Alfa1986 wrote: Tue Dec 10, 2019 5:21 pm
Manatikik wrote: Tue Dec 10, 2019 3:17 pm
Alfa1986 wrote: Tue Dec 10, 2019 2:13 pm Another thing that I already see now is that to capture the fort the number of attackers should be at least one and a half times higher, or better, two. but after the win of the faction on the forts, there will be twice as many attackers as there are defenders, which means that some attackers will have to change sides to enter the mirror. and this will cause another wave of dissatisfaction about the “damned xrealmers", "we can’t seige the sity because of them," and so on you know ))

Cities are quite different from Keep/Forts because there isn’t a single choke point end all be all fight; it’s set up so that naturally attackers can progress to third stage relatively regularly and easily enough and then at that point the fight is pretty open and straightforward over the lords. They’re designed for even numbers.
this is all true if we consider the city siege as an ordinary scenario, and not as the last outpost where the issue of the ultimate victory of one faction over another is being decided. as far as I remember on live, if the attackers managed to win more city mirrors than the defenders, then the city level decreased by one or two stars. losing the city was considered a very shameful failure for the top guilds.
Yea but so far there is no indication that RoR is planning on reimplementing city ranks that do nothing but hate content for people. Hell, even the test was via SC manager and didn’t prevent anyone from doing what they wanted in Altdorf.
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drmordread
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Re: ICONIC to the devs

Post#19 » Tue Dec 10, 2019 6:52 pm

I don't know if it has been mentioned, I am replying only after reading the OP.

We play on a server with massive imbalances in population that swing from one realm to the other. At the moment, we usually see three to four wb's of destro vs one or two wb's of order, with the usual being three destro wb's vs one order wb.

How are you going to match 6 man grps?

I don't care how much you prefer small matched grp play. That kind of elitism needs to go away for city end game, same way it doesn't exist in forts.

36v36!!!! It has been proven to work. Why reinvent the wheel at force players to sit idle because you cant match classes? We all have alts, if a wb is lacking heals or tanks or whatever, people can log on to an alt and rejoin the wb. It is what we did on live, and it worked.
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toffikx
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Re: ICONIC to the devs

Post#20 » Tue Dec 10, 2019 7:10 pm

drmordread wrote: Tue Dec 10, 2019 6:52 pm I don't know if it has been mentioned, I am replying only after reading the OP.
OP is suggesting separate quques.

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