Patch Notes 01/01/2021
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- Posts: 200
Re: Patch Notes 01/01/2021
people who want to pug city should go and play in the scenario that opens during city queue, or maybe go do some public quests instead for riveting content
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Re: Patch Notes 01/01/2020
I mean, where did I say the contrary? I quote "I love that roleplay direction", "I really like the principle of saying this is a pet career so let's make it" I'm all on board. My point is just that if squigs are a necessity to play, they should be as reliable as the necessity they represent. I don't mind being dependant of pet if I don't lose my pet due to their overall fragility, pathfindings or bugs. Unwargrimnir wrote: ↑Sat Jan 02, 2021 9:53 pmIt's a pet class. Kind of the name of the class. They're going to be pet oriented. The plans we have are only skewed in the direction of making them more dependant on pets, or rather rewarding skillful use of pets. Loner specs are a crutch, not desirable.brocel wrote: ↑Sat Jan 02, 2021 9:40 pmThis so much. I really like the principle of saying this is a pet career so let's make it. But pets are rely unreliable in a game where battles of these scales. Squig herder is already a lot to micromanage, and the fragility/unreliability of squigs doesn't help at all considering how important they are.wonshot wrote: ↑Fri Jan 01, 2021 5:21 pm Whatever each one of us might think about Squigherders, wether we deem it overloaded, under or overpowered. Im just not too much of a fan trying to tie a pet into a largescale build.
Giving MSH one more aoe ability is cool, but tieing it to the pet smell a little of overly forcihng the "this is a pet career" idea.
pets still die in highend largescale, and if they become too buffed they will be overly tanky for smallerscale. Careful with the pet fixtion![]()
Even though my personal taste would prefer SH as a lone archer as warhammer world provides, I love that roleplay direction and it gives new meaning to playing my gobbo. However, I think it is important that the roleplay mechanics work hand in hand the gameplay, and both gameplay and roleplay compliment each other. And usually the best games to roleplay in are the ones who make the roleplay mechanics so well integrated in the gameplay that they become one.
In that case, I think the squig requirement mechanic would probably work better with something increasing the reliability of the squigs.
What do you guys, squig herders and devs, think about that?
With vinyui you already need a tweak/an addon to know exactly when you lose your pet because of the UI. I don't call needing an addon skillful
If squigs are the core core of the squig herders and SH can't operate without them, they need to be worth it. Right now they sure bring something to the table but not always enough. Especially in the compensation of the removal of the 100ft quickshootin tactic. I find it's a pretty good idea to compensate the tactic on a squig, but I find the squigs right now are too unreliable for what they bring to the table. Like, if I was a squig herder now I would definitely stop the war, go to a camp and take the time to breed a new generation of squigs until I find them more acceptable for my war activities.
Re: Patch Notes 01/01/2021
I come back to read patch notes every so often. I was probably one of the first people asking for premade vs premade city que, seeing ppl cry about it is pretty funny. The amount of inflated ego's in this game has always been out of control, and people are already saying they wont que with their regular warbands now because you will actually have to fight other organized groups and possibly lose without being able to have blanket exuses for it. The horror!
Either way it does need to actually incentivize people to que for it, if the rewards are the same then its just been implemented badly.
Losing a premade vs premade city should honestly yield the same results as winning a pug v pug or pretty close, and winning obviously should yield more.
If this was implemented without increased rewards then I don't think the devs really know their player base at all lol.
Either way it does need to actually incentivize people to que for it, if the rewards are the same then its just been implemented badly.
Losing a premade vs premade city should honestly yield the same results as winning a pug v pug or pretty close, and winning obviously should yield more.
If this was implemented without increased rewards then I don't think the devs really know their player base at all lol.
Re: Patch Notes 01/01/2021
Starx wrote: ↑Sun Jan 03, 2021 5:10 am I come back to read patch notes every so often. I was probably one of the first people asking for premade vs premade city que, seeing ppl cry about it is pretty funny. The amount of inflated ego's in this game has always been out of control, and people are already saying they wont que with their regular warbands now because you will actually have to fight other organized groups and possibly lose without being able to have blanket exuses for it. The horror!
Either way it does need to actually incentivize people to que for it, if the rewards are the same then its just been implemented badly.
Losing a premade vs premade city should honestly yield the same results as winning a pug v pug or pretty close, and winning obviously should yield more.
If this was implemented without increased rewards then I don't think the devs really know their player base at all lol.
Ahh yes fairness is unfair to me! I jest. I guess some people play RoR as a power fantasy and some just want good and even fights. *Looks at constant population imbalance*

- anarchypark
- Posts: 2085
Re: Patch Notes 01/01/2020
brocel wrote: ↑Sun Jan 03, 2021 12:33 amI mean, where did I say the contrary? I quote "I love that roleplay direction", "I really like the principle of saying this is a pet career so let's make it" I'm all on board. My point is just that if squigs are a necessity to play, they should be as reliable as the necessity they represent. I don't mind being dependant of pet if I don't lose my pet due to their overall fragility, pathfindings or bugs. Unwargrimnir wrote: ↑Sat Jan 02, 2021 9:53 pmIt's a pet class. Kind of the name of the class. They're going to be pet oriented. The plans we have are only skewed in the direction of making them more dependant on pets, or rather rewarding skillful use of pets. Loner specs are a crutch, not desirable.brocel wrote: ↑Sat Jan 02, 2021 9:40 pm
This so much. I really like the principle of saying this is a pet career so let's make it. But pets are rely unreliable in a game where battles of these scales. Squig herder is already a lot to micromanage, and the fragility/unreliability of squigs doesn't help at all considering how important they are.
Even though my personal taste would prefer SH as a lone archer as warhammer world provides, I love that roleplay direction and it gives new meaning to playing my gobbo. However, I think it is important that the roleplay mechanics work hand in hand the gameplay, and both gameplay and roleplay compliment each other. And usually the best games to roleplay in are the ones who make the roleplay mechanics so well integrated in the gameplay that they become one.
In that case, I think the squig requirement mechanic would probably work better with something increasing the reliability of the squigs.
What do you guys, squig herders and devs, think about that?
With vinyui you already need a tweak/an addon to know exactly when you lose your pet because of the UI. I don't call needing an addon skillful
If squigs are the core core of the squig herders and SH can't operate without them, they need to be worth it. Right now they sure bring something to the table but not always enough. Especially in the compensation of the removal of the 100ft quickshootin tactic. I find it's a pretty good idea to compensate the tactic on a squig, but I find the squigs right now are too unreliable for what they bring to the table. Like, if I was a squig herder now I would definitely stop the war, go to a camp and take the time to breed a new generation of squigs until I find them more acceptable for my war activities.
have you tried 'I Got Lots' tactic ?
I eat them, explode them, watching them die with joy. because i have lots.
it's expendable, literally.
i'm big shootin, haven't tested in city.
in orvr it's no more unreliable, in sc it doesn't die much anyway.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
Re: Patch Notes 01/01/2021
As someone who does organized cities I love this change. If I’m going to spend an hour preparing a wb with the right classes, a MA, game plan etc, I want to compete against another group. If I wana go against pugs with my premade I would just stick to orvr.
People complaining just want to make semi organized and stomp randoms. Real competitors will love the new que.
Why are people saying this caters to solo? IMO it caters to the hardcore players who want to truly compete!
People complaining just want to make semi organized and stomp randoms. Real competitors will love the new que.
Why are people saying this caters to solo? IMO it caters to the hardcore players who want to truly compete!
The King.
Re: Patch Notes 01/01/2021
Totally agreed.Wam wrote: ↑Sat Jan 02, 2021 5:20 amMy 2 CentsReturnOfReckoning wrote: ↑Fri Jan 01, 2021 4:56 pm
- It will now avoid creating premade vs solo instances until the end of the queue time when it allows any combination to create instances.
Spoiler:
Less chances to win joining/forming a pug wb...really dunno what try to encourage this change?
Even less chances to get a pop...what Will encourage players to group??
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- nebelwerfer
- Posts: 683
Re: Patch Notes 01/01/2021
I honestly think this change is a bold step in the right direction. If i had the pleasure of being an organized warbandsh*tter I'd welcome anything to increase the chance of facing actual organized opposition and get great fights.
Having said that, it IS really harsh to push forts, wait out the city que only to get no pops because there aren't any organized opposition and all the pugs to farm are already in cities.
You could always try to xrealm to the low pop side and solo q in the last minute, but yea - hopefully this is not the final iteration of the city.
So how to further improve upon on it I'd add loot to the gold bags of winners in organized cities and add gold bags for losers aswell (but no loot) like it was on release. Just to get some carrots in there.
And for the solo instances, I'd keep it as it currently is. Maybe slightly increase the pop to 36 like it was at one point, so if there is a slight population imbalance it's not such a big deal.
Would love to see ".surrender" options for the stages aswell as a ".readycheck" with similar rules as in scenarios to potentially cut down the time spent waiting between stages too.
Apologies if i am repeating stuff that's been already said, I haven't read the whole thread.
Having said that, it IS really harsh to push forts, wait out the city que only to get no pops because there aren't any organized opposition and all the pugs to farm are already in cities.
You could always try to xrealm to the low pop side and solo q in the last minute, but yea - hopefully this is not the final iteration of the city.
So how to further improve upon on it I'd add loot to the gold bags of winners in organized cities and add gold bags for losers aswell (but no loot) like it was on release. Just to get some carrots in there.
And for the solo instances, I'd keep it as it currently is. Maybe slightly increase the pop to 36 like it was at one point, so if there is a slight population imbalance it's not such a big deal.
Would love to see ".surrender" options for the stages aswell as a ".readycheck" with similar rules as in scenarios to potentially cut down the time spent waiting between stages too.
Apologies if i am repeating stuff that's been already said, I haven't read the whole thread.
Re: Patch Notes 01/01/2021
But why? Why change them? Wouldn't you rather have people completing the content over and over rather than just one and done? So many things are gated and locked from use throughout the life of your charcter. take Influence gear. Basically unusable by the time you get them, so you are forced to get the for appearance, yet you can't exchange them. Dye quests that are one and done, so you can't ever use those again for different set pieces to maintain a color scheme.Lheana wrote: ↑Sat Jan 02, 2021 10:28 amSo first you have nothing to learn me, so no I won't stop. And changes that are reverted, it happens on like every patch in different parts of the game. So it's not because someone changed something, that this change will never get reverted.
-= Agony =-