Invader/Royal crest again in game

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Scottx125
Posts: 974

Re: Invader/Royal crest again in game

Post#11 » Tue Oct 18, 2022 10:27 pm

ravezaar wrote: Tue Oct 18, 2022 8:43 pm Instead of making currency to force ppl do end game, make end game fun instead. Imho City and LotD is snooze fest
LOTD I 100% agree with. Zooming round in giant zergs isn't fun. Cities are fun when they are intense battles between 2 closely balance sides. When you just get destroyed without any chance of winning, or you smash the opponent without any issue. Then it sucks.
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Strakar
Posts: 144

Re: Invader/Royal crest again in game

Post#12 » Wed Oct 19, 2022 1:13 am

I feel like LOTD is eventually going to have a role in unlocking TOVL but is going to take some time to develop. Also, there are a couple unitemized vendors as well so there should be more of a reward component coming in either weapons, armor or cosmetics. Right now the rewards are pretty much outgrown by anyone not a fresh 40. There are probably some tweaks that would help with anti zerg mechanics too, but unless I'm mistaken there's no population balancing or it's so wide that it's irrelevant. It should do like a reverse fort where the max pop of the larger side is pegged to like no more than 10% greater than the underpowered side once everyone has queued and the instance opens. There are some good large scale fights but it suffers from pop imbalance just like orvr.

I agree with what others say that the fun of game modes will drive participation but also rewards do too. City and forts could unlock special mounts, cloaks, yes, cosmetics armor. I feel like these she also be made available to players who lead warbands over time too. Having more leaders organizing because they are rewarded for doing so would tremendously improve orvr.

I like the city timing even though as an NA player I can play less now. Maybe they could do a hybrid where two forts triggers the next city but it's timed randomly in the next time slot available within the next 12 hours based on the current algorithm weighting time slots by population. So the campaign matters but people can somewhat plan too and it pops more for EU. For example, if a realm takes the second fort at 6:00 GMT, the city has a % chance to start at one of the next 4 scheduled slots or whatever within 12 hours based on the same RNG they use today. I'm not sure all the pros and cons but just throwing it out there.

Grimmzard
Posts: 3

Re: Invader/Royal crest again in game

Post#13 » Wed Oct 19, 2022 5:10 am

I comed back after year of afk, and love new currency system i haved already 6 SOV and in one month+ now buyed rest and triumph ring + 2 parts...so its super EZ to get em
Old system was bad cuz overgeared ppl would get even more currency and u left with nothin...
Better suggestion would be another sets like Fort Wepons that will push ppl to farm/play more (work so fine in korean MMOs so every "patch" new gear) but dont do it like them put idk 1 new set every 6+ months or a year , slightly better stats but new look ! pewpew

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Butzinjo
Posts: 48

Re: Invader/Royal crest again in game

Post#14 » Wed Oct 19, 2022 7:11 am

During my playtime (EU Prime) for me there is simply no reason "to go into" a Fort. There are forts sometimes, but not often for Destro as attacker and regardless if destro attacks or defends its a loss 90% of the time. And if u are not the lucky one, the crests you get in fort aren´t a reason too. So its wasted time where i could go out in the lakes with some friends and have more fun.

So u want more people in Fort/City maybe add geardrops to goldbags and only there. But again afaik u need to win to get a goldbag...

I don´t think bringing back Inv/royals will have much off an impact. Change to one currencie is a great thing, now even the casuals (like me) have a chance to get BIS-Gear. But again, if you are on the "losing" side its a far way. An example: My DoK is RR66 still need 1,5k crests to complete invader...

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BluIzLucky
Posts: 777

Re: Invader/Royal crest again in game

Post#15 » Wed Oct 19, 2022 7:37 am

Yep, no point in going backwards, this system is just way better, if anything it highlights very clearly the need to adjust some gamemodes like fort, which even before unification patch suffered from onesided stomps, just now you see it spread to primetime.

Fix rewards, fix balance.
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