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so who kills the game afterall?

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thiefy
Posts: 63

Re: so who kills the game afterall?

Post#21 » Wed Jul 05, 2023 11:05 am

Hugatsaga wrote: Wed Jul 05, 2023 10:56 am All the grudges, realm pride, salt and trash talking makes me feel like this game is far from dead.
You are welcome :D
yes i'm toxic but i speak the "truth"
(disclaimer: "truth" is subjective to a person's point of view and possible personal interest)
congratulations! your vision is perfect!
rly? don't you have anything better to do?

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rejndjer
Suspended
Posts: 431

Re: so who kills the game afterall?

Post#22 » Wed Jul 05, 2023 12:29 pm

Garamore wrote: Wed Jul 05, 2023 9:14 am
Simple solution is to make zones easier to take without having to take a keep. Current mechanism takes too long and can only be done if you really outnumber the opposition. This means people will have to come out and fight. Also get rid of the 3* upwards mechanisms adding to keep defense. No one is sieging a 3* keep with no aao unless its org wbs vs pugs.
this tbh.

lately i just look at rvrstats to see what maps are open. most of the time it is dwarf/elf t4 map which make me sick. actually all t4 maps except praag and tm/dw to a certain extent. reason for that is that you cannot have good rvr there, especially on maps like cale/kv/bc. i'd like to play these maps from time to time, but due to them being pretty hard to siege for both teams, these maps are played more than 50% of time. whenever a t2 map comes online it gets locked in 1-2hours.

maybe add some kind of stalemate mechanic similar to how lotd is won? so you could still take zones as before via keep siege, but every kill/supply brought in would give points. whoever is first to get set amount of points locks the zone if they hold all BOs like in t1 maps.

Tzoumarou
Suspended
Posts: 34

Re: so who kills the game afterall?

Post#23 » Wed Jul 05, 2023 12:37 pm

rejndjer wrote: Wed Jul 05, 2023 12:29 pm
Garamore wrote: Wed Jul 05, 2023 9:14 am
Simple solution is to make zones easier to take without having to take a keep. Current mechanism takes too long and can only be done if you really outnumber the opposition. This means people will have to come out and fight. Also get rid of the 3* upwards mechanisms adding to keep defense. No one is sieging a 3* keep with no aao unless its org wbs vs pugs.
this tbh.

lately i just look at rvrstats to see what maps are open. most of the time it is dwarf/elf t4 map which make me sick. actually all t4 maps except praag and tm/dw to a certain extent. reason for that is that you cannot have good rvr there, especially on maps like cale/kv/bc. i'd like to play these maps from time to time, but due to them being pretty hard to siege for both teams, these maps are played more than 50% of time. whenever a t2 map comes online it gets locked in 1-2hours.

maybe add some kind of stalemate mechanic similar to how lotd is won? so you could still take zones as before via keep siege, but every kill/supply brought in would give points. whoever is first to get set amount of points locks the zone if they hold all BOs like in t1 maps.
nah,it will become wayyyyy too blobby and kill the roamers 100% if it goes only with kill counter.

the reason t2 maps are locked in less than an hour is cause after the countless forts order wins everyday they continue in next zone with the same blob vs zero again enemies and we end at TM or DW at prime time which are tottaly unplayable.

the only solution is to make sieges available at star3 so their progress will be slowed down by alot since noone can trust the 'good' behaviour of the players in terms of balancing the population .its 20 hours per day one faction farm with over 90% success rate for 2 years now. its proven already how players think of this game cause even when they win nonstop ,they still cry at forums and they face challenge at EU prime time by hidding and waiting till the other faction logs out.

make sieges available at 3star and will see how it goes from there is the only solution for now.maybe when they stop crying that grufrip with his RP glasscannon guild ,kills the game...we will have something to talk about .till then its pointless ,this ppl are ruthless when it comes in winning .they can say ANYTHING to aNYONE.

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inoeth
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Posts: 513

Re: so who kills the game afterall?

Post#24 » Wed Jul 05, 2023 12:43 pm

imo the idea of zones to be locked is flawed. just keep all zones open and tie owned keeps something else like in daoc. there the realm with most owned keeps get access to a pvp dungeon and get some boni (2% rp/xp bonus for every keep)

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Nameless
Posts: 1415

Re: so who kills the game afterall?

Post#25 » Wed Jul 05, 2023 12:46 pm

Forum pvp and realm pride is the things I miss from live. Shittalks and forum fight were so entertaining and I bet many ppl played solely for these situations.
Damn I miss Pierun posts from live, so much salt, so much **** talk.
Mostly harmless

K8P & Norn - guild Orz

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normanis
Posts: 1465
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Re: so who kills the game afterall?

Post#26 » Wed Jul 05, 2023 12:48 pm

na time zone is anyway half dead, and 1 sided. doesntmatter who dominate in rvr order or destro. if formosa log destro - destro will dominate in na time zone. most na/eu guilds play late night.
also as underdog side u dont
1. respawn in keep
2. objective kontrol give nothing
3. 24 aoe ( its work against any organized underdog who face na zerg)
with 12 aoe . destro defenders has bigger chance to not melt against order zerg.
"give wh and witch propper aoe like evrywone has it!"

thiefy
Posts: 63

Re: so who kills the game afterall?

Post#27 » Wed Jul 05, 2023 12:58 pm

If zone lock is ever considered to be feasible without keep siege, it should be followed by a huge reduction in zone lock rewards. I'm talking about 90% or even complete removal. You want to progress to the next zone? Sure, but no free rewards
Stop asking for the removal of game content simply because it's hard to achieve. We saw how much attendance cities have now that you don't "have" to participate. What about forts? 4vs1 PvD most of the time for the same reason. What's your idea of the game's RvR? Guarden Of Qu'aph with the whole population?
yes i'm toxic but i speak the "truth"
(disclaimer: "truth" is subjective to a person's point of view and possible personal interest)
congratulations! your vision is perfect!
rly? don't you have anything better to do?

lemao
Posts: 365

Re: so who kills the game afterall?

Post#28 » Wed Jul 05, 2023 1:00 pm

Stop crying imo

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Akalukz
Posts: 1822

Re: so who kills the game afterall?

Post#29 » Wed Jul 05, 2023 1:13 pm

The truth is it's a mature game with no shake up of skills / balance in a long long time. It's stale and has settled into a predictable flow. The faster they can get the skill overhaul system and changes in place the better. When was the last actual balance change? 2 years ago? 3? No game mechanic changes either. Some reward changes, that's it.
-= Agony =-

Tonkatruk
Posts: 13

Re: so who kills the game afterall?

Post#30 » Wed Jul 05, 2023 1:14 pm

Give players or guilds, more of an incentive to fight outside of keeps then.

Increased rewards for fighting in the lakes properly: crests rr inf - whatever...There's proabably a more elegant way to 'redo' or fix RvR but that'll take time and dev input but a quick fix of something like this, or using stuff already implemented in-game, could be easier and go some way to give some players more of an incentive to fight?

Also get rid of the killboard 'deaths' at least because lately I think some players are more concerned about their kill/death ratio than actually playing the game lol

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