Community wishlist
Re: Community wishlist
Make more items account bound - would be nice to switch purple seeds or ror aegis or even pets/event items from alts that are not played.
Ads
Re: Community wishlist
dwyur wrote: ↑Thu Jul 20, 2023 1:36 pm Purple/Gold bag rewards for City Sieges being something more enticing (maybe the 7day ranked event slot item or something of that nature, to get players back into City). Royal crests only dropping in City of course made everyone queue for it, now most do not and as main '24v24 endgame' mechanic players should be rewarded in some way for queueing for it now that is different from war crests. I don't know if actual gear has to drop but anything that refreshes pre-existing gameplay mechanics which I think in their current state have ran their course as there hasn't been any new content or changes in awhile now and the low population is likely a reflection of that.
Actually enjoyable forts are extremely rare as well.
I feel bad for new players at times, the new player who is leveling 1 or 2 characters and still has a long grind ahead of them to reach a level to compete with the majority of players in top gear; something to keep these players logging in and grinding would make sense as the game needs these players. The main playerbase has and can sustain the server I guess but I would think people want new players to enjoy the game and continue playing; I don't really have any ideas to help facilitate this beyond like having the random 2x XP events that we've had maybe 3 since 2020 I forget exactly, or some event to generate extra crests beyond just weekend warfronts. The new quests for hitting new RR levels was a good step in the right direction, I think more of that sort of benefits would help.
It couldn't be said better than that.
Make new players excited to play (and maybe make old players proud again of the goals achieved, like rr, even just with small skin rewards).
Fbr|Faber [CNTK]
"Three things make The Empire great: faith, steel and gunpowder" - Magnus the Pious
"Three things make The Empire great: faith, steel and gunpowder" - Magnus the Pious
Re: Community wishlist
Need more reasons to be in the RvR lakes outside of the war-effort. The worst part of the game is the PvE because of multiple reasons, but people still do it because of the crafting mats and ability to skip armor sets and the real grind (war crests). However, PQ's are great.
I don't feel as if the weekly PvE has really incentivized anyone to do the dungeons on a weekly basis. Maybe it has, but I don't seem to hear more people looking for them than before. So, take the good bits, and scrap the bad: put PQs in the lakes that will reward with the dungeon influence, and / or crafting mats.
I don't think it's a perfect idea, but I feel it's directionally correct.
I don't feel as if the weekly PvE has really incentivized anyone to do the dungeons on a weekly basis. Maybe it has, but I don't seem to hear more people looking for them than before. So, take the good bits, and scrap the bad: put PQs in the lakes that will reward with the dungeon influence, and / or crafting mats.
I don't think it's a perfect idea, but I feel it's directionally correct.
Re: Community wishlist
Revert undef hits being undef guard damage. One of the most one sided changes implemented 2008-2023 .
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: Community wishlist
Revert chop fasta IW spam since BO CD decreaser was removed
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: Community wishlist
Engi/magus 15% inc damage buff to 25% bc they lack HDbuff
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: Community wishlist
For me, the biggest issue with this game was and always has been it's vertical progression. Power Gaps in a PvP game are just ridiculously stupid. We have decades worth of evidence to this fact.
So, to make me stick around for any length of time (and also dramatically improve the PvP), I would want to see the devs rebalance the game around horizontal progression. I don't mind if the leveling process remains vertical, I can only imagine how much effort it would take to rebalance the whole game.
But endgame should definitely be switched to horizontal progression.
For those who are unfamiliar with the concept:
Vertical Progression = numbers get bigger as you progress. More health, more damage, more crit etc.
Horizontal Progression = unlocking new choices of equivalent power. Gain some crit but lose some health. Gain some AoE DPS, lose some ST DPS etc
In my opinion, switching to horizontal progression would dramatically improve the PvP. Everyone at endgame would be roughly the same power level, making the fights more balanced. New players would be able to contribute earlier, making them feel happier and more likely to stick around. Veterans would still be better, due to experience, but they would have also unlocked a ton of options not available to a newbie. In theory, this would also make all the endgame dungeons roughly the same usefulness, as each would offer you a competitive armor set, and not just a stepping stone on the route to BIS.
Some QoL updates I'd love to see:
1) Remove stupid currency, replace with gold
The last time I played WAR on live, I could buy the armor sets using gold, not currency. This was amazing! If I've put in a ton of work grinding out ranks, don't waste my time also grinding currency. It's just not needed, not back then on live and certainly not on an emulated server. Save us all some trouble! Not only that, if I could buy for gold then you can damn well bet I'm buying multiple sets so that I can experiment with different talismans.
2) Reduce AoE --->>> Increase TTK
This game is balanced around 2-2-2 groups. This means it expects your group to have a constant AoE damage output, as well as a constant amount of AoE healing. The two balance each other out in a balanced fight between groups.
But if you are a solo / small group player, or if ur regular group just happens to be offline, that crazy amount of background AoE damage and healing is a killer, so you cannot join in. This AoE also means the time-to-kill is very low (i.e. you die very quickly) unless you are in a balanced group.
If you reduced the sheer amount of AoE, you would help to rebalance the game towards the actual playerbase, rather than the player base the original devs hoped to get (but never did). This in turn should increase TTK, so fights last longer, players feel like their input matters more, they have more fun, and so retention increases.
So, to make me stick around for any length of time (and also dramatically improve the PvP), I would want to see the devs rebalance the game around horizontal progression. I don't mind if the leveling process remains vertical, I can only imagine how much effort it would take to rebalance the whole game.
But endgame should definitely be switched to horizontal progression.
For those who are unfamiliar with the concept:
Vertical Progression = numbers get bigger as you progress. More health, more damage, more crit etc.
Horizontal Progression = unlocking new choices of equivalent power. Gain some crit but lose some health. Gain some AoE DPS, lose some ST DPS etc
In my opinion, switching to horizontal progression would dramatically improve the PvP. Everyone at endgame would be roughly the same power level, making the fights more balanced. New players would be able to contribute earlier, making them feel happier and more likely to stick around. Veterans would still be better, due to experience, but they would have also unlocked a ton of options not available to a newbie. In theory, this would also make all the endgame dungeons roughly the same usefulness, as each would offer you a competitive armor set, and not just a stepping stone on the route to BIS.
Some QoL updates I'd love to see:
1) Remove stupid currency, replace with gold
The last time I played WAR on live, I could buy the armor sets using gold, not currency. This was amazing! If I've put in a ton of work grinding out ranks, don't waste my time also grinding currency. It's just not needed, not back then on live and certainly not on an emulated server. Save us all some trouble! Not only that, if I could buy for gold then you can damn well bet I'm buying multiple sets so that I can experiment with different talismans.
2) Reduce AoE --->>> Increase TTK
This game is balanced around 2-2-2 groups. This means it expects your group to have a constant AoE damage output, as well as a constant amount of AoE healing. The two balance each other out in a balanced fight between groups.
But if you are a solo / small group player, or if ur regular group just happens to be offline, that crazy amount of background AoE damage and healing is a killer, so you cannot join in. This AoE also means the time-to-kill is very low (i.e. you die very quickly) unless you are in a balanced group.
If you reduced the sheer amount of AoE, you would help to rebalance the game towards the actual playerbase, rather than the player base the original devs hoped to get (but never did). This in turn should increase TTK, so fights last longer, players feel like their input matters more, they have more fun, and so retention increases.
Spitt - RR82 BO | Scrotling - RR6X Squig Herder | Scabrous - RR7X Shaman
Re: Community wishlist
My only wish is a more open and communicated way the Devs see the game and it's future.
Ads
Re: Community wishlist
wonshot wrote: ↑Thu Jul 20, 2023 8:42 am
Those would be my top 3 of what I personally think would benefit the gamedirection forward, it could be biased or people see it differently.
What would be your wishlist for the direction forward?
(Please stay on topic, dont derail or if you have a debate you want to talk about as a result of some of these responses feel free to open a new topic and adress it there)
- Choppa / Slayer rework as stated in the proposals linked in my sig under the Balance link
- Reduce healers sturdiness back to how it was on live,having to be 3/4/5 dps to take down one healer is heresy
- heavy nerf of AoE dmg in profit of single target dmg
- heavy nerf of AoE heals in profit of single target heals
- heavily decrease healing of hybrid classes when spec into dmg and vice versa
- adding an ability to every melee dps to interrupt + silence for 4sec their target
Last edited by Orgruk on Mon Aug 07, 2023 4:28 pm, edited 3 times in total.
Re: Community wishlist
Another simple QoL request - lowered book CD, and if possible give us choice of porting to set point/2 cities/gunbad or bastion -- remove need to use separate scrolls for each dungeon and for ork/dwarf city.
Who is online
Users browsing this forum: Ahrefs [Bot], Google [Bot] and 14 guests