Problem: Zerging/blobbing is not conducive to engaging play
Solution: Tie AOE cap to AAO, set PvE AOE cap to 24
Reasoning: This is pure anti-zerg without changing individual abilities, allowing the individual players in smaller groups/smaller side to act "larger" to even up fights. Set PvE AOE cap to 24 because the current PvE dungeons (looking at you hunters-vale) are built with 24 cap in mind.
Tie AOE cap to AAO
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
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Re: Tie AOE cap to AAO
Aoe does not need any real cap by hard numbers. All it needs is to limit AoE abilitys by their own range outgoing from the player(cone of fire/360) and their area of effect(effective ability range). The Slayers Aoe range capability on Retribution for example is a frontal cone of 10 feet. If you mannage to hit more than 10 enemies cramped up in a 10 feet area, you can call it a lucky hit. The reality looks more like moving trough 6 to 12 targets at best while the channel is running.

Re: Tie AOE cap to AAO
just turn the aoe cap to 12 and tie AAO to aoe cap +1 aoe cap per 10%. the real story to be told here is the failure to let the underdogs feel like heroes. no one wants to walk into 100% aao outside of small groups looking to fish kills from stragglers or maybe other small man roaming groups leaving the main blob unchallenged, not only is this unfun for the blob of players but the other realm has little capacity to challenge them. The dilemma here is how do you make it so that people will want to fight? its very simple make them feel like they have a chance to at least die with glory if you are fighting such large numbers the way the current game plays is you just die to the swamp of numbers and over damage. how it should feel as the (hero) you kill greater numbers but then fall to the tide! or maybe just maybe you do the right calls and slay the ball resulting in an epic win and the feeling of being the heroes. The reduction in aoe cap is a good move forward but maybe having something that is a little more organic and reactive to the state of the game would result in a more fluid version of the game where the tide rises and falls. maybe a warband of heroes comes out and slays the great evil or they die valiantly but still reap a toll upon the enemy. i honestly feel that then even the other blobbing realm will feel validated as they fight the brigade of epic heroes who are attempting to thwart them at every corner.
Re: Tie AOE cap to AAO
I didn't want to get into the exact sausage making, as its beyond my expertise, but your execution idea was very close to what I was thinking. Any exact numbers will obviously require play-testing, but this would be a great starting point. Honestly, I wouldn't be surprised if the optimal implementation winds up being more "logrithmic," ie +0/+1/+1/+2/+4 and so on per 10%.
100%. If the game isn't fun, it's not worth our time playing. This absolutely includes being on the "losing side." If this idea could make playing the underdog heroic and fun, without obnoxious rubber-banding for the larger side, it's a pure win.Felkia wrote: ↑Mon Aug 19, 2024 5:42 am the real story to be told here is the failure to let the underdogs feel like heroes. no one wants to walk into 100% aao outside of small groups looking to fish kills from stragglers or maybe other small man roaming groups leaving the main blob unchallenged, not only is this unfun for the blob of players but the other realm has little capacity to challenge them. The dilemma here is how do you make it so that people will want to fight? its very simple make them feel like they have a chance to at least die with glory if you are fighting such large numbers the way the current game plays is you just die to the swamp of numbers and over damage. how it should feel as the (hero) you kill greater numbers but then fall to the tide! or maybe just maybe you do the right calls and slay the ball resulting in an epic win and the feeling of being the heroes. The reduction in aoe cap is a good move forward but maybe having something that is a little more organic and reactive to the state of the game would result in a more fluid version of the game where the tide rises and falls. maybe a warband of heroes comes out and slays the great evil or they die valiantly but still reap a toll upon the enemy. i honestly feel that then even the other blobbing realm will feel validated as they fight the brigade of epic heroes who are attempting to thwart them at every corner.
Re: Tie AOE cap to AAO
This has been tried before and just makes it super easy to defend keeps etc. Unless that changes this doesn't work.
Garamore - Chosen Garamar - Marauder Garachop - Choppa Garamor - Slayer
Warband leader for Hand of Blood
https://www.twitch.tv/therealgaramore
Warband leader for Hand of Blood
https://www.twitch.tv/therealgaramore
Re: Tie AOE cap to AAO
so you would rather the lakes stay empty than have a hard time taking a keep at 80+ aao. the changes put here would make for fights in zones that you yourself have stated, roamed for an hour with nothing to do. would you rather fight a strong 12-18 man that can at least give you a challenge or would you rather just roam an empty lake. make stories and tales in rvr that is what we all want right? things to say hey that was a crazy long fight the back and forth of rolling fights and battles that should be the thinking here. the missing key is the method to create those moments when aao is high or low. the small heroes fight back the encroaching dark the larger sides seeking to overwhelm them with the unwashed masses of the zerg. both teams are still given agency in the story. this is the mechanic we need otherwise people dodge the lakes when the aao tips to far and one side leaves the lakes and the other realm roams the zone for an hour with nothing to do then logs or sieges an empty keep. give the underdogs legs to stand on and as the fights get better more come to the lakes the need for the buff declines and you find yourself at parity.
Re: Tie AOE cap to AAO
The changes make people afk till the siege where they then easily farm the attackers
Garamore - Chosen Garamar - Marauder Garachop - Choppa Garamor - Slayer
Warband leader for Hand of Blood
https://www.twitch.tv/therealgaramore
Warband leader for Hand of Blood
https://www.twitch.tv/therealgaramore
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Re: Tie AOE cap to AAO
are you trying to add to the conversation or just going to ramble about people logging to defend keeps. do you have a thought on how this could be used to help keep people in the lakes that you roam that are so empty. lets see what helpful addition you could add to this to enable said lakes stay full? look at the solution put forward and see what you could imagine may help it be better.
Re: Tie AOE cap to AAO
No this is based on when it was tried before - people just afked to a funnel and farmed the rps then. It literally had the opposite effect of keeping people in the lakes.
Simple answer is to make 5 star easier and to not need to take the keep to lock the zone then you could put this in and it would work well. That way there is no point waiting for a funnel so you might as well fight.
Simple answer is to make 5 star easier and to not need to take the keep to lock the zone then you could put this in and it would work well. That way there is no point waiting for a funnel so you might as well fight.
Garamore - Chosen Garamar - Marauder Garachop - Choppa Garamor - Slayer
Warband leader for Hand of Blood
https://www.twitch.tv/therealgaramore
Warband leader for Hand of Blood
https://www.twitch.tv/therealgaramore
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