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Gamedirection & targetaudience

Share your ideas and feedback to help improve the game.
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Poll: What areas of the game do you wish to see Development time going towards?

Balancing
42
17%
RvR systems
135
55%
Scenario matchmaking
61
25%
Pve
4
2%
Ranked
3
1%
Citysieges
1
0%
Total votes: 246

Panel
Posts: 158

Re: Gamedirection & targetaudience

Post#31 » Sun Aug 25, 2024 7:55 am

this is not due to devs, but of destro players being meme and egoist uncooperative players who are more interested in killboard than objectives themselves.

So ALL destro players fit this descrition - sheesh gross generalistion much?

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Kaeldrick
Posts: 136

Re: Gamedirection & targetaudience

Post#32 » Sun Aug 25, 2024 8:10 am

RvR campaign isn't intersesting at all anymore since the general renown reward nerf that occurred some years ago. Now we can get Vanquisher in some goldbags but it's just a meme.

When we ask if people want to go fort during our event, most of the time nobody really wants to go there because it's boring, broken and not rewarding. Therefore, why should players push for forts then?

The whole thing lost its interest because at some point someone decided that progression was to fast and nerfed everything.

Bring back true rewards to the system and rest will build up by itself. People will team up, cooridinate and probably be less toxic towards each other if they have the same objective : SHINIEZ.

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Lion1986
Posts: 488

Re: Gamedirection & targetaudience

Post#33 » Sun Aug 25, 2024 8:22 am

Kaeldrick wrote: Sun Aug 25, 2024 8:10 am RvR campaign isn't intersesting at all anymore since the general renown reward nerf that occurred some years ago. Now we can get Vanquisher in some goldbags but it's just a meme.

When we ask if people want to go fort during our event, most of the time nobody really wants to go there because it's boring, broken and not rewarding. Therefore, why should players push for forts then?

The whole thing lost its interest because at some point someone decided that progression was to fast and nerfed everything.

Bring back true rewards to the system and rest will build up by itself. People will team up, cooridinate and probably be less toxic towards each other if they have the same objective : SHINIEZ.
totaly upvote this
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Xiander
Posts: 11

Re: Gamedirection & targetaudience

Post#34 » Sun Aug 25, 2024 8:30 am

Number one problem for me is that the amount grind you have in this game (i do have 4 rr80 characters), it reminds me triple AAA studio where you want to keep the players subscripted in best way they can do with adding silly amount of grind. You want warp gate black dye? It takes you 20 weeks right now, lets say you get it from eventually from city dungeon its still 13 weeks assuming you don't miss lockouts, best part is that you need 14 dyes if you want to dye entire set so that is 280 or 182 weeks.
Then you have gear grind, you will be in long ride if you want to own every endgame set so you can play around with the different gear sets, this really limits how the players can play the game and lets say you made mistake, got bad advise and got some bad set instead of the BiS pieces, you just set yourself back by a lot. I have wondered who does this really serve? This is a private server and not some triple AAA game.The few people who likes to chase the carrot? Those players are minority if you look at the old QA renown rank disruption, 20-55rr was the the point when most players quit, not at rr80. I personally would reduce the total grind time to 3 days played, that is still 72 hour time investment from player that is quite a lot.

I'm oRvR player and personally i have thought that it hasen't been in good shape for last 4 years. Even when the citys were added to oRvR campaign the game wasn't in healthy state, you had players setting alarms and waking up at middle of night for city, players throwed zones/forts for the city siege and players pushed cities during offtimes to try to dodge each other.

State of the game has been long time that you ignore the realm to increase your character progression and as far as i know, this game should be about fighting for your realm even though you will end up being some times receiving end. But problem is that you don't make character progression this way since end of the day kills are what gives you the rewards. Problem is also that its really boring to do objectives, running boxes or capping battleobjectives versus fighting against other players.

When it comes to voting, i have mixed feeling right now, since the first problem i have isn't on the list. So as oRvR it would be logical to vote for oRvR rework? But since the situation is that, instead of doing big balance patches they are doing small patches which leaves the game in unhealthy state so i can't just vote for oRvR rework either, so for now i won't be voting.

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Lion1986
Posts: 488

Re: Gamedirection & targetaudience

Post#35 » Sun Aug 25, 2024 8:51 am

Xiander wrote: Sun Aug 25, 2024 8:30 am Number one problem for me is that the amount grind you have in this game (i do have 4 rr80 characters), it reminds me triple AAA studio where you want to keep the players subscripted in best way they can do with adding silly amount of grind. You want warp gate black dye? It takes you 20 weeks right now, lets say you get it from eventually from city dungeon its still 13 weeks assuming you don't miss lockouts, best part is that you need 14 dyes if you want to dye entire set so that is 280 or 182 weeks.
Then you have gear grind, you will be in long ride if you want to own every endgame set so you can play around with the different gear sets, this really limits how the players can play the game and lets say you made mistake, got bad advise and got some bad set instead of the BiS pieces, you just set yourself back by a lot. I have wondered who does this really serve? This is a private server and not some triple AAA game.The few people who likes to chase the carrot? Those players are minority if you look at the old QA renown rank disruption, 20-55rr was the the point when most players quit, not at rr80. I personally would reduce the total grind time to 3 days played, that is still 72 hour time investment from player that is quite a lot.

I'm oRvR player and personally i have thought that it hasen't been in good shape for last 4 years. Even when the citys were added to oRvR campaign the game wasn't in healthy state, you had players setting alarms and waking up at middle of night for city, players throwed zones/forts for the city siege and players pushed cities during offtimes to try to dodge each other.

State of the game has been long time that you ignore the realm to increase your character progression and as far as i know, this game should be about fighting for your realm even though you will end up being some times receiving end. But problem is that you don't make character progression this way since end of the day kills are what gives you the rewards. Problem is also that its really boring to do objectives, running boxes or capping battleobjectives versus fighting against other players.

When it comes to voting, i have mixed feeling right now, since the first problem i have isn't on the list. So as oRvR it would be logical to vote for oRvR rework? But since the situation is that, instead of doing big balance patches they are doing small patches which leaves the game in unhealthy state so i can't just vote for oRvR rework either, so for now i won't be voting.
corrrect. RVR was totally neglected in last 4 years, letting ppl zerg in blobs in praag. (and let's be honest, most of the server pop love it if you read world channels). Playerbaased never cared for progression simply because you need renown to get gear and not performance. So is easier to blob and farm instead of having a mechanism that make higher levels of gear obtainable via skill instead. Playerbase itself killed the rvr. I totally agree with you.
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Zxul
Posts: 1890

Re: Gamedirection & targetaudience

Post#36 » Sun Aug 25, 2024 9:58 am

Kaeldrick wrote: Sun Aug 25, 2024 8:10 am RvR campaign isn't intersesting at all anymore since the general renown reward nerf that occurred some years ago. Now we can get Vanquisher in some goldbags but it's just a meme.

When we ask if people want to go fort during our event, most of the time nobody really wants to go there because it's boring, broken and not rewarding. Therefore, why should players push for forts then?

The whole thing lost its interest because at some point someone decided that progression was to fast and nerfed everything.

Bring back true rewards to the system and rest will build up by itself. People will team up, cooridinate and probably be less toxic towards each other if they have the same objective : SHINIEZ.
Got a point there.
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."

— Azeila, Alluress of Slaanesh

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Blorke
Posts: 48

Re: Gamedirection & targetaudience

Post#37 » Sun Aug 25, 2024 1:07 pm

Don't think that this poll will change anything in all honesty. I respect Wonshot for going this way by making a post about it and i even see some of the RoR Team gave their vote. But why was this never done by the dev team? By this i mean just asking the community what is the most needed thing for RoR from a players perspective.
For months we got served stuff no one asked for while all the other things that got asked for, were quickly dismissed. The 9 AOE cap was implemented for a "testing phase". Everyone knows by now that this "testing phase" was just the ring event and to prevent players from farming to quickly... As soon as the event ended, the 9 AOE cap was gone just like the will to test further. No testing with a different cap, like for example 12 instead of 9 with some further tinkering. It's just back to 24 with a oRvR system that's boring, directionless and one-sided and neglected for years. Then the stat changes direclty after the ring event, oh boy someone wanted to speedrun his vision of this game... Devs like to talk about time. I know time is the most precious resource with RL matters an whatnot... but I also value my time in life, especially when it comes to time consumuig games like MMOs in general. The rotational balancing is also boring af, if you cant balance things for every class, just dont balance. its always this "ok so these 3 careers are **** now and the other 3 ones will be the new thing", rinse and repeat. Just dont...

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Martok
Posts: 2094
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Re: Gamedirection & targetaudience

Post#38 » Sun Aug 25, 2024 1:50 pm

Lion1986 wrote: Sun Aug 25, 2024 7:42 ampop is dropping due to summer vacations, families, social life and new WoW expansion/games incoming which phisiologically drain peoples from here.

This is the same excuse offered every year around this time. As I and others have said, the population continues to drop because the unique nature of particular venues has been destroyed coupled with the fact the 'fun-factor' of playing in open RvR has been consumed by the blob.
Welcome to Warhammer, No Fun Allowed!!

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Lion1986
Posts: 488

Re: Gamedirection & targetaudience

Post#39 » Sun Aug 25, 2024 1:58 pm

Martok wrote: Sun Aug 25, 2024 1:50 pm
Lion1986 wrote: Sun Aug 25, 2024 7:42 ampop is dropping due to summer vacations, families, social life and new WoW expansion/games incoming which phisiologically drain peoples from here.

This is the same excuse offered every year around this time. As I and others have said, the population continues to drop because the unique nature of particular venues has been destroyed coupled with the fact the 'fun-factor' of playing in open RvR has been consumed by the blob.
wel, ppl want aoe 24 man and box delivery. what you were expecting?
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Garamore
Posts: 442

Re: Gamedirection & targetaudience

Post#40 » Sun Aug 25, 2024 2:05 pm

People need to get out of their small guilds and join bigger ones or at least join their warbands. RvR works better when there are 24 man wbs capable of fighting each other. Most nights now its 1 -2 per side (sometimes none) with a bunch of 6 and 12 mans tailing them. There is also a huge capability gap between those warbands. What then happens is 24 man with 2 12 man and a 6 man tail steamrolls the other 24 man and therefore the other 24 man then looks for support. End result is one blob. To all the smallscale heros tailgaiting org warbands - you are the problem.
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