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Gamedirection & targetaudience

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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.

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

User avatar
Evilcurse
Posts: 12

Re: Gamedirection & targetaudience

Post#61 » Tue Aug 27, 2024 8:50 am

There are so many valid points from everyone across this thread I have a few ideas which I am sure will have been suggested before!

Guilds and the Realm Play.

Guild leaders and WB leaders should communicate in voice channels to one another to avoid the blobbing, to support and work together on the zones. If a WB is fighting 1 V 1 is there a need for every other WB to smash into it if it’s an even fight, this can be relayed quickly in a voice chat across the leaders. If it is a PUG WB being smashed by a 2,2,2 WB then ask for help without the blobbing. Realm Comms would make such a difference for the leaders and game play.

Support the larger guilds and help get that 2,2,2 WB out in the lakes, need to start fresh remove all the past bickering and bad blood and work for the realm you’re playing on.

Pug WB Leaders should form 2,2,2 WB, I know so many hate it, but use Auto band no point pushing any Keep or Fort calling yourself a Leader if you’re going to melt because you have a WB full of DPS with no Tanks or Healers. You’re just not supporting the realm I am sorry, but this is a fact.

Respect for each other, Implement that only 1 PUG WB can fill at a time nothing worse than seeing several WB trying to start and neither filling. If you’re a Leader lead by example and support one another. All of this can be fixed by the community we are a relatively small community and for the life of me we need to drop the egotistical mentally and work together.

Class Changes. (Balancing)
Stop trying to balance our Chars, life is not balanced, and we work around it, losing to much of our player base due to too many changes to our Chars, people have invested so much time and effort to have their classes in some cases nerfed to the ground.
Like I said we are a small community we need more transparency in the changes before implementation (May get a better outcome).

RVR and Rewards
We need more Focus on open RVR content, we have been asking for years to implement the keep lord respawn ability, this will draw out the fighting in zones and make defending zones more interesting.

AAO, need to implement realm champions to whatever realm is being under represented to balance it, too many times we are seeing unbalanced populations 100-199 against 25-100 thinking along the lines of city champions which we have in stage 3, just a though which I have shared and bounce around this last few days, I am sure I am not the only person that has thought of this.

Give an incentive for people to join 2,2,2, WBs / 6 man’s get extra Coin / renown. Reward players for working as teams rather than solo leaching of the back of WBs.

Bring back a reason for pushing zones and greater incentive.

The list could go on, but just a few of my thoughts. I apologies if anyone has previously mention any of the above.

Brutality.

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Grobi00F
Posts: 33

Re: Gamedirection & targetaudience

Post#62 » Tue Aug 27, 2024 10:00 am

I was thinking of voting for RvR Systems but decided to opt for balancing because right now the RvR System is unsalvagable the way balancing completely messed up the lakes.

Every single night for weeks or months even has been the same modus operandi of both order and destro when organized warbands (no, Pug Leaders aren't the type of organized Warbands I'm talking about) aren't around. The entire game breaks down into ranged classes blobbing up with other ranged classes or tanks and then plinking away at the other enemy blob that is made up of ranged classes and tanks. The game is virtually unplayable for anyone except organized warbands which is why I will only log in now when I know theres at least one organized Warband around (on destro) so I can at least have a modicum of fun. The entire issue has been exacerbated by poor balancing decisions hence why I voted for balancing.
Last edited by Grobi00F on Tue Aug 27, 2024 10:32 am, edited 1 time in total.

Panel
Posts: 158

Re: Gamedirection & targetaudience

Post#63 » Tue Aug 27, 2024 10:01 am

Considering that RvR now means Range VS Range then yes RvR systems certainly need looking into.

User avatar
Loken0891
Posts: 8

Re: Gamedirection & targetaudience

Post#64 » Tue Aug 27, 2024 10:51 am

An overhaul of the RvR-System (campain) is needed and it should be the focus right now. Yes class balance is important too (adjust not something like the INI/WS change!!), but the core game is the RvR expierience. Thats the premise of the game, care about it!

User avatar
Tisaya
Posts: 177

Re: Gamedirection & targetaudience

Post#65 » Tue Aug 27, 2024 11:39 am

Grobi00F wrote: Tue Aug 27, 2024 10:00 am I was thinking of voting for RvR Systems but decided to opt for balancing because right now the RvR System is unsalvagable the way balancing completely messed up the lakes.

Every single night for weeks or months even has been the same modus operandi of both order and destro when organized warbands (no, Pug Leaders aren't the type of organized Warbands I'm talking about) aren't around. The entire game breaks down into ranged classes blobbing up with other ranged classes or tanks and then plinking away at the other enemy blob that is made up of ranged classes and tanks. The game is virtually unplayable for anyone except organized warbands which is why I will only log in now when I know theres at least one organized Warband around (on destro) so I can at least have a modicum of fun. The entire issue has been exacerbated by poor balancing decisions hence why I voted for balancing.
Is RDPS blob worse than a melee blob? Probably not. Melee blob will kill the fun just as quickly and efficiently as RDPS meta. The issue is blobbing itself, not blob composition.
Bright Wizard: Chandrra Nalaar, 80rr (shelved)
Shadow Warrior: Amarant, 52rr
Knight of the Blazing Sun: Aurorra Morningstar, 66rr
White Lion: Niacris, 85rr

Grobi00F
Posts: 33

Re: Gamedirection & targetaudience

Post#66 » Tue Aug 27, 2024 1:21 pm

Tisaya wrote: Tue Aug 27, 2024 11:39 am
Grobi00F wrote: Tue Aug 27, 2024 10:00 am I was thinking of voting for RvR Systems but decided to opt for balancing because right now the RvR System is unsalvagable the way balancing completely messed up the lakes.

Every single night for weeks or months even has been the same modus operandi of both order and destro when organized warbands (no, Pug Leaders aren't the type of organized Warbands I'm talking about) aren't around. The entire game breaks down into ranged classes blobbing up with other ranged classes or tanks and then plinking away at the other enemy blob that is made up of ranged classes and tanks. The game is virtually unplayable for anyone except organized warbands which is why I will only log in now when I know theres at least one organized Warband around (on destro) so I can at least have a modicum of fun. The entire issue has been exacerbated by poor balancing decisions hence why I voted for balancing.
Is RDPS blob worse than a melee blob? Probably not. Melee blob will kill the fun just as quickly and efficiently as RDPS meta. The issue is blobbing itself, not blob composition.
In my opinion? Yes it is. RDPS blobs are to passive and can easily disengage resulting often in hour long stalemates between two blobs, because no one really kills anyone because as soon as you take damage you can easily retreat in the rest of the blob. With Melee blobs you tend to have a point of no return, where you either commit to the attack or die because the enemy tanks will start snaring you or knocking you down. Blobbing itself is already bad which is made worse by the blob consisting of RSH mostly.

Small scale is almost dead in the lakes due the prominent numbers of ranged dps/dps healers. You dont have to forget that every ranged dps/dps healer, has a 100 feet kill zone bubble surrounding them. This makes roaming even more difficult than usual, because you dont have to avoid only warbands now but you have to avoid running into the range of a billion ranged dps too (which causes the problem of people blobbing up again because you simply get farmed if you are alone)

Shima
Posts: 89

Re: Gamedirection & targetaudience

Post#67 » Tue Aug 27, 2024 2:33 pm

At least, this post shows that playerbase don't want and dont care for pve changes. It's just an incredible waste of time reworking on Public quests and quests lines while the core is bugged and boring.

User avatar
Nameless
Posts: 1374

Re: Gamedirection & targetaudience

Post#68 » Tue Aug 27, 2024 2:47 pm

There are many tools to combat range setups just ppl need some time to adjust. Unfortunately some just dont want to and come here to whine.
For ages meta were heavy mdps, now is more equal and many start the whine forum war so we got bw/sorc uncalled nerf
Mostly harmless

K8P & Norn - guild Orz

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cabal852
Posts: 42
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Re: Gamedirection & targetaudience

Post#69 » Tue Aug 27, 2024 3:16 pm

It's time to remember that this is a pvp game.

Sc mm and class balance should receive a major update soon.

obviously SC rewards...

User avatar
Tisaya
Posts: 177

Re: Gamedirection & targetaudience

Post#70 » Tue Aug 27, 2024 5:09 pm

Grobi00F wrote: Tue Aug 27, 2024 1:21 pm
Tisaya wrote: Tue Aug 27, 2024 11:39 am
Grobi00F wrote: Tue Aug 27, 2024 10:00 am I was thinking of voting for RvR Systems but decided to opt for balancing because right now the RvR System is unsalvagable the way balancing completely messed up the lakes.

Every single night for weeks or months even has been the same modus operandi of both order and destro when organized warbands (no, Pug Leaders aren't the type of organized Warbands I'm talking about) aren't around. The entire game breaks down into ranged classes blobbing up with other ranged classes or tanks and then plinking away at the other enemy blob that is made up of ranged classes and tanks. The game is virtually unplayable for anyone except organized warbands which is why I will only log in now when I know theres at least one organized Warband around (on destro) so I can at least have a modicum of fun. The entire issue has been exacerbated by poor balancing decisions hence why I voted for balancing.
Is RDPS blob worse than a melee blob? Probably not. Melee blob will kill the fun just as quickly and efficiently as RDPS meta. The issue is blobbing itself, not blob composition.
In my opinion? Yes it is. RDPS blobs are to passive and can easily disengage resulting often in hour long stalemates between two blobs, because no one really kills anyone because as soon as you take damage you can easily retreat in the rest of the blob. With Melee blobs you tend to have a point of no return, where you either commit to the attack or die because the enemy tanks will start snaring you or knocking you down. Blobbing itself is already bad which is made worse by the blob consisting of RSH mostly.

Small scale is almost dead in the lakes due the prominent numbers of ranged dps/dps healers. You dont have to forget that every ranged dps/dps healer, has a 100 feet kill zone bubble surrounding them. This makes roaming even more difficult than usual, because you dont have to avoid only warbands now but you have to avoid running into the range of a billion ranged dps too (which causes the problem of people blobbing up again because you simply get farmed if you are alone)
RDPS meta is the direct response to blobbing. When outnumbered, being RDPS is the only way to be useful by kiting the blob and maybe even survive the battle.

Shamans/SH spam killing small scale is a whole different problem, which is being addressed by nerfing BW/Sorc. Somehow.
Bright Wizard: Chandrra Nalaar, 80rr (shelved)
Shadow Warrior: Amarant, 52rr
Knight of the Blazing Sun: Aurorra Morningstar, 66rr
White Lion: Niacris, 85rr

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