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Overall feedback and how to Improve current iteration of RoR

Share your ideas and feedback to help improve the game.
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shamallow
Posts: 81

Re: Overall feedback and how to Improve current iteration of RoR

Post#11 » Thu Jan 30, 2025 7:33 pm

One of the biggest issue for me is that players can easily switch to the winning side, and it's even worse when guilds switch sides without considering the current percentage of players per faction.

1,5 hours locking is far from enough to avoid this behavior.
If it was me, players wouldn't be able to change side several times per day.

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nocturnalguest
Posts: 624

Re: Overall feedback and how to Improve current iteration of RoR

Post#12 » Thu Jan 30, 2025 9:15 pm

shamallow wrote: Thu Jan 30, 2025 7:33 pm One of the biggest issue for me is that players can easily switch to the winning side, and it's even worse when guilds switch sides without considering the current percentage of players per faction.

1,5 hours locking is far from enough to avoid this behavior.
If it was me, players wouldn't be able to change side several times per day.
Since 2016 waiting for a single solid proof (start on underdog and then swap to winning side just because) of guild switching to a winning side. Still nothing
Got alot of proofs of guilds switching from overpopulated side just to amaze and farm scrubs for lulz. Thats fun indeed, especially the chat on a previously "winning side"
Last edited by nocturnalguest on Thu Jan 30, 2025 9:30 pm, edited 1 time in total.

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Aethilmar
Posts: 737

Re: Overall feedback and how to Improve current iteration of RoR

Post#13 » Thu Jan 30, 2025 9:30 pm

Folks who think that breaking up "zergs" is a matter of tactical combat mechanics are simply mistaken. It is now and always has been a matter of campaign incentives and mechanics.

Example 1:
When the campaign used to be about getting to city, there was an incentive to spread out the enemy across all zones to get them out of position to defend the two zones you needed to eventually get to city. This "naturally" broke up the blobbing by forcing activity across three zones. Ofc it also made for some terribly boring gameplay at times as folks danced around each other.

Example 2:
When BOs use to be locked for certain periods of time on cap it promoted guerilla gameplay where groups or warbands would strike out of PVE onto "remote" BOs so they could hold them for the required time period before getting zerged down. Small groups could effectively block zone caps. Ofc, the downside was zone caps could be stopped for a very long time by dedicated groups who know what they were doing.

Its all about tradeoffs. Zergs aren't meant to be "busted" by smaller groups. To break them up you need to punish (or remove incentives for) the players in them for zerging by making it less rewarding.

nocturnalguest
Posts: 624

Re: Overall feedback and how to Improve current iteration of RoR

Post#14 » Thu Jan 30, 2025 9:34 pm

Aethilmar wrote: Thu Jan 30, 2025 9:30 pm Example 2:
When BOs use to be locked for certain periods of time on cap it promoted guerilla gameplay where groups or warbands would strike out of PVE onto "remote" BOs so they could hold them for the required time period before getting zerged down. Small groups could effectively block zone caps. Ofc, the downside was zone caps could be stopped for a very long time by dedicated groups who know what they were doing.
This exact part was totally amazing tbf. Back in a day then people like Nyky were still in, no stupid permabans for no reasons handled that was a matter of dedicated group logging in just to prevent zone cap and it was working.
Gud ol' days. In the end there is only war (c)

Illuminati
Posts: 283

Re: Overall feedback and how to Improve current iteration of RoR

Post#15 » Thu Jan 30, 2025 9:48 pm

-reduce the target cap from 24 to 9
-change the gcd back to 1.15 from 1.5
-restore a key identity back to each class that had it before the dilution strategy (eg Chosen = Critical Strikes, etc.)
-lower the Tri/Vic jewel prices since nobody plays ranked anymore
-and whoever created some of these new dungeons, get them to fix Lost Vale because they do darn good work and that dungeon deserves to be played.

Thanks!
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Chosen

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Uchoo
Posts: 547

Re: Overall feedback and how to Improve current iteration of RoR

Post#16 » Fri Jan 31, 2025 12:17 am

I've yet to hear an argument for removing Morale DR that makes any sense to me. You can already 1 shot with morale drops and you want to what.. make it require less people? Is this supposed to be a buff to small mans? Because it's not lol.

People somehow hold this belief and that 24man AoE helps small man groups somehow. You know what smaller groups do right now? Zerg surf or play off Tanks because 1 positioning mistake from any member means death, which means that group can't fight.

It's like when a game mechanic gets changed in PoE and people think it's a huge buff for them, but then don't realize that monsters also benefit from this buff lol
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Cyrylius
Posts: 403

Re: Overall feedback and how to Improve current iteration of RoR

Post#17 » Fri Jan 31, 2025 6:59 am

Uchoo wrote: Fri Jan 31, 2025 12:17 am I've yet to hear an argument for removing Morale DR that makes any sense to me. You can already 1 shot with morale drops and you want to what.. make it require less people? Is this supposed to be a buff to small mans? Because it's not lol.

People somehow hold this belief and that 24man AoE helps small man groups somehow. You know what smaller groups do right now? Zerg surf or play off Tanks because 1 positioning mistake from any member means death, which means that group can't fight.

It's like when a game mechanic gets changed in PoE and people think it's a huge buff for them, but then don't realize that monsters also benefit from this buff lol
Because it gives small groups a clear win condition which is usually more realistic than others. And the same win condition doesn't help the presumably less organized bigger group since a) they have plenty of much easier ones to capitalise on and b) it does require specific playstyle and comp, things generally characterising smaller groups.
RoR doesnt deserve being taken seriously.

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Lion1986
Posts: 488

Re: Overall feedback and how to Improve current iteration of RoR

Post#18 » Fri Jan 31, 2025 7:43 am

Uchoo wrote: Fri Jan 31, 2025 12:17 am I've yet to hear an argument for removing Morale DR that makes any sense to me. You can already 1 shot with morale drops and you want to what.. make it require less people? Is this supposed to be a buff to small mans? Because it's not lol.

People somehow hold this belief and that 24man AoE helps small man groups somehow. You know what smaller groups do right now? Zerg surf or play off Tanks because 1 positioning mistake from any member means death, which means that group can't fight.

It's like when a game mechanic gets changed in PoE and people think it's a huge buff for them, but then don't realize that monsters also benefit from this buff lol
You recall what happened when devs reduced aoe cap from 24 to 9 right? Forums and discord exploded in rage. Community in ror simply love to zerg and box delivery since 2018. We just need to adapt and play as better as we can. Unify crests was a big mistake as well as it killed ranked. Balance patches just worsened the game itself stripping classes uniqueness.
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tsyuryu
Posts: 12

Re: Overall feedback and how to Improve current iteration of RoR

Post#19 » Fri Jan 31, 2025 9:58 am

white lion pull, plz delete that skill, it reward lazy gameplay where you just sit behind the frontline and take no risk, you deleted "you wot" why not delete this one

Farrul
Posts: 606

Re: Overall feedback and how to Improve current iteration of RoR

Post#20 » Fri Jan 31, 2025 10:18 am

tsyuryu wrote: Fri Jan 31, 2025 9:58 am white lion pull, plz delete that skill, it reward lazy gameplay where you just sit behind the frontline and take no risk, you deleted "you wot" why not delete this one
Maybe you confused Wl pull with Mara pull which is exactly what you described, the ultimate noob/grief rewarding tool left in the game, stand in your blob and pull helpless victims to their death.
Wl pull is the inferior version since pet must reach target and pet dies/despawns easily hence its really not great in the zerg blob that is RoR 2025. Wl pull has its merits in small scale since its instant once the lion reaches the target.

Having said that, im all for removing the pulls in the game since it is a super annoying mechanic indeed.

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