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Implement Population Controls in ORvR

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CountTalabecland
Posts: 1021

Re: Implement Population Controls in ORvR

Post#31 » Sun Feb 16, 2025 2:21 pm

Yet again destro is back at it today zerging and taking empty keeps with Order having more than 100% AAO. This started as soon as EU started logging on. The game has just devolved complete to PvDoor.

Order is better off just not playing RvR. I am sure it inverses during off hours when hardly anyone is online, but the focus of devs should be for the game to actually work/be competitive with population online, rather than the current nightmare.
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.

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Lion1986
Posts: 488

Re: Implement Population Controls in ORvR

Post#32 » Sun Feb 16, 2025 2:54 pm

CountTalabecland wrote: Sun Feb 16, 2025 2:21 pm Yet again destro is back at it today zerging and taking empty keeps with Order having more than 100% AAO. This started as soon as EU started logging on. The game has just devolved complete to PvDoor.

Order is better off just not playing RvR. I am sure it inverses during off hours when hardly anyone is online, but the focus of devs should be for the game to actually work/be competitive with population online, rather than the current nightmare.
RVR is balanced and perfect. git gud <3
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calipso
Posts: 71

Re: Implement Population Controls in ORvR

Post#33 » Sun Feb 16, 2025 3:02 pm

CountTalabecland wrote: Fri Feb 14, 2025 8:38 pm Destro is zerging all zones during primetime Feb. 14th. More than 300 dest in Avelorn to less than 200 Order.

There is no point in playing as Order. It is just a farm.

The devs need to but hard pop caps in ORvR like they have in forts. Absolutely stupid that destro can zerg that hard.
It has been mentioned before to separate brackets like we used to have on live servers, but the counter argument is “to not split population since there aren’t much people playing”. Maybe it is time to give it a try to relieve numbers? Not 100% sure tho

salazarn
Posts: 177

Re: Implement Population Controls in ORvR

Post#34 » Sun Feb 16, 2025 3:33 pm

This game needs ways for smaller groups to beat larger ones.

ATM the game is pure numbers and aoe spam

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Lion1986
Posts: 488

Re: Implement Population Controls in ORvR

Post#35 » Sun Feb 16, 2025 4:00 pm

calipso wrote: Sun Feb 16, 2025 3:02 pm
CountTalabecland wrote: Fri Feb 14, 2025 8:38 pm Destro is zerging all zones during primetime Feb. 14th. More than 300 dest in Avelorn to less than 200 Order.

There is no point in playing as Order. It is just a farm.

The devs need to but hard pop caps in ORvR like they have in forts. Absolutely stupid that destro can zerg that hard.
It has been mentioned before to separate brackets like we used to have on live servers, but the counter argument is “to not split population since there aren’t much people playing”. Maybe it is time to give it a try to relieve numbers? Not 100% sure tho
a solution would be reduce level tier 1 back to 12 like it was. make t2 and t3 together and leave t4 for 36+ only
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Aluviya
Posts: 234

Re: Implement Population Controls in ORvR

Post#36 » Sun Feb 16, 2025 8:25 pm

From the perspective of a small group, I can only say that, unfortunately, a lot has been missed over the past years when it comes to balancing in ORvR. We often face significant challenges, particularly when participating in ORvR with AAO on our side. The opportunities for active engagement are extremely limited. Every mistake immediately leads to us being hunted by one or two warbands—even deep within PvE areas—simply because there is nothing else left to fight in the zone.

Another major issue is the perception that a realm lockout is necessary. In reality, this approach is counterproductive, especially for veteran groups like ours. Whenever we intend to log in and support the underpopulated side, there is a risk of being locked out of that realm. Meanwhile, for example, if a large zerg is wiped at a keep and their numbers drop for hours, the situation can suddenly shift to the point where the underpopulated side becomes overpopulated.

Overall, I feel that the current direction of ORvR unfortunately does not support the concept of a regular small group roaming, especially not during EU primetime and that Zerging is still yet too rewarding in all aspects.
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zulnam
Posts: 803

Re: Implement Population Controls in ORvR

Post#37 » Sun Feb 16, 2025 8:47 pm

Complaining about faction balance at this point feels a bit silly. Most of us have been here for years to know how the advantage swings from one faction to another (including you, Count Talabecland).

It will never be solved because this kind of game (large scale pvp) was never meant for two factions, but 3. That's how it's done in DaoC, GW2, ESO. Hell even Planetside figured it out.

We can dream about what a 3rd faction in RoR would look like. That's the closest we'll get to it.
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Lion1986
Posts: 488

Re: Implement Population Controls in ORvR

Post#38 » Sun Feb 16, 2025 9:40 pm

zulnam wrote: Sun Feb 16, 2025 8:47 pm Complaining about faction balance at this point feels a bit silly. Most of us have been here for years to know how the advantage swings from one faction to another (including you, Count Talabecland).

It will never be solved because this kind of game (large scale pvp) was never meant for two factions, but 3. That's how it's done in DaoC, GW2, ESO. Hell even Planetside figured it out.

We can dream about what a 3rd faction in RoR would look like. That's the closest we'll get to it.
3rd faction could have been skaven and undead together. would have been awesome!
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Amdus
Posts: 118

Re: Implement Population Controls in ORvR

Post#39 » Sun Feb 16, 2025 11:29 pm

What baffles me is not the fact that is always order the ones who cry the loudest on the forums, but the fact that everyone pretends that RoR is the only MMO in the market. There are literally hundreds of MMO's that have already solved this particular issue that has been going on since the inception of this game.

They fixed this in 2008 in world of warcraft when wintergrasp came out, it's called tenacity, and it's a buff that makes the underdog gain a % of damage, health and healing deppending on the disadvantage.

But if applying well known solutions is out of the picture for whatever unreasonable reason, then threads like this should be immediately removed because they serve no purpose other than turn it into an off-topic fest or a crying competition.

Unbelievable that we are still having the same arguments that we had 5 years when order was farming cities for literally a year and a half and nobody said a god damn word, yet order gets a bit of their own medicine and they run faster than lightspeed to cry on the forums.

I'll say it just one more time: Tenacity.

https://wowwiki-archive.fandom.com/wiki ... ntergrasp)

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Krohgin
Posts: 5

Re: Implement Population Controls in ORvR

Post#40 » Mon Feb 17, 2025 1:37 am

Amdus wrote: Sun Feb 16, 2025 11:29 pm What baffles me is not the fact that is always order the ones who cry the loudest on the forums, but the fact that everyone pretends that RoR is the only MMO in the market. There are literally hundreds of MMO's that have already solved this particular issue that has been going on since the inception of this game.

They fixed this in 2008 in world of warcraft when wintergrasp came out, it's called tenacity, and it's a buff that makes the underdog gain a % of damage, health and healing deppending on the disadvantage.

But if applying well known solutions is out of the picture for whatever unreasonable reason, then threads like this should be immediately removed because they serve no purpose other than turn it into an off-topic fest or a crying competition.

Unbelievable that we are still having the same arguments that we had 5 years when order was farming cities for literally a year and a half and nobody said a god damn word, yet order gets a bit of their own medicine and they run faster than lightspeed to cry on the forums.

I'll say it just one more time: Tenacity.

https://wowwiki-archive.fandom.com/wiki ... ntergrasp)
Not the same concept at all. Wintergrasp (nor Tol Barad, Krasarang Wilds objectives, or whatever hot "world PvP hub" they released at any given time) wasn't anywhere near the scale of the pvp zones in this game in terms of size or progression. There were less options to avoid the blob and still participate meaningfully when "those guilds" decided to roll into the zone. If you were a former WoW zergling or casual PvPer, I can see how that seems like an easy solution. It would help even the playing field during the giant lagfests.

The biggest difference is, on a WoW pvp server smaller groups could just go to a different zone, anywhere, and stir up some trouble. Ping a few questing towns. Have some fun in a capital city while the so-called "large scale" guilds were busy trying to see how low they could get their framerates elsewhere, then bounce before the zerg arrives. "Dodging the zerg" was a fun mini-game of a sort. But character progression was never tied to wPvP (the closest WoW equivalent to RvR), or in any meaningful way to Blizzard's token wPvP zones (Wintergrasp, etc.). If you were gearing through pvp you were better off in casual BG's, rated BG's, or rated arenas (2v2/3v3). You could ignore those zones entirely and at most you missed out on a small amount of whatever the PvP currency was from said expansion. Maybe not during Ashran, but WoD was a ****show all around, so there's that. Don't get me wrong, I had some great times in those zones, but only when the numbers were lower and the bigger blob guilds were occupied elsewhere.

TL/DR:
Tenacity helps when it's 80 v 100+ or whatever. When it's <24 v <24 on the fringes of a zone, it would upset the entire apple cart when one side has a significant buff because others are spamming AoE at 2 FPS elsewhere in the zone.

I'm all for finding a solution, but for the people out there looking for some fun smaller fights or, God forbid, a challenge, that ain't it. I just got into this game and I'm really enjoying it. Killing smaller scale PvP would definitely run me off immediately.

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