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T1 is abysmal

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Wraithedge
Posts: 135

Re: T1 is abysmal

Post#21 » Fri Sep 04, 2015 11:29 pm

Having mentioned this in chat in the game I was told to just ditch t1 and go to t2. After a set of BO I would be leveled.

I took that to mean that after enough laying around dead and running back suicide style, I would be leveled.

In a very real way this is the same thing the OP is suggesting. It truncates t1 and gives you a higher level character without you having to do much (because you cant do much) until you get those levels.

The chicken debuff is designed to shoo players along to the next tier. What if they instead received a scaling debuff designed to make them competitively “in-spectrum” for t1.

The methodology is beyond me without more involvement and I would be very surprised if it was a simple algorithm.

Advanced players would still have quite an advantage from having a wider array of abilities.

But they would be able to participate in t1 and many of may prefer to do so even with the scaling.

Just a thought.

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OldPlayer
Former Staff
Posts: 859

Re: T1 is abysmal

Post#22 » Sat Sep 05, 2015 12:04 am

Few bits of skepticism here:

1) Any solution will take chunk of developers time. The question is what is their priority.

2) Most players, coming to Return of Reckoning are either:
a) Veterans of Warhammer, who have the dedication to level to tier 2 (1 day maximum) and tier 3 (3 days maximum) and even tier 4 (5 days maximum). Estimations are made out of sheer air for people who want to level fast.
b) Were invited by their friends who already play Return of Reckoning and will powerlevel/guide them through the levels.

Considering point 2 I am not sure there is real need to take the chunk of developers time from point 1.
magicthighs wrote:Finding bugs is what players are for. The RoR team itself doesn't have the people nor the time to do that.

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magter3001
Posts: 1284

Re: T1 is abysmal

Post#23 » Sat Sep 05, 2015 12:07 am

T1 players can get bolstered to T2. That's why I see a lot of low levels around in T2 zones following a zerg (or being the zerg). I personally don't know how to fix the problem because if you force T1 players to stay in T1, then it becomes harder for them to level up through "PvP" (PvE zerging) means.
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

Neoyoda
Posts: 21

Re: T1 is abysmal

Post#24 » Sat Sep 05, 2015 12:30 am

This is an alpha server which means we are testing all the content to get a working database. It seems to me that everything is being tested as more levels are added and more zones are unlocked.

And once everything is tested up to tier 4 and the city, then the next step is to wipe the server and have a real launch.

With everything in tier 1 already tested for the most part and tier 2 almost finished, wouldn't it behoove you to just boost exp in the lower tiers to get people at the next testing phase to speed up production.

Its seems to me that population increases the further the game is developed. People are always looking for a new pvp game to play or to return to the reckoning. Start doing some targeted advertisements on google for people searching for pvp games or other similar criteria. Can also do facebook advertisements or set up some kind of referral system to encourage the community to try to expand itself.

Maybe even start some email copy campaign to update everyone on your mailing list of the production to encourage some people who may have signed up, but the game was still too buggy for them to get into.

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magter3001
Posts: 1284

Re: T1 is abysmal

Post#25 » Sat Sep 05, 2015 12:31 am

Neoyoda wrote:This is an alpha server which means we are testing all the content to get a working database. It seems to me that everything is being tested as more levels are added and more zones are unlocked.

And once everything is tested up to tier 4 and the city, then the next step is to wipe the server and have a real launch.

With everything in tier 1 already tested for the most part and tier 2 almost finished, wouldn't it behoove you to just boost exp in the lower tiers to get people at the next testing phase to speed up production.

Its seems to me that population increases the further the game is developed. People are always looking for a new pvp game to play or to return to the reckoning. Start doing some targeted advertisements on google for people searching for pvp games or other similar criteria. Can also do facebook advertisements or set up some kind of referral system to encourage the community to try to expand itself.

Maybe even start some email copy campaign to update everyone on your mailing list of the production to encourage some people who may have signed up, but the game was still too buggy for them to get into.
They are not wiping the server...
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

navis
Posts: 784

Re: T1 is abysmal

Post#26 » Sat Sep 05, 2015 2:46 am

The real and (i think) simple fix is to implement the Live solution to stop players progression, at their will to do so, in order to *let* them to populate any tier.

The real problem IS that players get pushed out of tier and also the RoC (Return of Chickening), which is terrible for the game as it currently occurs. It makes tier 1 unplayable for everyone.

Plz FIX ASAP..

thx
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Coryphaus
Posts: 2230

Re: T1 is abysmal

Post#27 » Sat Sep 05, 2015 3:36 am

Not really because the player level cap as far as we know for t2 is 26 so their is plenty of time right now here in ror to reach the next lvl cap

Stop exp books broke tier balance with ultra twinks and were furthermore implemented only to deal with the massive power creep in t4
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wos
Posts: 218

Re: T1 is abysmal

Post#28 » Sat Sep 05, 2015 5:20 am

exp lock maby war live had tril accnts lock to lvl 11 made t1 allway fun and full but i dont know how that would work in this will it being free or do a Guild Wars tier system where u get a lvl nerf so in sted of chickion u get put back to lvl 11 so u can still go to that zone or 21 for t2 so ur lvl 40s can go back and have fun in sc and rvr with new friends

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Sulorie
Posts: 7461

Re: T1 is abysmal

Post#29 » Sat Sep 05, 2015 8:55 am

The first mistake is setting the t1 cap at lvl 12. The right cap was lvl 15, which allows players to choose whether they play in t1 or t2 until they hit lvl 16.
Just remake the tier structure from live servers, because it was balanced.

To populate lower tiers you only have 2 options, while implementing shifting rvr lakes rotating through all tiers.

1.) Add a debolster functionality, which has to be much more potent than the one during saga live event.

2.) Xp off books, which give the incentive to make twinks and park some in every tier to be ready when the active tier changes.

The last option is the easiest one to implement, having further advantages. People are not punished for pve anymore, as xp can be stopped.
Twinks only become an issue, when they have imbalanced gear, which is hard to get. This is not the case anymore with the removal of lotd items.
Dying is no option.

RaffyPooh
Posts: 11

Re: T1 is abysmal

Post#30 » Sat Sep 05, 2015 9:52 am

I think FFXIV (the other mmo I play) handled this problem quite well on both ends of the spectrum. They didn't instant level new players or anything of that sort, but they did have special items that could be worn and had decent stats for the level range that would help characters level the first 20 levels.

On the other end of the spectrum FFXIV encouraged players to play Alts (class switching) by giving every class below their highest level class a 50% boost to experience, that way older players felt less of the grind to max level but still helped buff up the lower level ranges if only for a short period of time before they outleveled the new players.

When I play that game I find I have classes in most level ranges so even when I was playing with new guild members I can switch to a lower level class in their level range quite easily and still feel rewarded running through old content because I knew I'd have less to do compared to my main class.

Personally I've already filled all of the available character slots in game and have a lot of characters in T1 but other than the run from Norsca to the T1 WC I don't really feel like its barren. Maybe have a one way flight master or something to take players right to the frontlines if they don't want to deal with the PVE which is awful in this game anyway.

Just to put into perspective for me as a regular player my usual routine when making a new character is; 1. Loading in 2. listening to the cutscene 3. running to the first quest giver 4. Destro: I kill the nurgles, kill 3 skeles then take the bone hand in quest, kill the 4th skele, run to the cannon quest, run to hand in, do the quest for new weapon, belt, armor, and shoes, by this point i should be lvl 2 at 95%, kill a spearman and then run to T1 WC while I queue for SCs. For order its even shorter, I take the first 2 quests, kill the marauders and talk to the man with the dog, run to the next village hand in that quest, and then run straight to WC thats how much I hate questing, I just find it better queuing for SCs and using Kill Quest hand ins for money so I can buy Renown Gear until I work my way up into T2.

Sorry for the obnoxiously long post :?

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