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[RvR T1] Known bugs and feedbacks.

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KikkL
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Posts: 263

Re: [RvR T1] Known bugs and feedbacks.

Post#11 » Sat Jun 03, 2017 1:29 pm

You could maybe put a Renown/career merchant in T1. There is one but if you are above bracket level it doesnt work. Would just be more convenient than having to go back and forth to Altdorf, if you are trying to get the debolster right.

Havnt tried new changes. looking foward to it

EDIT:
Tried out t1. Maybe haste impressions and lack of reading rules ;D

But you need all bos to make the zone lock? Maybe 2/3 of the three bos held helps lock
zones with 4 bos, 3/4 help zone lock. Seems you need all Bos at current state.

The ticks for def are nice seems like a small amount over a 2 sec period.
Maybe make bigger tick over a minute period?
Zone doesnt lock on a capture you can instantly just take it back? (bug?)

Concerns would be later in game when you need to run supplies. It would take more people off the bos allowing the zerg maybe to move in, especially only if a few are holding it down.

Overall. I think its a good change it promotes more fighting on a central place everyone can see.
Just need a few tweaks, its a good change!
Last edited by KikkL on Sat Jun 03, 2017 2:30 pm, edited 1 time in total.

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Darosh
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Posts: 1197

Re: [RvR T1] Known bugs and feedbacks.

Post#12 » Sat Jun 03, 2017 2:22 pm

KikkL wrote:You could maybe put a Renown/career merchant in T1. There is one but if you are above bracket level it doesnt work. Would just be more convenient than having to go back and forth to Altdorf, if you are trying to get the debolster right.

Havnt tried new changes. looking foward to it
AnywhereTrainer addon, click on just about any friendly NPC and right after that open the mastery/renown windows via the buttons on the right side of your character sheet to use it.

dansari
Posts: 2524

Re: [RvR T1] Known bugs and feedbacks.

Post#13 » Sat Jun 03, 2017 3:16 pm

Darosh wrote:AnywhereTrainer addon, click on just about any friendly NPC and right after that open the mastery/renown windows via the buttons on the right side of your character sheet to use it.
I know that other people have this issue, but I can never get renown training to work. I can only do mastery training off npcs.
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Darosh
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Posts: 1197

Re: [RvR T1] Known bugs and feedbacks.

Post#14 » Sat Jun 03, 2017 3:19 pm

dansari wrote:
Darosh wrote:AnywhereTrainer addon, click on just about any friendly NPC and right after that open the mastery/renown windows via the buttons on the right side of your character sheet to use it.
I know that other people have this issue, but I can never get renown training to work. I can only do mastery training off npcs.
The renown part has visual bugs to it. Click respec, close the window, reopen it pick your stuff.

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Glorian
Posts: 5002

Re: [RvR T1] Known bugs and feedbacks.

Post#15 » Sat Jun 03, 2017 5:58 pm

Using anywhere trainer with selected npcs worked for me in the past but not yesterday. Don't know if it bites with one of the patches.

Also some of my lvl 40 tactics didn't dissapeared while being debolstered. And they still work. Need to write a report.

Update:
No Report needed, warbuilder shows tactic is now at lvl 13, so no bug.
Last edited by Glorian on Sun Jun 04, 2017 10:04 am, edited 1 time in total.

dansari
Posts: 2524

Re: [RvR T1] Known bugs and feedbacks.

Post#16 » Sun Jun 04, 2017 4:47 am

Feedback for the new system:

I played T1 for at least eight hours today, moving between rvr and scenarios, on my AM. Half of this time was spent solo with the other half in a group between 2-5 people. I had a ton of fun today playing the new system. I had a lot of intense fights (small skirmishes where we were regularly outnumbered) and I died a lot.

So, things I like about the new system:
1. It does a beautiful job of breaking up the zerg. Specifically it does this because you need all BOs to lock the zone. It gives the underdog more opportunity to fight. I have mixed feelings about two pairings being open (on one hand I know that I can go somewhere else if I'm extremely outnumbered, but on the other most people will go path of least resistance). Because of this, I feel my stance might change from indifferent to opposition when rvr changes are moved on to midtier, where zone flips grant gear and people will farm the emptiest zone for gear.
2. It encourages fighting. You know that either you can find where the enemy is, or they can find you if you are using the BOs as intended.
3. Racial influence bonus rocks.

Changes I suggest:
1. BO timers still need to be tweaked. This might be because it's T1, but it seemingly takes forever to lock a BO and you are not rewarded for that time. My proposal: to change it from "enemy controlled" to neutral, it should take two minutes max (solo), and be scaled down to 1min or even 30s depending on number of players in the vicinity (max reduction based off 6 or 12 people). To change it from neutral to "friendly controlled" should take 30s, with no scaling reduction based on population. What this accomplishes is gives you the least downtime possible until you start being rewarded for capturing the BO.
2. Renown gain off ticks isn't worth it at the moment. This may change with aao fix, but if there are roughly 2-4x my number in the zone, there's zero chance I'm sticking around to have them group on me and attack my BO so I can defend 8 xp and 1 renown every 3s. I rarely stayed on a BO to defend it, since I was outnumbered. It was much more worth my time to roam or attack other BOs.
3. Increase the range on the BO. Nothing felt worse than a stiff sneeze being enough to get me out from under the flag and now I've gotta go back and try to flip it again.. another couple minutes.
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Yaliskah
Former Staff
Posts: 1985

Re: [RvR T1] Known bugs and feedbacks.

Post#17 » Sun Jun 04, 2017 3:48 pm

@All.

Thx for your feedbacks and suggestions. I keep these in mind. We will continu to track the T1 campain for some days and work on some tweaks. Note this ORvR vision is quite original and i'm quite surprised/glad to have so few negative feedbacks. We are aware some little tweaks/improvments are needed to make it good.

Keep in mind the purpose of this first phase was to test a mecanic. As announced, everything reward related will be done in a second time (especially the roll system).

For those who have some concerns about higher tiers. Don't worry. Our N°1 concern is to make it playable and fun in all his aspects. When T1 will be officially "finished" We wil make a break for technical reasons ( another important dev to do for some weeks).

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Bozzax
Posts: 2617

Re: [RvR T1] Known bugs and feedbacks.

Post#18 » Sun Jun 04, 2017 6:59 pm

Was highly enjoyable here are my .2$

There is a term called "in media res" (Classical Latin: [ɪn mɛdiaːs reːs], lit. "into the middle things") opens in the midst of action (cf. ab ovo, ab initio).[

Example: Star wars starting in the middle of the action where a Star destroyer boards the rebel ship.

1. move wc closer to the zones or create forward outposts so there is no transit from FP to zones
2. make it possible to teleport to an open RvR zone with call to war
3. give all players starter mounts
4. slow down captures a tad
5. (stationary siege weapons inside zones aimed at BOs)
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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freshour
Banned
Posts: 835

Re: [RvR T1] Known bugs and feedbacks.

Post#19 » Sun Jun 04, 2017 7:45 pm

I understand people want more RR for holding the BO's but I would like to add that if you are in a WB you get around 1-2 RR per kill. The BO's give you quite a bit more than that every tic. So I think if the rate per tick was increased it would discourage people more from getting kills in smaller groups as that is the best way to get a lot of renown.

However, for a full WB, sitting on a BO will definitely be the best way to get steady RR.

dansari
Posts: 2524

Re: [RvR T1] Known bugs and feedbacks.

Post#20 » Sun Jun 04, 2017 8:59 pm

freshour wrote:I understand people want more RR for holding the BO's but I would like to add that if you are in a WB you get around 1-2 RR per kill. The BO's give you quite a bit more than that every tic. So I think if the rate per tick was increased it would discourage people more from getting kills in smaller groups as that is the best way to get a lot of renown.
Fair point!
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