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Ultimate Discussion About Current RvR

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ragafury
Posts: 684

Re: Ultimate Discussion About Current RvR

Post#41 » Tue Jan 30, 2018 12:27 pm

It's not about getting outplayed, as I stated it's fine for bl.

It's about what ppl signed up for (core rule set) vs pvp every corner.

Especially stuff like that is retarded and just an extension of the rvr zerg who brings more and bigger guns.

I would like to see something like lod or ti24vpvev24 for that and not random pqs who will later just be a gap closer gear wise.

Also it's pretty random having 21 pq chapters via core rule and chapter 22 via non core, but maybe it's just me who doesn't see that. :rolleyes:
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Pacso
Posts: 40

Re: Ultimate Discussion About Current RvR

Post#42 » Tue Jan 30, 2018 12:39 pm

Hastykrasty wrote:
Pacso wrote:
Hastykrasty wrote:I believe that once fortress and cities will be in-game there will be more will to fight for each zone. To avoid possible "retreat" by the losing side (underdog) and to skip to city defence (better rewards there), if you add a low realm-wide debuff of -5% rr and exp gain for a day, of course if the defenders' capital got pillaged. It will "inspire" people to react and defend each palm or their beloved land, thus "instilling realmpride".

Or it will simply increase the salt factory... Salt for the Salt God!!!
Very bad idea. People will just simply roll their other chars, which are on the winning side, and for a day you wont find enemies on the other side. Which means, there will be another city siege - >more players roll on the winning side because of the debuff ->more city siege-> more xrealm roll->etc.
IMHO, you are ignoring some key factors here:
Bear in mind that we are talking about an enviroment where higher sets will be out, like warlord or even sov. And they will be hard to get.

1) People play their main first, Alts seconds. Only few people will be able to field decent alts with, lets say, at least invader with 60rr in such a way to be competitive. So, if there's a capital siege, you play first your main. That had been seen with the conq set release, where all the people loggedd their destro mains and stomped order, then they change/stop and the cycle changes. However, whilst conq was (and it still is) easy to achieve and to slot (only 45rr), Warlord and Sov aren't (70-80rr).

2)Capital sieges are instanced (at least they are the best version), so there's no need to switch side, if you have to farm gear/level you only need a good WB and, to do so, you need a decent char, so see point 1.

3)Factions lockouts will be probably implemented, in such a way that you can't x-realm so easilly during even fortress sieges or capitals. And since nobody has the cristal ball to forsee things, you have to stick with your realm 'till the very last.

4)Not only faction-wide debuffs could be implemented. If you create a system that, for example, it determines the winner/loser after a city siege, by counting the difference of instances won/lost and by which amount, you could tie buffs/debuffs to that or to certain thresholds. Or giving realm-wide tokens for unique (appearance) sets or trophies or whatever.

I believe that this will push people into cooperate a bit and not always seeking the path of less resistance if the rewards/consequences are appropriate (or feared) enough.
Naturally the figures must be appropiate.
Then there will be the problem with merged T2-T4 with capital sieges instances, but that's another topic.
Ignoring of course because you were talking about a simple punishing system. (Without endgame gear, and realm lockouts etc - oh btw, the devs told everyone before, that no one sould hold their breath while waiting on sovereign gear, or the faction lockouts.)

And no, it wont push ppl to cooperate, it will push ppl to the less resistance. (On side will zerg with 8 wb, other side will have 400% aao.)
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diedrake
Posts: 411

Re: Ultimate Discussion About Current RvR

Post#43 » Tue Jan 30, 2018 1:07 pm

All sounds like logic but... Keep lord really?
I remember when my buddy and i could take a keep lord... How it is now, is way better then b4 lol. Granted talking about live when we did that but still at least now it takes a wb or so to take a keep.
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tionblack
Posts: 302

Re: Ultimate Discussion About Current RvR

Post#44 » Tue Jan 30, 2018 2:02 pm

Spoiler:
Nioan wrote:
ragafury wrote:Well, while I agree that bl is fun, griefing in a pq isn't.

Most ppl who will do pq 22 stuff will farm a starter gear for rvr. (for some classes it may become bis)
I understand the desire for smaller scale pvp, but hitting probably undergeared players in the back while they are busy pveing and catching up on gears tate with others doesn't sound like fun, or good pvp, it just sounds like griefing.
Also they may have to repeat the pq a few dozen times while bl is just one or two attempts usually.

I played war on live on a non core pvp server, I remember it like yesterday that one guy on level 40 with good gear stalked me a few hours on my level 20 am in saphery. Very intense pvp. Lul.
I signed up for this griefing in char creation, here most players didn't, it's a core rule server and should be cool for everyone.

The difference here at the pqs is, that the players are probably 40/40 or something, still they won't be able to handle themselves since most goonsquads have perfect gear and rr6/7/8 on there mains and multiple toons.

Though, I also think there is no "pve" community, but players who want to farm gear so they don't get rekt in rvr totally.
There are 3 chapter 22 hard pq's (correct me if i'm wrong) for each pairings and you can swap anytime ( 20 silver ) if you think you're abused. Also you mentioned aswell but onslaught will be bis gear for most of the classes, not a few, maybe all. So, before the fortress/city gear, onslaught will be the new carrot. Why it's a bad idea to create new rvr/pvp zones to dilute zergy t4 ? Same like the first Beastlord release ( it was amazing ). If you're getting rekt by someone in a chapter 22 hard pq, swap to another zone or get help, group up and rekt them ? I see no problem there. Why people are so sensitive about getting outplayed, weird.

That's why i keep repeating myself, to get rid of the zerg, you need to create new war zones with carrots. It will be much better than the current state. If you fear about PVE DOOR, it happened all the time on live ( when people try to push capital ) , it's easy to fix. Make keep lords avaliable to damage minimum 24 players. Profit. You get rid off a heavy weight from dominant zone. Less lag, more quality fights ect.

The fight will come , sooner or later. (First days of Doomsday was a good step up aswell, shame there is no rewards for non dominant zones atm.)

Here what's gonna happen when OS gear is up; warbands of both sides will camp the pq's full force without any kind of threat. Not sure did you played the first days of ruin, there was a pq in DW with always 20+ players in it. It was lame, it was horrible and it was boring.

Aurandilaz wrote:Yesterday in TM was interesting.
Fine, Order rolls with 3 organized warbands together to kill TUP, okay, you had to make it sure we go down. But please, taking same deathball to :| single Destro pugwarbands, that's just massive overkill.
Response, one hour later Destro responds by forming an even larger deathball that is even bigger and more coordinated than previous Order deathball of 3-4 warbands working together, Destro now ends up with close to 5-6 warbands running in one pack to show Order how we can "one-up" them.

Pretty sure no one on either side massive enjoyed said megaherds moving back and forth as waves.
First of all, there wasn't 3 organized warband of order to kill tup. one proper 24 man of order is enough for that job. I strongly suggest don't get cocky in public that much.

Yesterday order reinforcements was look like :

ru alliance : 2 party alliance + 2 party pug [ 5 bw + 5 engie + 2 sl + 1 wh ] cntk + diogenes alliance : i think like 18-20 man , still not sure.

zerg : 2.5 party or so, that guy with fancy name was spamming for 3 man whole night.

and 2 pug warbands with shitty compositions ect ect.

about one our later destro showed them" how to" zerg "how to" one up thingie, the moment ru alliance logs off and ocara rises from ashes i'd say. after 11- 11:30 pm ru time, order have at least %20 aao whole night, the final aao was like %180 or so when destro taking the empty keep after everyone sleeps.

Word+
You said everything needed to be said about yesterday.
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lastalien
Posts: 456

Re: Ultimate Discussion About Current RvR

Post#45 » Tue Jan 30, 2018 2:47 pm

Aurandilaz wrote:Yesterday in TM was interesting.
Fine, Order rolls with 3 organized warbands together to kill TUP, okay, you had to make it sure we go down. But please, taking same deathball to :| single Destro pugwarbands, that's just massive overkill.
Response, one hour later Destro responds by forming an even larger deathball that is even bigger and more coordinated than previous Order deathball of 3-4 warbands working together, Destro now ends up with close to 5-6 warbands running in one pack to show Order how we can "one-up" them.

Pretty sure no one on either side massive enjoyed said megaherds moving back and forth as waves.

lol Again!!111 150 destro in zone and only 1 wb TUP, but all you need is TUP:))
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Acidic
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Re: Ultimate Discussion About Current RvR

Post#46 » Tue Jan 30, 2018 4:51 pm

Can not say I would say your suggestions are good, felt like they were in the wrong direction

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Scrilian
Posts: 1570

Re: Ultimate Discussion About Current RvR

Post#47 » Tue Jan 30, 2018 4:58 pm

Aurandilaz wrote:Yesterday in TM was interesting.
Fine, Order rolls with 3 organized warbands together to kill TUP, okay, you had to make it sure we go down. But please, taking same deathball to :| single Destro pugwarbands, that's just massive overkill.
Response, one hour later Destro responds by forming an even larger deathball that is even bigger and more coordinated than previous Order deathball of 3-4 warbands working together, Destro now ends up with close to 5-6 warbands running in one pack to show Order how we can "one-up" them.

Pretty sure no one on either side massive enjoyed said megaherds moving back and forth as waves.
That's 15 organized premade order warbands, don't forget :mrgreen:
lastalien wrote: lol Again!!111 150 destro in zone and only 1 wb TUP, but all you need is TUP:))
Ikr, by the time we logged off yesterday, order had still lower numbers in the zone and roughly ~600 more kills total.
I stuck around to talk to Leo in warcamp to catch up on the stuff I've missed in my absence, watching destro finally win a few teamfights vs pugs and take an empty keep, ahem, I mean destroy the order "deathball" ;)
Last edited by Scrilian on Tue Jan 30, 2018 5:06 pm, edited 1 time in total.
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ragafury
Posts: 684

Re: Ultimate Discussion About Current RvR

Post#48 » Tue Jan 30, 2018 5:14 pm

was glorious RvR.
no zerging, pure skill.
video good proof.
always aim cam to the ground.

XD

I stop forum communications here now, totally, this "community" is pure garbage.

have fun throwing stones at the devs in the other thread.

don't even have to bother here anymore.

@OP aka Hao nice thread.
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Fallenkezef
Posts: 1492

Re: Ultimate Discussion About Current RvR

Post#49 » Tue Jan 30, 2018 5:19 pm

ragafury wrote:was glorious RvR.
no zerging, pure skill.
video good proof.
always aim cam to the ground.

XD

I stop forum communications here now, totally, this "community" is pure garbage.

have fun throwing stones at the devs in the other thread.

don't even have to bother here anymore.

@OP aka Hao nice thread.
the vast majority of people who post in forums are trolls. Folks happy with the game just play it and don't see the need to post
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Scrilian
Posts: 1570

Re: Ultimate Discussion About Current RvR

Post#50 » Tue Jan 30, 2018 5:24 pm

No one can handle casual forums bants anymore, sigh.
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