[DEV DIARY #2]

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rubat
Posts: 21

Re: [DEV DIARY #2]

Post#41 » Wed Jun 03, 2015 7:55 am

Dana wrote:
normanis wrote:I have question , siege machines dont work? i see in video they destrouy door without ram
Vanilla WAR.

There was a poll about it which version player prefer.
Weren't siege machines an option for destroying the gates in vanilla WAR?

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Dana
Former Staff
Posts: 2300

Re: [DEV DIARY #2]

Post#42 » Wed Jun 03, 2015 8:06 am

rubat wrote:
Dana wrote:
normanis wrote:I have question , siege machines dont work? i see in video they destrouy door without ram
Vanilla WAR.

There was a poll about it which version player prefer.
Weren't siege machines an option for destroying the gates in vanilla WAR?

see in video they destrouy door without ram" was for this setence :)

sure
"A danger foreseen is a danger avoided."

Dana - WE
Horsegirl - DoK

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Khorba
Posts: 176

Re: [DEV DIARY #2]

Post#43 » Wed Jun 03, 2015 9:04 am

nice soon big rvr on t2..when appereance work?

Sulorie
Posts: 7459

Re: [DEV DIARY #2]

Post#44 » Wed Jun 03, 2015 9:16 am

Dana wrote:
normanis wrote:I have question , siege machines dont work? i see in video they destrouy door without ram
Vanilla WAR.

There was a poll about it which version player prefer.
Wasn't vanilla WAR with fixed places for siege machines? I don't see any pads to place them, nor I see oil. We need oil to fry goblins! :P
Dying is no option.

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Dana
Former Staff
Posts: 2300

Re: [DEV DIARY #2]

Post#45 » Wed Jun 03, 2015 9:20 am

Did I say that it's 100% fixed now? :P
"A danger foreseen is a danger avoided."

Dana - WE
Horsegirl - DoK

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amputationsaw
Posts: 629

Re: [DEV DIARY #2]

Post#46 » Wed Jun 03, 2015 9:46 am

so the majority of the community refused the appearance of rams? I found them always kinda nice because without rams it just don't look like a real keep siege ^^

Sulorie
Posts: 7459

Re: [DEV DIARY #2]

Post#47 » Wed Jun 03, 2015 10:10 am

amputationsaw wrote:so the majority of the community refused the appearance of rams? I found them always kinda nice because without rams it just don't look like a real keep siege ^^
There are rams but there is also the option to hit the door with your own weapons. Siege equipment is bought from a vendor in your war camp.
It's just not added yet. :)
Dying is no option.

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amputationsaw
Posts: 629

Re: [DEV DIARY #2]

Post#48 » Wed Jun 03, 2015 10:15 am

Yeah I know but in retail you brought the siege weapons inside your keep. that was different before 1.4? I need some comparisons :D also I can't remember if it was possible to attack the doors with abilities in 1.4

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Sulorie
Posts: 7459

Re: [DEV DIARY #2]

Post#49 » Wed Jun 03, 2015 10:19 am

amputationsaw wrote:Yeah I know but in retail you brought the siege weapons inside your keep. that was different before 1.4? I need some comparisons :D also I can't remember if it was possible to attack the doors with abilities in 1.4
Not in 1.4 but the rvr mechanic is planned to be different from 1.4.8.
The vendor was in your warcamp. In keeps was a npc to upgrade the keep (e.g. better guard) / claim the keep.
Dying is no option.

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Arslan
Banned
Posts: 334

Re: [DEV DIARY #2]

Post#50 » Wed Jun 03, 2015 10:26 am

I do not want to be annoying. I am watching this projectfor almost a year, and I know what progress the devs have done. Those who were here when abilities had 10sec lag, know what I mean.
But I have some questions.
1) Fall damage will work in t2?
2) AA will be able to hit people through obstacles? Will RDPS be able to kill people who are inside the keeps?
3) In ORvR, when a person is killed, who will be getting the credit? Shall it be divided to everyone who attacked the killed person ACCORDING TO THEIR CONTRIBUTION ON THE KILL, or the deathblow thief will get the full credit?
4) Warbands will work?
5) Siege equipement will work?
6) Cross faction talk will stop at last?
7) Zone flip will work as it should? I am pretty tired of scen grinding for renown myself. It is fun, but I miss ORvR fat rewards too much.
My last question, just to keep heads up:
8) What flipping system shall be used?
Again, I know this is Alpha etc. Tbh, we are just lucky Dyox gave the devs here the codes (even after 4 months) to make this project possible. But if the issues above do not get fixed, the t2 will be very problematic.
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