i dont know, a total mystery?
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I don't rely on outnumbering my enemy to win. I rely on forming Roleplay Greenskin Warbands to win on this game. Not always we run 24/24, most of the times is 2 or 3 groups.adamthelc wrote: ↑Wed Feb 12, 2020 11:11 pmIt's all about perspective I guess. I think a warband sized instance is pretty cool. If you are a person or a group that relies on outnumbering the other side to win, I could understand why you dont like it.adapter wrote: ↑Wed Feb 12, 2020 9:12 pmCity Sieges are not that fun. I've played 2 so far and it's so dissapointed and boring. Since Order loves to form bomb warband you get to play against a Bright Wizzard warband..which let me tell you it's a farm fest. Since AoE Cap favours BWs it's just sad....adamthelc wrote: ↑Wed Feb 12, 2020 7:15 pm Is it really that terrible? The optics of it arent great, but is really harmful? City sieges are the most fun part of the game right now why wouldnt people want to do them more? If you are on the defending side and you need invader gear it kind of sucks I guess. Or if you are really into the role playing aspect of the game you probably dont like it.
It's not like it's free gear for the side that threw the fort, just make sure you make them lose their instance. You cant stop them from getting 3 royal Crest and crests from bags and make sure that's all they get.
And currently it's not really 1 out of 24 to get a gold bag. The way contribution works the same people are getting most of the gold bags, but that has already been acknowledged and should be addressed so it doesnt seem like a huge issue.
Only fun i got is when i won a Gold Bag with 5 Royal Crest in it, i say fun because im possible winning something good and guess what! boom 5 crests hahahaha anyways im slowly farmin.
Having to stay in 1 hour scenario against a Bomb Warband is the WORST gameplay i've ever experienced in any MMO. You are forced to be stuck in there just dying over and over again to AoE Spammers haha so much FUN!!!
I will not queue anymore as a Warband to avoid Bomb "organized" warbands. Will try next time join as a 6premade or Solo.
And yes, Order are throwing away zones just to play City.
oRvR is broken!
adapter wrote: ↑Thu Feb 13, 2020 1:34 am I don't rely on outnumbering my enemy to win. I rely on forming Roleplay Greenskin Warbands to win on this game. Not always we run 24/24, most of the times is 2 or 3 groups.
We do not like to Zerg, we keep it green. I don't know why you would say that i rely on outnumbering the other side to win XD
in fact, order does that, they rely on playin full BWs warbands to win, because it's the most unbalanced and overpowered warband composition to win on this game, Order likes the easy way. And the easy way is to give up zones.
i allow myself a little remark. only those who actually fought and were defeated by a stronger rival can be considered losers. here it is not about losing, but about refusing to fight, these are two completely different situations. but people are not to blame for the fact that they see no reason to defend the forts, or to fight, in reality there is a need to just peering honestly and understand the reasons why this happens.Yaliskah wrote: ↑Wed Feb 12, 2020 11:02 pm Point is, we can't "punish" losers, cause (just quoting some feedbacks i had in the past):
1-They will move to the winning faction, because it is all about "being paid" for the time wasted. IMO i'm not sure having a single faction vs no one in the end would be a better design.
2-They stop playing if they have the feeling they will waste their time for 'nothing'.
The hardcore gamer i am would like to see winners rewarded with the blood of losers (good's loser properties), insrtead of "magic" stuff falling from the sky, but i fear, no one would like to experience something who would have some sense and would solve lot of "bad design".
This said, I'm all for testing a month without any roll or reward for losing side in ORVR/Fort/SC and cities. Are players ready for this?
Nananna, by "losers" i nominate the faction who lose in general, whatever the reason; voluntarily or not (cause unless monitoring H24 logs and players behaviour i don't how server is supposed to adapt its behaviour).Alfa1986 wrote: ↑Thu Feb 13, 2020 7:06 ami allow myself a little remark. only those who actually fought and were defeated by a stronger rival can be considered losers. here it is not about losing, but about refusing to fight, these are two completely different situations. but people are not to blame for the fact that they see no reason to defend the forts, or to fight, in reality there is a need to just peering honestly and understand the reasons why this happens.Yaliskah wrote: ↑Wed Feb 12, 2020 11:02 pm Point is, we can't "punish" losers, cause (just quoting some feedbacks i had in the past):
1-They will move to the winning faction, because it is all about "being paid" for the time wasted. IMO i'm not sure having a single faction vs no one in the end would be a better design.
2-They stop playing if they have the feeling they will waste their time for 'nothing'.
The hardcore gamer i am would like to see winners rewarded with the blood of losers (good's loser properties), insrtead of "magic" stuff falling from the sky, but i fear, no one would like to experience something who would have some sense and would solve lot of "bad design".
This said, I'm all for testing a month without any roll or reward for losing side in ORVR/Fort/SC and cities. Are players ready for this?
You are looking at this from the wrong perspective. It's not about punishing anyone. It's about incentive. Ask yourself a couple of simple questions. First, how do I get end game gear at this point in time? It's by going to city siege of course. Then ask yourself another question. How does a city siege happen? It happens when a faction captures two forts. So following these answers a simple logic can be formulated - allowing enemies to capture our forts allows us to get to the city siege! It's really as simple as that. You devs should know better than anyone that players will ALWAYS choose the path of least resistance. And with this system you are giving them exactly that, and on a silver platter. And like it has been pointed out by Aethilmar, the hardcore grinders will grind out the gear in a couple of weeks, things will settle down a bit, and the average Joe will be left to fight full soveregin geared rr 80+ players, while rarely having a chance of getting the gear themselves. And the rest will happen like he said.Yaliskah wrote: ↑Wed Feb 12, 2020 11:02 pm Point is, we can't "punish" losers, cause (just quoting some feedbacks i had in the past):
1-They will move to the winning faction, because it is all about "being paid" for the time wasted. IMO i'm not sure having a single faction vs no one in the end would be a better design.
2-They stop playing if they have the feeling they will waste their time for 'nothing'.
The hardcore gamer i am would like to see winners rewarded with the blood of losers (good's loser properties), insrtead of "magic" stuff falling from the sky, but i fear, no one would like to experience something who would have some sense and would solve lot of "bad design".
This said, I'm all for testing a month without any roll or reward for losing side in ORVR/Fort/SC and cities. Are players ready for this?
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