I played on 8/30. 8/31 too. Yeah, in the beginning there were a lot of players, but after 3 hours almost all order left T4.
I’ve taken keeps too, this is not about whether it’s hard to take a keep or not, this is about the T4 population.
I just hope the devs can observe the T4 population. Right now less than 40% of the population is in T4 (192/523)
Recent changes to Keep lords
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
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Re: Recent changes to Keep lords
First, I want to say English is not my native language.
The new lord changes for keep defenses are counter-productive. RoR is a PVP game. We are playing for PVP, so the key target should be players not a PvE lord.
Why can a party of 6 defend a keep from a pug warband? That's not balanced.
Right now in RoR no one wants to play T4. Why? Because it is too hard to get any reward. It was random and hard before, but now it's even worse. If you don't play in EU primetime there aren't enough players to do anything in RvR.
And if there are a lot of players? I am sorry but they can't do anything too.
Try to take keep? Don’t be silly, you will get wiped by the hero. You can only wait wait wait wait wait and then leave t4 (or RoR?)
1.) This is mature game , a lot of players have already played for a long time and have the best gear (or gear that you can't even get anymore). These players already have enough of an advantage in game knowledge and networking (premades), they don't need a gear advantage too. In order to keep new players you should let them get better gear quickly. The rewards should be easier, not more difficult. The game is free. You don't have to give people a carrot to keep them paying a subscription fee or for new expansions. this for player's passions, (benefit = action. / Grow = passion ). especially for the few players server.
2.) We all love Warhammer, and are familiar with this game. This why we are in RoR. I appreciate the devs maintaining and updating this server. Old Warhammer's rules maybe are not perfect, but they were clearly good enough to get us all to come back to a buggy and incomplete game (no offense meant, you started from scratch and have made amazing progress). Whatever we think of Mythic, those old rules were implemented after a lot of research, reference and analysis. Please don't change too much.
Don’t forget why we choose RoR not WoW. We want the freedom to play with other players. We don't want PvE in our PvP. Thanks.
The new lord changes for keep defenses are counter-productive. RoR is a PVP game. We are playing for PVP, so the key target should be players not a PvE lord.
Why can a party of 6 defend a keep from a pug warband? That's not balanced.
Right now in RoR no one wants to play T4. Why? Because it is too hard to get any reward. It was random and hard before, but now it's even worse. If you don't play in EU primetime there aren't enough players to do anything in RvR.
And if there are a lot of players? I am sorry but they can't do anything too.
Try to take keep? Don’t be silly, you will get wiped by the hero. You can only wait wait wait wait wait and then leave t4 (or RoR?)
1.) This is mature game , a lot of players have already played for a long time and have the best gear (or gear that you can't even get anymore). These players already have enough of an advantage in game knowledge and networking (premades), they don't need a gear advantage too. In order to keep new players you should let them get better gear quickly. The rewards should be easier, not more difficult. The game is free. You don't have to give people a carrot to keep them paying a subscription fee or for new expansions. this for player's passions, (benefit = action. / Grow = passion ). especially for the few players server.
2.) We all love Warhammer, and are familiar with this game. This why we are in RoR. I appreciate the devs maintaining and updating this server. Old Warhammer's rules maybe are not perfect, but they were clearly good enough to get us all to come back to a buggy and incomplete game (no offense meant, you started from scratch and have made amazing progress). Whatever we think of Mythic, those old rules were implemented after a lot of research, reference and analysis. Please don't change too much.
Don’t forget why we choose RoR not WoW. We want the freedom to play with other players. We don't want PvE in our PvP. Thanks.
- georgehabadasher
- Posts: 259
Re: Recent changes to Keep lords
I just don't think game balance around NPCs is good for a PVP game. Those buffs might be a force multiplier for a 6man, but not as so much if they scaled with AAO. Also, tying them to keep claiming is cool, but ultimately only benefits organized guilds (6mans again).Torquemadra wrote: It is possible, its more likely to come with keep claiming though as a result of guild buffs as per live if you recall. I recall on live there was a boost system briefly but unfortunately certain 6 man groups can be such a force multiplier without buffs can become an unstoppable wave of doom.
Oh and its not perfect, its a work in progress and we are working on everything
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- Posts: 193
Re: Recent changes to Keep lords
You have hardly any idea how human beeings are working, do you?delete wrote:1.) This is mature game , a lot of players have already played for a long time and have the best gear (or gear that you can't even get anymore). These players already have enough of an advantage in game knowledge and networking (premades), they don't need a gear advantage too. In order to keep new players you should let them get better gear quickly. The rewards should be easier, not more difficult. The game is free. You don't have to give people a carrot to keep them paying a subscription fee or for new expansions. this for player's passions, (benefit = action. / Grow = passion ). especially for the few players server.
Getting better gear IS a carrot on a stick. And by adding Genesis-jewelry, the devs managed to bring ppl back into the keeps (well, where another human-thing started, Playing low, to gain the best reward).
Ppl aren't playing for passion alone. They are playing for progression. Grabbing gear IS one of the reasons ppl are still playing in T4, instead of rolling their 17th toon. Make gear and lvl obtainable too easy and you'll even loose player, instead of attracting them.
Re: Recent changes to Keep lords
Who's "we"?delete wrote:Spoiler:
Even if i look only at this thread, i see some/many people who seem to think the changes are a good idea.
You make lots of bold claims about what all the players think/want and what mythic entertainment thought/wanted.
Re: Recent changes to Keep lords
Torquemadra wrote:
Its not an uber lord issue, its a case of the players not having to engage their brains and have been riding the zerg for too long.
I have yet to see a thread talking about what the abilities are, what they do or how to counter them yet there are people here crying that its "just too hard", do you not see how sad that is? Instead of trying to figure out a problem the first port of call is to cry about it.
I'm certainly sympathetic to your point of view. The zerg mentality is frustrating as hell. I haven't really gotten into T4 yet, but in lower tiers I've tried to lead PUG warbands and it's really like herding cats. If you are lucky, half the group is even bothering to read chat but even then they often don't follow instructions. I think part of the problem is language barrier. Because we have only one server, we have more English speakers and non-English speakers playing together which adds another barrier of communication.
Honestly, I'm not sure if I like these changes or not -- I haven't played with them yet -- but I can say that changes which make RvR require even more communication, planning, and coordination beyond the existing needs of the actual PvP are going to be really frustrating to those of us who are trying and failing to harness the zerg.
I really wish I had a game where I could count on my fellow players to at least try to stop and plan for a second, but sadly that isn't the game that exists at the moment XD
- georgehabadasher
- Posts: 259
Re: Recent changes to Keep lords
Do you agree with my previous statement? I agree that crossrealming for easy rewards is extremely damaging to the game, but I don't see the relevance to the current discussion (unless keep lords are meant as an anti-crossrealming tool?)Torquemadra wrote:Neither is the capacity to just load in on the other realm when the zerg is en mass for the path of least resistance as has been happening.georgehabadasher wrote:I just don't think game balance around NPCs is good for a PVP game.
In my (offtopic) opinion, the reason (some? many? most?) people crossrealm is because taking keeps is the only way to get endgame gear. If you could get genesis and annihilator without taking keeps then people would be less likely to crossrealm.
Re: Recent changes to Keep lords
Torquemadra wrote:
Im sure theres some carrot I can dangle but I need time man....
Spoiler:
♂ ♂ ♂ <Lords of the Locker Room> ♂ ♂ ♂ <Old School> ♂ ♂ ♂
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Re: Recent changes to Keep lords
What if their decision is just to not play the game?Torquemadra wrote:I sympathize with anyone trying to herd the zerg but the zerg mentality will never go away for as long as its a viable (and effortless) way to gain. The people in this game must have some capacity for decision making to have been able to sign up for the game in the first place so they should have the capacity to make other simple decisions within the game, just humans being humans are lazy and do whats easiest but the zerg is likely to be rather counter productive in the future as it is in actual battles.
I personally love the new lord abilities, if anything because now the keep defenses are not over once they second door is down and people went in, the lord matters and you can build a defense around it. If you made walls matter less keeps would be in a perfect position in my opinion.
However, that doesnt deny the fact that a reason a lot of people are in orvr zergs is precisely because they dont have to think, they just join in, go with the flow and progress a little thanks to it.
If you remove the chance for those people to do that, they wont tell themselves "i should git gud". They just stop playing.
Believe it or not, zergs are good for the game, they put people out there in Orvr, its the same deal as with the rats in Orvr, yeah people who are there farming rats are not doing orvr but they are targets for people doing so. Going to orvr should be promoted and there should be a chance for people to go out there and do mindless zerging, it benefits everyone.
- noisestorm
- Posts: 1727
Re: Recent changes to Keep lords
But this is only the case for people here currently who indeed dont wanna get gud. If there will some day be an (huge) influx of new people and they just did not see how cheap/easy it was before, simply because they werent present at that time, the current lords will be considered "normal" and nothing to be leaving for.bloodi wrote: If you remove the chance for those people to do that, they wont tell themselves "i should git gud". They just stop playing.
PS: I personally couldnt care less for people leaving over such matters. If they werent willing to improve in the first place, then they're not being missed as a good realm-asset either
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