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Revolution

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ragafury
Posts: 684

Re: Revolution

Post#61 » Mon Jul 24, 2017 1:56 am

So after playing another AAO zone as the agressor today I came up with this for the "stupid **** department".
Call me a retard if you like, perhabs some stuff would be interesting. The numbers are more to see as a placeholder and not as exact values.

How to fix loot in this game to give everybody a fair chance in RvR but not offer free "presents":
Spoiler:
So if people want the same stats. They shall get it, but not the same look as somebody who worked for his stuff and spended time on his character.

So after thinking and thinking I come up with this:

- make genesis (the set, not the currency for the sets) drop in RvR when your side has AAO, droprate@20% would be exactly like the droprate from rare fortune so low. bind the droprate to AAO, so at 400% much higher dropchance. for playing this modi and killing someone you need balls. would partially fix the xrealm / logout problem.

- make the currency from greenbags tradeable, this is not a huge boost, and the set is pretty trashy, but it's an option.

- add another set in terms of jewels/cloaks which is inbetween genesis and the ToK / greenbags powerwise. I don't really have a suggestion how to add this, but the game needs horizontal !!!options!!! in that department.

- bind the dropchances of harbringer and all the other purples to AAO, high AAO, higher dropchances. Ppl apreciate these items for toons. believe it or not. Don't make it too hight, so that the first 20 AH pages are full with harbringer, but make it feelable, so even if you don't get an item, you get a tali / gold / item for your toon.

For the upcoming part:
Spoiler:
Shortie on how I see mmorpg item progression.
Even this is a PvP game, gear has to be aquired.
otherwise it wouldn't feel "oldsql", and I love this feeling in games.
Non the less, in this game everybody has to stay competive, and that is one thing I can agree on. If they get farmed more than necessary, they quit. this shouldn't be the intension.
If, which is atm. the mainstatement in the forums, gear progression goes to slow stuff has to be looked at.
Besides that, this is not the new form of WoW or any other mmorpg where you just drown in loot and everything gets thrown at you. Gear has to be worked for, at least to some degree. If the "conq" grind is to harsh, there has to be a way to smooth it or to make players competitve again. These chars though don't have the right to look "dope". They are toons in the end, or players with MUCH LESS TIME INVESTMENT.
Spoiler:
- add the following set: poorman's / worn conquerer's: make the set exactly like conq statswise,.. 1:1. reduce the medal price to aprox the following Belt 30, Boots 80, Gloves 90, helmet 100, chest 120 = 420 tokens, that's as much as the chest from "normal" conq. make the set look like a rank 35 set apereance wise and ofc the appereance can get changed with itmes of RR43 and lower, so people will look more like footsoliders and not like "bois". ppl will still want the look of conq but they are not frustrated with not getting the stats of it. They are also still able to customize there character.
Besides that, it fixes instantly possible gear gaps which can occur in later vertical gear progression when future content is implemented. So new players are never locked out, it's a catch up system. regular players can equip toons really fast to fix group roles. so win win.
This fixes the "power difference" in gear instantly. nobody has to moan, and the carrot system is still in place (which I think is a good thing, it keeps ppl playing on top of the PvP).
When I take a look on the excel sheet "poor mans conq" should have the RR requirement of RR43. "Poorman's Conq" and normal Conq are ofc. not mixable in terms of set bonis (2pcs PMC + 4NC results not in the final set boni). Poormans Conq (boots, girdle, belt) can drop in oRvR by killing a player, same drop chance as all the other stuff from oRvR (devastator, anni and whatever there drops). PMC is not sellable or tradable, salvaging it will result in level 1 mats. So people have to play PvP to get it. No buy buy. It’s a shortcut, not a license to gear up 12 toons.

420 tokens are easily farmed. that's 20 solo kills a day in RvR for 21 days, even a deff tank can pull that off in no time. In a group which is already outgeared or close to outgeared this time even further shortened.
If you can't invest this time, or insist to play alone better don't play a mmorpg.

Besides that you can optically make a difference beween a main char and a toon. besides that, this contributes to immersion, so not everybody looks the same. (and this kicks already in).


Not sure if possible:
- remove dupes, I am not sure if the game can "check" if you got the gear from the bags if so, you just "switch" bags with the next down below you. e.g. you got a roll for a purple bag, you got everything from the purple bag, you get a blue bag from the guy who rolled a blue bag and he gets your purple, if the guy has every purples too it switches. If that is not possible, than make it that you just opt out and pass this time on the roll. I rather see someone happy even if I don't know him / He is not from the guild, than myself with 5 medals / 3 medals etc. As I’ve written, this is a feels bad man.

- remove the subjugator cloak from the bags and make an RvR exclusive drop. It's a nice but very situational cloak, but purple should be weapon exclusive atm.

As I've stated, I don't feel like the gear issue is that harsh.
Many other people do feel it's harsh.

honorable mentions:
I would not adjust the prices of dominator. I think the "presents" above are more than enough. The mentioned changes above should fix the "public opinion" in terms of gear gaps.
Same goes for the weapons, the SC I weapons are so close to the powerlevel of sc II weapons, it's fine imho.
How to "quick fix" RvR in my opinion that everybody can play it which his favourite number of people:
Spoiler:
Quick fix, perhabs quick fix is a bit of a wrong term cause I am not sure if this is "fast implemented".

Before the keep siege starts / open field:

Rework the BO timers perhabs or make it more understandable what timer will result.

A 6 man takes a BO = short timer. 1 - 3 minutes.

A 12 man takes a BO = medium timer. 2-5 minutes

A 24 man takes a BO = long timer. 4-7 minutes.

In Phalanx "KV Video" where we fight together with phalanx and our warband + a pug warband on hardwater I tapped the flag, we stand there with 3 warbands. The timer was under 2 minutes. This feels wrong.

Same goes for lock timers, if the underdog realm has high AAO they deserve a high lock timer, but not when they have 20% AAO.

This feels wrong.

Besides all that, depending to what scale you play, you can make a tactical decission to attack the BO / don't engage the BO / coordinate with other groups to get the BO back / give it a yolo try. so this adds depth, random timers who don't give any intel don't add depth.

Keep Siege:

BO timers need now to be inverted to make 6 mans more valuable in the realm effort.
A sucessfully taken or defended BO should now give 200% renown in this phase.

A 6 man takes a BO = long timer. 4-7 minutes.

A 12 man takes a BO = medium timer. 2-5 minutes

A 24 man takes a BO = short timer. 1 - 3 minutes.


Hao wrote something smart which is perhabs worth a try in his "Revolution Thread".
lock posterns permanently with one exception so the enemy realm can funnel proper. this will result in a hard fight around and about the keep. Ofc some numbers are needed, but I think in EU prime this will not be a problem.

Even the underdog realm can pull that off with minimal coordination, if they are incable of doing so, they deserve to fall back to inner. This makes RvR less of an riding simulator, and you create a major point of interest, which also should be the point of interest. the keep and the BOs. This makes funneling a huge part of the game and funnel busting, which is interesting for warbands. and it requires better realm coordination. at the moment it's just a game of numbers, which should be part of the game to some degree.

Besides that it opens up the map for soloers and 6 mans of both realms, so they get back there space in one zone for all the "good fights". They can gank, zerg dodge, fight other 6 mans on BOs which otherwise will be taken.

Buff BOs importance in this phase:
Attacking Realm holds x amounts of Bos for 15 Minutes:
4 Bos = 150% Ram damage 250% Ram HP
3 Bos= 100% Ram damage 125% Ram HP
2 Bos = 60% Ram damage 80% Ram HP
1Bos = 10% Ram Damage 25% Ram HP

4 Bos = 100% Oil Damage + 100% HP
3 Bos = 125% Oil Damage + 200% HP
2 Bos = 140% Oil Damage + 300% HP
1 Bos = 180% Oil Damage + 500% HP

Defending Realm loses Control of all Bos for over 40 Minutes = one postern opens.

Perhabs let the enemy realm even purchase siege, not an enourmous amount, but enough so they can use it as supporting fire to get rid off the attackers tied to AAO as Hao wrote. Once inner is broken, the defending realm can't buy canons anymore.
Defending realm holds 2 Bos for 5 minutes simultaneously = 2 canons are avaible.

Make the lord harder, this way you give the defending realm some comback chances. I wrote it somewhere in another thread I believe, Hao brought it as a suggestion.
When the lord is first time engaged in combat take a zone snapshot, this determes if it’s a full reward or a low reward because no one to defend.
Don’t grant anymore loot for empty keeps / zone locks. Maximum blue and green, no gold.
If Keeplord is taken decrease the time to lock the zone by about 15% - 20% compared to now.
If the enemy has 260% - 400% AAO decrease the zone lock time acordingly.
Feel free to cry, scream, yell, yadadada.
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ragafury
Posts: 684

Re: Revolution

Post#62 » Mon Jul 24, 2017 2:02 am

Manatikik wrote:
Jaycub wrote:I don't agree with a lot of what the OP says, pretty much because I know it would force organized WB play.

But I'm down for whatever, id be ecstatic to see the other side of "it's an alpha" meaning frequent testing of crazy stuff in patch cycles.

I'd honestly be down with them having regular Tier 4 "resets" where everyone's T4 Gear gets reset (armors and weapons; gold and all crafting stuff can stay) but don't touch their RR. This way every month/other-month/season or whatever time period there is an artificial push to get everyone to gear up again. This would mean reducing costs of dom/conq and opening Beastlord back up (Maybe only during weekends if it gets farmed too much at the end, IDK) and changing the Bag's rewards to a Ruin Fragment System with Conq/Subj/Genesis (I know that'd take a huuge amount of dev work). This way new people don't have to go that long in T4 to get geared, hardcore players can farm their BiS in a week or two (depending on length of season I guess) and still have plenty of time to dominate, and people who want gear/item progression can get that experience over and over (I don't know if people who only play for gear progression are into that but who knows).

This would also give finite room for changes to stuff where they can get more "data" about how changes are affecting the game: such as okay for this "season" wounds are going to be X% more effective or whatever and they can see how that affects low end of T4, high end, and the progression it takes. Plus I think it'd be pretty funny to see everyone for the first couple days (or hours depending on the person I guess) just going at it in T4 with all greens :)
Yes I liked the progression. And I like gear progression in general.

Would I do it on a toon? nope, not playing any toon to full conq atm.

Would I just quit if you take my stuff away and clean my bank without any balance reason or what so ever? just for the sake of seasonal repetitve grinding. yes.
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KikkL
Banned
Posts: 263

Re: Revolution

Post#63 » Mon Jul 24, 2017 3:12 am

If there could only be a few changes. Ive been suggesting raise the HP cap significantly, also introduce some kinda new aao system. Like the dev said its a small team and ect. We appreciate what you do, but still we want more! ;d


Health pools.
Upon entering RvR lake(SCs).
t1. +4/5k extra health.
t2/3. +10/12k extra health.
t4. +15/20k extra health.
current hp is added to gains from tiers.

example.
t4 character has 7k health.
hp buff, t4 +15/20k hp. result, character has 22/27k health.


AAO.
side giving AAO receives debuff
side receiving AAO recives buff
every 20% AA0 is 2% buff/debuff
MAX 400AAO is 40% buff/debuff
buff/debuff applies to dmg/heal

AAO buff/debuff%
20%AAO = 2% +/- (buff/debuff, heal/dmg)
40% 4%
60% 6%
80% 8%
100% 10%
200% 20%, 300% 30%, 400% 40%.

User avatar
Collateral
Posts: 1494

Re: Revolution

Post#64 » Mon Jul 24, 2017 6:11 am

I think that giving buffs and debuffs with aao is a seriously bad idea, especially buffs for damage. This is something that might seem great to more casual players, but they would quickly change their mind once 2-3 warbands get steamrolled by one warband (which can still happen now), or a warband gets rekt by a 6man group (which they can be even now if the group plays right). So that's really not the solution. Our idea of raising wounds is to counter the bursty combat of boring morale dumps. If you watch our CW video against 2 wbs, we kill 40 people in 1 minute. If that's not fast TTK I don't know what is. And trust me, it's equally as boring to us as it is to our enemies.

KikkL
Banned
Posts: 263

Re: Revolution

Post#65 » Mon Jul 24, 2017 7:26 am

Collateral wrote:I think that giving buffs and debuffs with aao is a seriously bad idea, especially buffs for damage. This is something that might seem great to more casual players, but they would quickly change their mind once 2-3 warbands get steamrolled by one warband (which can still happen now), or a warband gets rekt by a 6man group (which they can be even now if the group plays right). So that's really not the solution. Our idea of raising wounds is to counter the bursty combat of boring morale dumps. If you watch our CW video against 2 wbs, we kill 40 people in 1 minute. If that's not fast TTK I don't know what is. And trust me, it's equally as boring to us as it is to our enemies.
Yes im fine with more wounds. I mean sometimes fights are ridiculously fast, like no reaction time, putting on debuffs is like pissing in the wind. I mean its a problem in almost every pvp game.

Then you get people arguing, well no one will die. This is hardly from the truth when people are dieing in 2seconds from being focused fired, so what it make take an extra few seconds? Id love to play a pvp game where its not just DPS orientated death, most of the time thats all it is.
Hitting this button and that button before they do this and that, its not like think about whats going on and respond its just spam and hope it works, especially if its two high dps players.
Every player should have enough time to escape and think about their escape, not just get lucky or almost in flight mode.
More hp would allow you to realize whats going on and it would increase the threshold for 'mistakes' in a fight, or even a parry can mean death.

I think a wb should be able to roll 2/3 wbs. I think a 6man should be able to take out a wb. Maybe thats just my personal opinion, but game also isnt about fighting the zerg(tho sometimes you have to). We all gonna make points to defend how we feel about things, but its sounding like the quick dying is a concern for most people? Which is good imo. Still havent figured out what TKK means ;D


I would enjoy more health and if it means it takes 10 people 30sec to bring down a tank, thats what it means(tanks should be last anyway) if it takes 10 people to hunt down a kiting healer(great), just ignore the kiting healer, hes not doing anything anyway! 8-) 8-). I dont think it would make things worse, I think it would separate the better players from the worse!
Plus it would make you work with your teammates, because no matter how DPS you are, you wouldnt be able to eliminate someone in a matter of moments. It would add another level to the game, not take anything away.

User avatar
ragafury
Posts: 684

Re: Revolution

Post#66 » Mon Jul 24, 2017 7:31 am

KikkL wrote: Still havent figured out what TKK means ;D
Time to Kill, if I'm right.
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User avatar
szczypacz
Posts: 34

Re: Revolution

Post#67 » Mon Jul 24, 2017 8:06 am

Collateral wrote:I think that giving buffs and debuffs with aao is a seriously bad idea, especially buffs for damage. This is something that might seem great to more casual players, but they would quickly change their mind once 2-3 warbands get steamrolled by one warband (which can still happen now), or a warband gets rekt by a 6man group (which they can be even now if the group plays right). So that's really not the solution. Our idea of raising wounds is to counter the bursty combat of boring morale dumps. If you watch our CW video against 2 wbs, we kill 40 people in 1 minute. If that's not fast TTK I don't know what is. And trust me, it's equally as boring to us as it is to our enemies.
w8, so the general idea to fight the cancer, is not removing the cancer itself, but just add more body cells to buy the patient time? :P

how about toning down or removing morale dumps?

User avatar
Bozzax
Posts: 2609

Re: Revolution

Post#68 » Mon Jul 24, 2017 8:08 am

Collateral wrote:Our idea of raising wounds is to counter the bursty combat of boring morale dumps.
Why not adress "bursty morale dumps" instead since it is obviously they that causes the low TTK?

Why not simply test all morale DDs as DOTs with 9-15s durations?

Simply compare a few DDs by the existing spec M4 DOTs it is amazing how bad they are compared to DD M2s, M3s and M4s.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Aurandilaz
Posts: 1896

Re: Revolution

Post#69 » Mon Jul 24, 2017 8:31 am

yeh the time to kill in wb fights can get ridiculously low, I can't even cast a 1.5 sec Shattered Shadows before the target has melted to some other aoe pressure. :D
(why do I even try a SS? because I wanna try, sometimes it actually is nice and beats the boring without-SS rotations of sorc bombing)

Idea based on other previously good ideas; bring back the rr100 wounds tactic, and enable it to all rank 31 characters or higher. Test it for a week, see what the feedback is, and how much the tactic might need to be adjusted to improve RvR lake gameplay, Don't know if the tactic should start at 180 or at maybe just 100 extra wounds.
(and before you ask whether I have issues with dying and personally need more wounds, no, I don't die a lot, but I would enjoy fights more if the enemy would actually fight a bit longer against our TUP warband and not melt instantly)

User avatar
Collateral
Posts: 1494

Re: Revolution

Post#70 » Mon Jul 24, 2017 8:34 am

Idk if you guys ever read our posts, but that's another thing we proposed multiple times - reducing/removing morale damage. The reason for increasing wounds is IF the devs decide not to change the morales fundamentaly, and since I don't know their stance on this or how complicated it would be to rework the entire system, it just seemed a lot easier to increase wounds and see how that works.

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