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Thoughts on Change - Core vs. Custom

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thecrimsondawn
Posts: 5

Thoughts on Change - Core vs. Custom

Post#1 » Thu May 11, 2017 9:41 pm

I loved this game, and now that its back in a sense, I get to love it all over again. However, for all its strong points, the design has left much room for improvement in many areas. This tends to come up often on emulated servers that wish to add things - to remain as close to core as you can, or to do what could be much better and attempt to change things up. So far we have some class changes that I honestly very much like, and the merging of tier 2 into 3 that until we get a larger player base, I also feel is a very good idea, however, for the purpose of this thread, I wish to discuss the influence system.

I am noticing, at least up to around level 30, that with the exception of RvR rewards, the influence rewards are frankly.....quite useless. Players that pvp will be boosting their rr ranks, while those who wish to pve just end up loosing out. Many bags seem to have no items in them really with the exception of the 8+ player ones that have the pve set by chance, and the rewards are often green or even white (why on earth did they think this was a good idea?)

If its possible to add or change the items from these influence quests, I think it may be a good idea to make it so pve players have a reason to pve at all outside of set item farming by making/adding green items for the first or second reward line and a comparable blue or purple item for the third (depending on level range and what not). Thanks to the pvp items, there is a good guideline to go by for this, and could fit between pvp gear levels allowing players a way to upgrade between level gaps.
As far as RvR rewards go, they are strong,and come in two forms - a low level and a high level version. The high level version I find you cap out your influence just about then, but the low level one....how on earth are you supposed to get that much influence by or around that level to even make use of it? My suggestion for this is a very minor increase to the influence gains in RvR - perhaps 10% or so.


What does the community think on my thoughts about this? My last thread had many replies and I thank everyone for the thought-out feedback :)

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Dabbart
Posts: 2251

Re: Thoughts on Change - Core vs. Custom

Post#2 » Thu May 11, 2017 10:05 pm

That it is a work in progress. Hence the ALPHA tag. The Devs/GMs are just getting every PQ actually functional. Years, and countless hours of work have gone in so that we even have ANY sort of functioning PQ roll AT ALL.

I think you haven't been around that long, are well intentioned, but SERIOUSLY should go read through the old patchnote files to see just what has already been done, and to see the types of things that are being worked on.

Edit: you can find them Here: viewforum.php?f=42
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dansari
Posts: 2524

Re: Thoughts on Change - Core vs. Custom

Post#3 » Thu May 11, 2017 10:10 pm

Yep! What Dab said. The pqs are a focus of the dev team and some have likely spent hundreds of hours on getting them working. Most of your decent rewards will come from pvp, so go enjoy that while you level instead.
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wargrimnir
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Posts: 8387
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Re: Thoughts on Change - Core vs. Custom

Post#4 » Thu May 11, 2017 10:26 pm

Adding items to bags is a manual and time consuming process. We need to first determine what items are supposed to be in the bags to begin with, create any missing items, fix all the stats on the items (most are missing a stat, or have lower stats than intended), and then drop them in bags for each PQ. This takes about an hour per chapter of solid work. 22 chapters for each race means a whole lot of tedious grinding work that isn't appealing when the PQ's are rarely done to begin with.

Fixing PvE influence items is slightly easier as the majority of those are in place, but the stats still need to be corrected for them to have any reasonable value over common green/blue drop gear. If you're trying to grind through some PQ's, there's a scroll that can be purchased from Quartermasters (?) that reduces xp gain for an hour, it's cheap and will keep you from leveling out of the content before you get what you're looking for.

Fixing the RvR influence items are on the radar, and removing the low level ones and replacing them with alternative options is planned, but again, lots of tedious manual work. These things take time. We've been working on them for quite a while.
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lilsabin
Posts: 619

Re: Thoughts on Change - Core vs. Custom

Post#5 » Fri May 12, 2017 1:41 am

thats why if any of the playerbase is a programmer or an IT guy , he or she should offer to work with the devs to make thing go faster ... so maybe we can have dungeon before 2025 :P

dansari
Posts: 2524

Re: Thoughts on Change - Core vs. Custom

Post#6 » Fri May 12, 2017 2:11 am

That's a grossly unfair statement. Applications are taken through the forum. Those who want to volunteer their time can do so. Those who don't, won't. Needlessly whining honestly just makes you sound childish and rude.
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GhostNappa
Posts: 45

Re: Thoughts on Change - Core vs. Custom

Post#7 » Fri May 12, 2017 2:30 am

Haha yeah that influence gear has always been a bit on the sad side. Like it's not even newbie bait tier of bad, it's just chintzy crap.
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lilsabin
Posts: 619

Re: Thoughts on Change - Core vs. Custom

Post#8 » Fri May 12, 2017 4:11 am

dansari wrote:That's a grossly unfair statement. Applications are taken through the forum. Those who want to volunteer their time can do so. Those who don't, won't. Needlessly whining honestly just makes you sound childish and rude.
are u dumb or what , have u see me whining ? WTF is wrong with your brain ?

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thecrimsondawn
Posts: 5

Re: Thoughts on Change - Core vs. Custom

Post#9 » Sat May 13, 2017 1:15 pm

@lilsabin verbal abuse is never acceptable, not online or in real life. Its akin to punching a person in the face. Please take care with what words you say to people.

@dansari while I dont think this falls into the realm of verbal abuse, targeting out a person with good intent, or a passion for something only instigates conflict. Slightly rewording that can get your point across without elevating hostilities.

@RoR Staff - Thank you for all the time you have put into the game. It is not my intent to belittle anything that has been done, rather just the opposite, and keep up the good work :)

@everyone else Thank you for the replies and the link. Ive been noticing minor changes even during my short time playing so I am well aware things are always getting fixed. This is impressive seeing how nobody is getting paid for it :3. Im simply trying to help contribute to the community in my own way :)

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