RvR Feedback

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Kabuterimonga
Suspended
Posts: 184

RvR Feedback

Post#1 » Tue May 08, 2018 7:09 am

Oi Oi! This is feedback from a daily PUG Leader.

The new RvR changes has lead us to neverending and boring zones.

No longer you need to hold bottom floor to stop enemy from getting inside. Now instead of it, you go out and stop enemy from holding BOs. Which we were already doing it before siegin.
This removed Morale Bomb / choke fight strategies off the game. You can no longer build morale to push Inner / Postern on a coordinated attack. You can no longer build morale to push out from inside keep. After LORD dies there's nobody to kill outside the keep. We lost all the fun there was during LORD stage.

Now if LORD is under attack, you hold few BOs and wait the enemy to come out for it. The BO becomes a magnet. You wait for enemy to come stop you from holding it so you prepare yourself to stop them from doing it.

Today we stopped a LORD attempt by just roaming between BOs. Our enemy tried to stop us from holding it and we just constantly killed them untill LORD warband quit. This happens to both sides, havin to quit LORD because it's broken.

How does this makes sense? Stop enemy from killing LORD by sitting on BOs??? Where is the fun on this?...we were already working in between BOs before starting a siege.

How is this fair? If one side starts a siege, they need to split to stop enemy from holding BOs so LORD won't get healed...but the side defending does not need to split. They can just zerg around BOs getting kills untill LORD warband stop trying.

Also by having only 1 choice to lock zone. This makes one side hide inside keep untill one side decides to siege it up. Which is boring because having to deal with enemy hiding under Oil is just...Then LORD has this huge range that insta kill anyone he touches outside LORD room. Which is like WTF why is the LORD targeting me if im outside the keep, LORD goes crazy!!

We lost inner door morale bomb fights. It's out of the game. I miss 'em so much.

Now what happens when you actually manage to kill LORD and lock zone. This is what happen I will tell you right now. To kill LORD you need to outnumber the enemy by twice the amount of players. Okey so we did it, now we lock zone and go for the next, but what happens? There's no enemy to play against with! They all quit because of beein outnumbered. This leave us with next zone not beein contested, sure people will log in after a while. But it's not active! Once you lock there's no fun after it.

We need a way of locking the zone with even numbers on both sides. Such as Draw Lock / X amount of Kills from both sides to lock zone / Rank 5 Lock...having choices is good.


We need RvR to be active zone after zone. Not a frustrating task like it is now.
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Rackiera
Posts: 20

Re: RvR Feedback

Post#2 » Tue May 08, 2018 7:42 am

+1 Agree

Tinkz
Posts: 38

Re: RvR Feedback

Post#3 » Tue May 08, 2018 9:13 am

+1

I understand that timed (Draw) and maybe 5* Locks have to go when we get Fortress-Zones and the current RvR-System is already working as if...

but as long as the system is actually lacking the Fortresses the system will not be understood as the realmwide effort towards the fortress-zone unlock (as intended) but as the major circle-zerg it is right now.

Maybe it would be possible to have a system where the offensive Realm is able to lock BO's again so that we get the fights back to the Keep during siege and Lord. This would be on a pretty narrow timeframe because BO's would unlock again and could now also be locked by the defensive realm. That would keep the fights for BO's even during siege/Lord important but it would also become necessary to defend the groundfloor again.

This way the Realmforces would spread between Keep and 1, maybe 2 BO's (till locked again) simultaneously and not longer Keep and 5 BO's constantly.

Skazur
Posts: 37

Re: RvR Feedback

Post#4 » Tue May 08, 2018 9:25 am

Agreed.
Frustrating task matches entirely - there was no need to touch the system as it was before cause ppl had lot's of fun with.

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Natherul
Developer
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Re: RvR Feedback

Post#5 » Tue May 08, 2018 11:18 am

copy from another thread:

draw lock was never intended to stay as we have previously mentioned it has to be gone when we release fortresses either way.

In regards to time to lock a zone, the team currently sees no issues with having a zone take multiple hours, in fact thats something we strive for in a sense as we dont want city sieges daily (once they are available ofc).

The 5 star keep lock may or may not come back however, it had to go temporarily though as the vast majority stopped going for lords making it impossible to tweak values.

And the intent with the system overall is to split the zerg as while a massive fight can be fun at times it also removes a lot of the mechanics from a individual career as well as tanking the performance of everyone around if the zerg becomes too big.

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Gomdor
Posts: 36

Re: RvR Feedback

Post#6 » Tue May 08, 2018 1:28 pm

Kabuterimonga wrote: Tue May 08, 2018 7:09 am
How is this fair? If one side starts a siege, they need to split to stop enemy from holding BOs so LORD won't get healed...but the side defending does not need to split. They can just zerg around BOs getting kills untill LORD warband stop trying.

Totally agreed on this point.
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Hargrim
Former Staff
Posts: 2465

Re: RvR Feedback

Post#7 » Tue May 08, 2018 1:36 pm

Gomdor wrote: Tue May 08, 2018 1:28 pm
Kabuterimonga wrote: Tue May 08, 2018 7:09 am
How is this fair? If one side starts a siege, they need to split to stop enemy from holding BOs so LORD won't get healed...but the side defending does not need to split. They can just zerg around BOs getting kills untill LORD warband stop trying.

Totally agreed on this point.

So how many BOs can zerg hold at any given moment?
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dansari
Posts: 2524

Re: RvR Feedback

Post#8 » Tue May 08, 2018 1:40 pm

Hargrim wrote: Tue May 08, 2018 1:36 pm
Gomdor wrote: Tue May 08, 2018 1:28 pm
Kabuterimonga wrote: Tue May 08, 2018 7:09 am
How is this fair? If one side starts a siege, they need to split to stop enemy from holding BOs so LORD won't get healed...but the side defending does not need to split. They can just zerg around BOs getting kills untill LORD warband stop trying.

Totally agreed on this point.

So how many BOs can zerg hold at any given moment?
At least 2, sometimes 3 (TM)
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Darosh
Banned
Posts: 1197

Re: RvR Feedback

Post#9 » Tue May 08, 2018 3:49 pm

I know you dislike armchair developing, Hargrim, but couldn't you theoretically (curiosity in regards to the adaptability of the system > actual suggestion) rework the supply system for the purpose of getting defenders to 'split'?

E.g.:
Supplies spawn (only) during a siege at BOs, defenders have to bring them to (/near) the keep. Given enemy activity you'd have to slog along in a group/warband to hand the supplies in.
BOs couldn't be camped and people would potentially try and turn a supply walk into a push ~ to take OP's points into account.

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Hargrim
Former Staff
Posts: 2465

Re: RvR Feedback

Post#10 » Tue May 08, 2018 4:14 pm

I don't see much value with spawning supplies at BOs, so I won't do that.
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