I really appreciate it, developers trying new things. It's experimental and development based. But after playing the new patch, i can sadly say, the new system "siege equipment part" won't work at all. Main reasons:
1-AoE cannons better than a "warband". Damage and CC is un counterable and unmitigable. Damage of aoe cannon have to be reduced. [ Or defendable, dodge maybe ? ]
2-ST cannons melting other sieges in 2 seconds. If you're on attacker side, after you lose your cannons you need to run towards to your keep, build a cannon, drive it again to keeep while order spawning their cannons in their keep easly. It drains motivation " all running and driving cannon game " and sadly, it's boring.
3-Cannon numbers are too much, more cannons, more unmitigable damage= Unplayable, untakeable keeps.
Changelog 03/11/16
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Re: Changelog 03/11/16
I warned everyone that any new implementation will be bad until about the seventh or eighth iteration. Now you see it in action.
Re: Changelog 03/11/16
Any plans on adjusting the keep leveling for NA/Off-prime time population? Unless I'm wrong, the keeps require a static amount of players in the RvR lake to level up. Would it make sense to change that to a scaling number (%of order/destro in the lake in relation to total pop)? At least for T2/3?
I know that the current ORvR changes are aimed at T4 first, lower tiers need to be dealt with separately as they differ greatly from T4. But two days ago we had 14 people in empire T2 wanting to engage in ORvR and hopefully entice defenders to come out and play. We ended up staring at the keep door after capping all the BOs because the keep required more people for level 1. Players being literally unable to engage in a huge part of the game because they happen to be living in the wrong time-zone is a big letdown.
And I'm not just writing this because of being disrguntled myself, I typically don't play much during NA times. But finding myself defending the server and the devs and not being able to come up with a reasonable answer to the questions of why we were unable to take a keep is very disheartening. Especially after starting a warband in response to the chatter about "T2 being dead".
People do need to level to T4 to test the changes and act as testers but not everyone will want to go through leveling in PvE. It makes sense to make those tiers at the very least playable until you are done with T4 and go through your planned changes to increase the population in those tiers.
Either way, thank you for the work you put into this project.
I know that the current ORvR changes are aimed at T4 first, lower tiers need to be dealt with separately as they differ greatly from T4. But two days ago we had 14 people in empire T2 wanting to engage in ORvR and hopefully entice defenders to come out and play. We ended up staring at the keep door after capping all the BOs because the keep required more people for level 1. Players being literally unable to engage in a huge part of the game because they happen to be living in the wrong time-zone is a big letdown.
And I'm not just writing this because of being disrguntled myself, I typically don't play much during NA times. But finding myself defending the server and the devs and not being able to come up with a reasonable answer to the questions of why we were unable to take a keep is very disheartening. Especially after starting a warband in response to the chatter about "T2 being dead".
People do need to level to T4 to test the changes and act as testers but not everyone will want to go through leveling in PvE. It makes sense to make those tiers at the very least playable until you are done with T4 and go through your planned changes to increase the population in those tiers.
Either way, thank you for the work you put into this project.
Re: Changelog 03/11/16
We're still working out how to solve for T2 and T3.
EDIT: before anyone posts, I know the rams are still getting one shot. Working on it.
EDIT: before anyone posts, I know the rams are still getting one shot. Working on it.
Re: Changelog 03/11/16
I somewhere read the suggestion to just fuse t2 and t3 to one supertier..... wouldnt that be a possibility? A supertier you can be in for 20 lvl. The only problem might be, that it would be pretty hard for a lvl 12 to do anything aggainst someone 20 lvl higher..... there would have to be a special bolster.Azarael wrote:We're still working out how to solve for T2 and T3.
Andyrion Ulthenair
Arphyrion Soulblade
Arphyrion Soulblade
Re: Changelog 03/11/16
Tier fusing and adjusting caps is something we are considering.
Re: Changelog 03/11/16
Thanks for the quick patch!
Other than the obvious bug, it was an enjoyable system that had a decent fight, in NA prime-time. It takes some getting used too, and we got boned not having anyone RR40 in a rank 20guild in WB... Luckily we where saved by an actual Main-toon somewhere...
Also, ram placement seems a bit Tricky. That might just be User Error however.
Dueling cannons, AoE zerg busters, and a working ram/oil system should make some fun fights in NA time. I think our 1-2WBs work with the system quite well actually. If we had 400 people on our side, those cannons would be murderous. Especially with PuGs all running to a healer and Jumping on them...
Other than the obvious bug, it was an enjoyable system that had a decent fight, in NA prime-time. It takes some getting used too, and we got boned not having anyone RR40 in a rank 20guild in WB... Luckily we where saved by an actual Main-toon somewhere...
Also, ram placement seems a bit Tricky. That might just be User Error however.
Dueling cannons, AoE zerg busters, and a working ram/oil system should make some fun fights in NA time. I think our 1-2WBs work with the system quite well actually. If we had 400 people on our side, those cannons would be murderous. Especially with PuGs all running to a healer and Jumping on them...
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Re: Changelog 03/11/16
Azarael wrote:We're still working out how to solve for T2 and T3.
Spoiler:
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