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[RvR] Encourage Team Play and Zone Locks

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Wam
Posts: 807

Re: [RvR] Encourage Team Play and Zone Locks

Post#11 » Mon Jan 08, 2018 4:37 pm

Spoiler:
Depends on your defintion of "zerg" on who does the dying...
I've seen a slack 5 man of ours recently been called 12 man... (they was adamant we was 12)
and guild warband of ours been called zerg (amongst other things) many times...

From my POV zerg is when entire enemy realm is stacked in one location in open field... (and then they complain about not locking the zone when they encourage this mentality instead of go it alone and spread) then the whole counter, counter stacking of warbands happens and people point fingers you zerg first, no we didn't you did blah blah ad nauseam...

Its part of the game, even when organised forces handhold and intentionally do / encourage it... I understand the multiple reasons why both sides do it, sometimes it happens naturally and can't be avoided though...

Ideally the server would be more stacked like Karak Norn on live was stacked with multiple guilds... yes there was different tier of guilds (some more hardcore, some more casual... I see that as something for everybody) but they was all competent and a threat even the mid/lower tier guilds competitive wise... (5-10+ guilds each side capable of fielding a active warband of some sort not including pugs)

For that you would need multiple active leaders and solid cores (not for the guild to fall apart in 2 months)... and not too many people have the time / energy to invest into that sadly... the warband scene almost mirrors the 6 man scene just on larger scale...

Ideal and more realistic is pugs could be better trained for starters... these forums are fountain of knowledge with many good guides by solid players that often go overlooked...

The game doesn't reward organised play like it use too... i've seen top killers get white bags many time so i'm not sure how they could contribute anymore ;D and I have seen slackers/lowbies who join late for last 10 min's be superior rewarded time and time again...

pugs don't have too much of a incentive to organise and they shouldn't need one in the first place in a ideal world...
Generally a majority of people have a tendency to rather pug, get wiped, either get more people to zerg or make false accusations, cry for nerf's (or x-realm hello AAO disappearing)... than learn to play the game and organise, I remember this game was always built around teamplay and fights too large or small...

It is wishful thinking and would be great for gameplay/community if it was more organised (without the toxic part) but atlas things are the way they are with a bit of small scale, a bit of large scale and alot of pug (which will always be the backbone of server imo)
Wamizzle Guild Leader [TUP]
Wamizzle Guild Leader [The Unlikely Plan]

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Nekkma
Posts: 768

Re: [RvR] Encourage Team Play and Zone Locks

Post#12 » Mon Jan 08, 2018 5:18 pm

Running a premade (of any size) does not equal hardcore. On live this game was built around guilds, of all skill levels, who did all sorts of pvp together. By far, the thing I dislike most about the state of this server is the general lack of organization. Casual and hardcore, and all in between, should play with friends because that is how the game is designed (heavy trinity focus).
Nekkma / Hjortron
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ragafury
Posts: 684

Re: [RvR] Encourage Team Play and Zone Locks

Post#13 » Mon Jan 08, 2018 5:34 pm

Nekkma wrote:Running a premade (of any size) does not equal hardcore. On live this game was built around guilds, of all skill levels, who did all sorts of pvp together. By far, the thing I dislike most about the state of this server is the general lack of organization. Casual and hardcore, and all in between, should play with friends because that is how the game is designed (heavy trinity focus).
the most mind-boggling is that you see the same guys over and over again, playing for 5 hours everyday, every eve but refuse to play organized.

I can't understand that paticular attitude.






otherwise yeah, can't force players to organize with penalties or incentives.

keyword is intrensic motivation, not external stimulus.

@OP, there were guild tactics (enhanced training, enchanced glory, enhanced Fame) in live. those granted extra renown.
though you only needed to be in a guild, not in a guild grp to get the benefit.
--- inactive ---
---guildless---

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SwiSh
Posts: 11

Re: [RvR] Encourage Team Play and Zone Locks

Post#14 » Tue Jan 09, 2018 2:36 am

ragafury wrote:the most mind-boggling is that you see the same guys over and over again, playing for 5 hours everyday, every eve but refuse to play organized.
I think the main reason is... because victory has no reward, on the other hand, contribution has

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dwar
Posts: 68

Re: [RvR] Encourage Team Play and Zone Locks

Post#15 » Tue Jan 09, 2018 1:46 pm

ragafury wrote:the most mind-boggling is that you see the same guys over and over again, playing for 5 hours everyday, every eve but refuse to play organized.
Some positive points about playing unorganized
- Only one to blame for everything is, oneself
- Compared to wb a flexible and diversified gameplay since one does not have to follow the "lead", no compulsion to stand at a bo for 30min/1h doing "nothing"(sure, you guard the bo / secure lock but it is doing nothing)
- Being able to queue for sc and join at ones own leasure - note: I do think, that the changes made to wb/grp mechanics are an improvement.
- Actually doing something compared to being part of the ae/moral dump that is pushing and shoving from wc to wc.
- Being able to switch to rl and dont dissapoint a premade/wb
- Chasing own goals(!=zonelock) ... ignoring bos/zonelock and farm aao. individual goals are not neccessary realm goals.. vice versa

As far as i am able to judge, RoR is in one aspect similar to RL war(if not played on guerilla scale/tactics). eeeeendless parts of waiting interrupted up by intense, short fights - followed by eeeeendlesss waiting.

I remember the live times, when the lockleeching in every tier was possible and ppl only travelled to next zone t1-t3 that was due for flip... even though the intend is totally diffrent, both feel identical regarding my "time-well-spend"-ratio(does not include standing around)


What I want from RoR are challenging, fair fights ... sadly there are not many of em when joining a wb. (and i have no clue how to fix that)

Dajciekrwi
Suspended
Posts: 715

Re: [RvR] Encourage Team Play and Zone Locks

Post#16 » Tue Jan 09, 2018 2:19 pm

I must admit, that one think i cant accepted is this forcing to organisation around wb's guilds premades etc.
It provokes situations, when 10 feet from wb's (or more) WHO tanding on bo , some destro fight with some order, but noone moves to help, or even all wb come in other direction to take another "VERY IMPORTANT BO".
If i somE day will follow a leader i will start working in some corpo, not play in War.

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flintboth
Posts: 440

Re: [RvR] Encourage Team Play and Zone Locks

Post#17 » Tue Jan 09, 2018 2:40 pm

friendly abilities out of guild must be impossible for the same Realm !!!

GUILD > realm
monkey 079 (test failure - escaped)

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dwar
Posts: 68

Re: [RvR] Encourage Team Play and Zone Locks

Post#18 » Tue Jan 09, 2018 3:00 pm

realm=guild=grp=pug=solo < fun

I rather have 100 players, that dont want a guild/wb/aso. than 200 that will not leave wc without any wb/setup.
To a hugh part I play for my enjoyment.. so I wont start and tell ppl how to have their fun.. simple..

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Fallenkezef
Posts: 1492

Re: [RvR] Encourage Team Play and Zone Locks

Post#19 » Tue Jan 09, 2018 3:06 pm

From 16 till about 31, I was routinely kicked from WB's for being too low level.

This is a significant factor to me being a solo focussed toon at 40.
Alea iacta est

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peterthepan3
Posts: 6509

Re: [RvR] Encourage Team Play and Zone Locks

Post#20 » Tue Jan 09, 2018 3:10 pm

There's a difference between having fun and wanting to achieve and excel in a game that mandates cohesion and teamplay. It's all about striking a balance between the two.

We need to do away with this notion that being somewhat organised or encouraging teamplay equates to not having fun. I think far too many people are quick to dismiss it as such - without ever actually trying organised play.

@Fallen
You can't take that personally. Even with bolster, a low level class (particularly one like a WH) will quite often be doing your WB a disservice - particularly when you are up against enemy guild WBs.
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