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Re: Patch Notes 25/11/2022

Posted: Fri Nov 25, 2022 1:08 pm
by Lithenir
Elvicof wrote: Fri Nov 25, 2022 12:12 pm Would take game fixing and balance changes over another live event anyday, but guess you have to satisfy all the loot whores
Patience, young Padawan

ICYMI
viewtopic.php?f=8&t=49541

Re: Patch Notes 25/11/2022

Posted: Fri Nov 25, 2022 1:26 pm
by Gladiolix
Roukino wrote: Fri Nov 25, 2022 1:07 pm May i ask if oRvR will have some love from devs soon ? it's kinda dead nowadays (one sided, nobody def structures anymore, zerg fiesta...).

Thanks for the event, even if i don't care at all about cosmetics, i know some players do :p
They're working on the ability system rework atm, more on the matter here:
viewtopic.php?f=8&t=49541

Re: Patch Notes 25/11/2022

Posted: Fri Nov 25, 2022 1:36 pm
by Roukino
I already know about that ty.
I'm more thinking about changes to encourage players to fight and defend structures. Nowadays, players only take fights they are almost sure to win.

Re: Patch Notes 25/11/2022

Posted: Fri Nov 25, 2022 3:03 pm
by Kpi
How will the new mount decay system affect mounts that are already in play, or still in bags?

ty

Re: Patch Notes 25/11/2022

Posted: Fri Nov 25, 2022 3:50 pm
by Yaliskah
Roukino wrote: Fri Nov 25, 2022 1:36 pm I already know about that ty.
I'm more thinking about changes to encourage players to fight and defend structures. Nowadays, players only take fights they are almost sure to win.
Not in the team anymore, but imo the whole game is super "loser" friendly.

Even if you lose, you win.

Your faction lose a zone lock ? you got renown and crests.
Losing a fort ? Same.
You take an empty BO ? Rewarded.
You gring back a box in an empty zone? Rewarded.
Your lose a Sc ? You get 3 tokens XP and renown, even if you .surrender.

Litteraly doing nothing a player is rewarded, just because he is online (almost).

Those last 6 years, the whole game progression has been facilitated to lift difference between who 'always win' (for orders, it is destro, for destro it is order). So what? :)

Fun point is the more a player can get doing the minimum, the less he do :). > Path of least resistance.
Fun point 2 is that if defeat takes sense, then player don't play (even if it is a number, on a board) > Ranked Scs.

Don't misundersand me, there are no repproaches against your post, but comes a moment where player must ask themself why they play a MASSIVELY MULTIPLAYER ONLINE GAME; and understand what it means.

Reward could be 1M anything for anything, problem would remain the same. Losers would like to have atleast the same thing a winner have (with less effort/organisation/communication/teamplay/strategy/putthetermyouprefer i assume).

It is all about willing to play with others to build something, having fun, whatever the place, the faction or the number. Reward must always be the trivial part and not the motive.

Since i left the team, i have lot of fun with a little group of players, even we lose a lot. We can be proud of some heroic actions in an ocean of defeats. Those are our rewards. :)

Re: Patch Notes 25/11/2022

Posted: Fri Nov 25, 2022 5:35 pm
by Ersobhir
Yaliskah wrote: Fri Nov 25, 2022 3:50 pm
Roukino wrote: Fri Nov 25, 2022 1:36 pm I already know about that ty.
I'm more thinking about changes to encourage players to fight and defend structures. Nowadays, players only take fights they are almost sure to win.
Not in the team anymore, but imo the whole game is super "loser" friendly.

Even if you lose, you win.

Your faction lose a zone lock ? you got renown and crests.
Losing a fort ? Same.
You take an empty BO ? Rewarded.
You gring back a box in an empty zone? Rewarded.
Your lose a Sc ? You get 3 tokens XP and renown, even if you .surrender.

Litteraly doing nothing a player is rewarded, just because he is online (almost).

Those last 6 years, the whole game progression has been facilitated to lift difference between who 'always win' (for orders, it is destro, for destro it is order). So what? :)

Fun point is the more a player can get doing the minimum, the less he do :). > Path of least resistance.
Fun point 2 is that if defeat takes sense, then player don't play (even if it is a number, on a board) > Ranked Scs.

Don't misundersand me, there are no repproaches against your post, but comes a moment where player must ask themself why they play a MASSIVELY MULTIPLAYER ONLINE GAME; and understand what it means.

Reward could be 1M anything for anything, problem would remain the same. Losers would like to have atleast the same thing a winner have (with less effort/organisation/communication/teamplay/strategy/putthetermyouprefer i assume).

It is all about willing to play with others to build something, having fun, whatever the place, the faction or the number. Reward must always be the trivial part and not the motive.

Since i left the team, i have lot of fun with a little group of players, even we lose a lot. We can be proud of some heroic actions in an ocean of defeats. Those are our rewards. :)
Well... Quite of off-topic came ;)
IMHO it is very complicated and sensitive case. I agree that it is MMO and should deliver massive content for those who are into game (such an organisation, communication, delivering results) which is linked to rewards.
But... (everything is irrelevant before but)
... it is short recipe to kill the game, as most of people don't like to lose. At the beginning they will quit weaker team and start joining winning team. Then it is prevailing team vs few of enthusiasts, so winning team is quiting game because of lack of challenge. After a while there is no Karaz-a-Karak server and it is merged, to be finally dead game.

So from psychological case study, giving a reward to loosing team is great idea, to keep balance somehow alive.
Lucky we are not in early XXI that game are dedicated for hardcore players.
If I didn't have chance to reach players who are since ages in game or playing much more than I, what purpose to be better I could have?

Re: Patch Notes 25/11/2022

Posted: Fri Nov 25, 2022 8:12 pm
by Aethilmar
Ah....there is the mount power creep I was expecting during the last event with the new decay timers. Just got delayed a bit.

Re: Patch Notes 25/11/2022

Posted: Fri Nov 25, 2022 8:34 pm
by Gangan
Aethilmar wrote: Fri Nov 25, 2022 8:12 pm Ah....there is the mount power creep I was expecting during the last event with the new decay timers. Just got delayed a bit.
What mount power creep? Oo

Re: Patch Notes 25/11/2022

Posted: Fri Nov 25, 2022 10:23 pm
by Aethilmar
Gangan wrote: Fri Nov 25, 2022 8:34 pm
Aethilmar wrote: Fri Nov 25, 2022 8:12 pm Ah....there is the mount power creep I was expecting during the last event with the new decay timers. Just got delayed a bit.
What mount power creep? Oo
Well unless they just didn't update the descriptions, reward mounts are 70/45 with increased longevity at higher RR.

100g mounts are 60/55.

Re: Patch Notes 25/11/2022

Posted: Fri Nov 25, 2022 10:50 pm
by wonshot
Very nice and interesting take on experimenting with new Tradeskill proffesions!

And nice with video toturial explaining it!