The 3 major issues of the game

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Minisynn
Posts: 214

Re: The 3 major issues of the game

Post#11 » Tue Aug 01, 2023 9:28 pm

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Gegga
Posts: 122

Re: The 3 major issues of the game

Post#12 » Tue Aug 01, 2023 9:32 pm

Lilje wrote: Tue Aug 01, 2023 9:23 pm I only see 1 problem in this game: Evil.
i 100% agree with you. he is a scourge.
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Cyrylius
Posts: 403

Re: The 3 major issues of the game

Post#13 » Tue Aug 01, 2023 11:25 pm

I got halfway through making a lenghty post explaining all the ways in which this is a flawed approach to RoR, clearly caused by wrong perspective. Then i realized the futility of this endeavor. So let me just share some wisdom: people farming you now will be farming you after any changes you make just the same.
That being said, go, forum warriors! Debate the balance, design ingenuous solutions, accuse each other of realm bias and voice controversial and incorrect opinions, then derail the thread, argue and make lilim lock the thread for the amusement of elitists watching from the shadows!
RoR doesnt deserve being taken seriously.

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IVendettaI
Posts: 95

Re: The 3 major issues of the game

Post#14 » Wed Aug 02, 2023 12:06 am

If everything I was saying came from the mouth of your favorite RoR streamer, you would unquestionably endorse it.

When we hear streamers say that the Choppa is better than the Slayer, it makes us want to break everything and wonder if we're even playing the same game.

And the gatekeepers of ranked PvP, who act like it's the best feature of the game, that everyone cares about it, and that it will be that way until the end of time—come out of your hole, folks, because it doesn't make you pros at the game. Especially not for a feature that pops up once every two days at 4 in the morning (just to give you an idea of how terrible it is, because it seems like you don't quite grasp that, and it's a bit of a shame that I have to be the one to tell you).

"Not to mention, full glass cannon dps will only survive as a part of premade vs pug."

Keep getting farmed while solo roaming and don't come spouting nonsense when clearly the best DPS players in the game are playing glass cannon. But well, you probably wouldn't know that. Plus, it all depends on the class.

As for bw10's message, which is clearly the most interesting:

Individual viability isn't the same as viability within a group. Individually, hybrid builds are viable, yes. But the game isn't based on people like Zxul who chuckle because he's getting farmed while solo roaming and he's fine with it. A full tank will be good everywhere. In scenarios, they'll be good. In RvR, they'll be good. There's no need to go back and forth for 10 years. Hybrid builds are viable only at a certain renown (and skill) level. For example:

A level 50 2H Black Ork will never be good. On the other hand, at the same level, a Black Ork SNB will be useful. Tanks need maximum defensive stats to remain tanks, so high-level equipment (or knowing how to build) is required.

In reality, I don't blame hybridization; I blame the fact that most people don't understand it well. A class has a basic role, and you need to know how to fulfill that role. If you play so hybrid that you no longer fulfill your basic role, it's a real problem. And that's the issue with Destruction today. And it's a design problem. Because let's be honest, playing full tank is only fun for 2 - 3 guys. Yes, playing hybrid is clearly more fun, but it's less viable in every way. It's up to the devs to make the basic class roles appealing. If you give healers the option to play DPS, they won't heal anymore. Just like tanks, it's only fun for 2 - 3 guys to play full heal. This kind of design is suitable for a game with a much larger population than RoR's. There are too few people in the game, and at certain times of the day, you simply can't do certain things in the game. Or if you do them, it's not done optimally.

I disagree with you on Xrealm, and when I talk about sanctions, I mean more of a penalty. We can't just afford to do prevention like on cigarette packs, with a "warning, smoking kills" message, and claim that we've taken action. The sense of camaraderie doesn't really exist or is limited on the internet. People want to win. They'll find the easiest way to win. The easiest way is Xrealm. Xrealm needs to be stopped. The solution is really that simple. And a simple way to address the problem is to make it so that when you choose a faction, you can't switch factions during the day. It's a minor inconvenience, and you can still play both factions, but you won't be able to switch at your whim.

If we wait for people to self-regulate, we'll have to wait forever. That's why in life, we don't wait for the population to make decisions; we make decisions for them in advance. It's the same on RoR, in my opinion. We can't expect people to have a bit of civility because they simply don't. It's called "Prevention is better than cure"; otherwise, you suffer the consequences of your gullibility. It's not to belittle your conclusion, which is very kind, but it's not really feasible in reality. To establish fair play, you need pre-established fair play rules in the game. That's how it works, in my opinion.

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wonshot
Posts: 1192

Re: The 3 major issues of the game

Post#15 » Wed Aug 02, 2023 1:16 am

If crossrealming is bad for the game, then that is only in the cases of when players use it to "winnerjoin" and bandwagon onto the momentum holding realm.
if xrealming was not exsisting, then we would see even more empty keeptakes and 3:1 outnumbering fortresses.

The game even promotes crossrealming to the weaker side with the 1hour buff to 50%exp/rp. :roll:
Also just once again, crossrealming needs to be a thing as long as the game is free and you are allowed to have several accounts, for obvious reasons.

Now was the game more fun on Live with the nostalgic glasses on? Yeah probably. it deffo served the campaign better.
On servers were one realm was dominating it was then up to the guilds, alliances and players on the underdog realm to step up and improve.

I have found memories of Karak Izor server where Destro was dominating and Order rarely saw zonelocks. A combined realm-wide effort lead to the first zoneflip and it felt really rewarding being part of.

But without realmpride and sticking to one side, these efforts are never really needed or reached as you might aswel log out of RoR on a"bad play session" and just hope someone else will carry tomorrow.
A situation that really seems to have festered for years on Order-only guilds honestly. and it shows especially in LOTD where it time and time again needs to be an external Streamer/xrealmer/multirealmer coming over and leading the way.
In this one aspect I do agree, it hurts a campaign and it hurts the one-side players who are no longer needed to improve their situation if things are going badly, and that imho is the unspoken damage crossrealming actually does. It allows people to get farmed and carried at the same hand, and players will be contempt with it.
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vekkth
Posts: 34

Re: The 3 major issues of the game

Post#16 » Wed Aug 02, 2023 1:24 am

xRealming is the only real problem right now that should be adressed to at least of some degree. Every other issue can wait. A week long faction lock is absolutely justified i have no idea why its not implemented.

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Sinisterror
Posts: 1098

Re: The 3 major issues of the game

Post#17 » Wed Aug 02, 2023 3:50 am

vekkth wrote: Wed Aug 02, 2023 1:24 am xRealming is the only real problem right now that should be adressed to at least of some degree. Every other issue can wait. A week long faction lock is absolutely justified i have no idea why its not implemented.
...Restricting 50% of the classes you can play and with VPN you can bypass realm rock. X-realming is not even top 5 "problems" in the game atm. No one enjoys running current rvr model because its based on running away from fights more than it is to have fights + because 24 aoe cap instead of 9 makes kiting With Wb to an extend that is much more reliant on skills and reflexes of a player. More Importantly Tanks actually soaking huge amounts of random aoe dmg with good positioning. 9 aoe cap also gives smaller parties to win against Higher numbers because Heals and tanks are designed to take beatings and heal for 9ae cap in RVR espesially. Bring Champ Npc guards and locking Bo's + Resource Carrier back.

Retun old 1.15s GCD so Gameplay is smoother and 0.35s faster and to 9aoe cap to work this is also one of the best changes, the Gcd. Then put 05s ICD max on all Career dmg procs like Kisses,Prayers,Bw/Sorc dmg. Return the 7% Magic Crit staffs in BS, 6% Crit Giant Slayer Chest (I think this item was inside contested Altdorf City "Instance" Rite?) there also existed 4-8% Crit 1-2h in lairs.

Then combine Trivial Blow's and Reduced Crit chance into one Renown skill like Dodge/Disrupt and make 5 rr points to unlock 5 reduced crit and crit dmg and 10 rr points to unlock 10% Reduced Crit chance and -15 less Critical dmg taken. Also all characters need one of the critical dmg+critical amount procs like 12%/9% or 18%/9% or 10%crit/25%+ Critical dmg.

Things like Runefang, Mighty Soul at least needs to be returned (AA dmg cant be changed to anything but physical even with these tactics) All tanks need Taunt Proc + 10% on hit 450 healing reduced for targets next 2 heals and this is the only thing that works on top of 50% debuffed heals, melee heals, pots or even morales.

Thc Snb+ Rampage not ignoring guard avoidances and changing Guard Mechanic back to what it was for soo long and Undefendable dmg doesnt exist thru Morale avoidances or espesially Guard mechanic... Obviously. Wh/We 100% Disrupt is too powerful because you disrupt even Dots already on you, not even any morale does that. Change it back with 30 sec stealth and speed buff removed from Vanish skill but keeping Vanish skill, increase 2s to 3s to do Opener We/Wh.

Shield Wp/Dok removed. Dps Wp/Dok getting Ap based melee grp heal + Ce/Ds with 25% +melee heal tactic hitting 2 targets, doing 150% Dmg healing for 75% of dmg done. Fok/Judgement changed to 15ap and 15 resources gained. Rework shield skills to 2h wp/dok dw. Soul ward/Shielding grace can stay the same, maybe make it self only not grp. Change Sacrifce to 45s CD instead of 20s but can be used while moving.


https://imgur.com/a/ViWFmqI Look at the 3k dmg Kotbs did with Destroy Confidence tactic with 1 shatter usage : D Maybe a bit too much but it hitting 2 times not 4 and breaking 2 effects. I remember things called "Ransacker belt" I think it was from contested enemy City as well. Belt that had 47str + resis with 3 talisman slots and imagine when you could use 3 str talisman on same item! Just from belt with 47str it would be 115 str=) Need items like super str belts and 700 Armour proc cloaks that every class can use, stakcs with armour pot. [Black Orc Ransacker's Gird]
Last edited by Sinisterror on Wed Aug 02, 2023 4:43 am, edited 2 times in total.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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Minisynn
Posts: 214

Re: The 3 major issues of the game

Post#18 » Wed Aug 02, 2023 4:12 am

bw10 wrote: Tue Aug 01, 2023 9:10 pm
IVendettaI wrote: Tue Aug 01, 2023 4:16 pm ...
The assertion that Order classes are better designed while Destruction classes suffer from a lack of specialization is a subjective opinion. Warhammer Return of Reckoning is designed to have distinct factions with unique strengths and weaknesses, contributing to the game's diversity and strategic depth. Both Order and Destruction classes offer a wide range of viable builds, allowing players to choose their preferred playstyle. The idea that Destruction favors hybrid builds is not inherently negative, as it grants players the freedom to experiment and tailor their characters to suit their preferences.
While the original post suggests that Destruction has fewer dedicated tanks due to the design, it is essential to acknowledge that the variety of tanking options in Destruction can enhance tactical choices during battles. Hybrid tanks can still fulfill their roles effectively and provide different utility to their groups. Likewise, healers being able to adopt alternative roles doesn't necessarily diminish the importance of healing; it allows them to adapt to different situations, which can be a valuable asset in RvR scenarios.

The claim that Destruction suffers significantly from Xrealm is a generalized assumption that may not reflect the actual player population accurately. Xrealm is a common challenge in games with multiple factions, affecting both sides to some extent. Addressing Xrealm requires game developers to implement solutions that encourage faction loyalty and incentivize players to remain committed to their chosen side. Instead of focusing on sanctions, fostering a sense of community and camaraderie within each faction can help mitigate Xrealm-related issues.
Regarding optimization, it is not accurate to assume that 90% of Destruction players refuse to participate in other activities beyond PvP. Players have different playstyles and preferences, and while some may prioritize PvP, others might enjoy exploring different aspects of the game, such as PvE or crafting. Such diversity enriches the game's ecosystem and should be embraced rather than penalized.

Proposing sanctions as a solution to combat Xrealm might not be the most effective approach. Imposing restrictions on faction switching might discourage new players from exploring different sides of the game or hinder players who genuinely wish to experience both factions. Instead, game developers could focus on promoting faction pride and loyalty through unique rewards, achievements, or faction-specific events.
Dealing with Xrealm concerns can be addressed by implementing measures to detect and discourage exploitative or disruptive behavior, rather than penalizing players based on their faction choices. A robust reporting system, supported by active moderation, could help maintain a fair and enjoyable gaming environment for all players.

In conclusion, Warhammer Return of Reckoning embraces the diversity of its factions and encourages players to explore different playstyles. The strengths and weaknesses of each faction contribute to the game's overall balance and strategic depth. Instead of focusing on sanctions, developers should focus on community-building initiatives and fostering a positive gaming environment for all players, regardless of their faction choices. Addressing Xrealm concerns through incentivization and fair play can lead to a more enjoyable experience for everyone involved.
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JohnnyWayne
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Re: The 3 major issues of the game

Post#19 » Wed Aug 02, 2023 1:08 pm

IVendettaI wrote: Tue Aug 01, 2023 4:16 pm 1) Order classes are better designed.

This is something that is often overlooked but it is a real fact: Order classes are better designed. Order is the defensive realm, and Destruction is the offensive realm, and the game clearly favors defense. Order players won't have trouble playing a full tank because that's when they will be at their full potential, while on Destruction, there is a proliferation of "dps" tanks because the design of Destruction favors this kind of build, which is not optimal in general. It's not that an offtank is useless, the problem is that an offtank doesn't fulfill its role as a tank 100%. And since playing an offtank is somewhat viable, there are clearly fewer tanks, which skews the group trinity.

I'm talking about tanks, but it's the same for healers; they play as dps because it's clearly possible, but it skews the trinity even more than for tanks, as healing is the most important aspect of the game but probably the least appreciated.

You might think that with this kind of meta, dps are full dps? Hahahahahahahaha, of course not. DPS are going defense spec instead of favoring glass cannon builds, so people don't specialize in anything. We have tanks who tank halfway and do dps halfway, DPS who are more resistant but don't do enough damage, and healers who don't heal. All of this is due to the realm design that favors hybrid builds. Versatility is a problem in general, whether in the game or in life, because versatility means the absence of specialization. Being able to do everything in a mediocre way is not as valuable as excellence in one area.

This is no secret; Destruction has been feeling it for quite some time. People are not skilled enough in their roles; they feel like they are stagnating, which leads us to:

2) The Xrealm.

Yes, it's not an urban legend; Destruction is really suffering from the Xrealm because it is not efficient enough. The possibility of making hybrid builds is a good thing when people know how to play, but that's not the case. 90% of players refuse to do anything other than PvP to optimize themselves further, which means that 90% of people don't have the proper gear to be good at PvP. Allowing bad players to make hybrid builds leads to a significant loss of efficiency. This is less of a problem on the Order side because people play their roles. For the same effort, people will prefer to play on the Order side because they will be more effective. The Xrealm exists because it's cool to play Destruction, but it's quickly caught up by the reality that is: People prefer to win, which leads us to:

3) The absence of sanctions.

For me, Xrealmers should be sanctioned. Some think of harsher sanctions than others; I am personally among those who don't want people to receive heavy sanctions. People have the right to have characters in both realms, but it should not be as simple to switch between realms. I have seen some ideas on the forums that could deter Xrealm:

.1 Inability to change faction for 1 day.
.2 Inability to change faction for 1 week.
.3 Daily rewards from RvR/SCs/dungeons are valid for only one faction.

The least restrictive is the first one, and I think it would help a lot. The third one will never prevent Xrealm because of reason : 1).

The biggest problem for Destruction is the Xrealm. That the realm is less efficient is part of the game. It's annoying, but it can be fixed with playing hours, but not the Xrealm. It is truly a scourge, and RvR is no longer legitimate because of it.
I didn't think id be able to use this so soon, but this community never leaves me hanging:

https://www.youtube.com/watch?v=OFjqEexH0Tg

Simply giving RP reasons for a completely false statement about the state of tanks, hilarious.
wildwindblows wrote: Tue Aug 01, 2023 6:32 pm This is damage of defensive order and offensive destro below in last 6.5 week. There are 3 order class at top 4. No point to play destro dps.

https://imgur.com/Z2LMdaf

Well thought out point, just with no thought. Smh these people...

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ravezaar
Posts: 582

Re: The 3 major issues of the game

Post#20 » Wed Aug 02, 2023 1:53 pm

The 3 issues of this game in my view:

1. Playerbase behavior
2. Playerbase behavior
3. Playerbase behavior
GAME OVER MAN, GAME OVER
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