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Re: [Suggestion] General server improvements with a focus on new player experience
Posted: Wed Sep 10, 2025 1:24 pm
by Alubert
1. Dmg/mitigation buff/debuff for opponents due to their numerical superiority is the worst idea imaginable. We already have hopeless gameplay on LOD, which I don't play at all because it's a failure.
The only thing that can be done is to give bigger rewards to those who play against numerical superiority.
2. Acquiring equipment through the unification of warcrests and the ward system is trivial these days.
3. There are much better ways to help fight against the currently zerging side.
Players should be equipped with more kiting tools. Such as RD, CW, some speed buffs (weaker versions of odjira).
Change the last abilities of tanks: def sove - 10 sec RD for the whole party, off sove - 10 sec speed buff for the whole party.
You can also verify the last sove, warlord for healers, and give them something useful (only am/shaman has a skill worth mentioning).
Re: [Suggestion] General server improvements with a focus on new player experience
Posted: Mon Sep 15, 2025 3:22 pm
by Rox99
Alubert wrote: Wed Sep 10, 2025 1:24 pm
1. Dmg/mitigation buff/debuff for opponents due to their numerical superiority is the worst idea imaginable. We already have hopeless gameplay on LOD, which I don't play at all because it's a failure.
The only thing that can be done is to give bigger rewards to those who play against numerical superiority.
2. Acquiring equipment through the unification of warcrests and the ward system is trivial these days.
3. There are much better ways to help fight against the currently zerging side.
Players should be equipped with more kiting tools. Such as RD, CW, some speed buffs (weaker versions of odjira).
Change the last abilities of tanks: def sove - 10 sec RD for the whole party, off sove - 10 sec speed buff for the whole party.
You can also verify the last sove, warlord for healers, and give them something useful (only am/shaman has a skill worth mentioning).
No one talked about damage or mitigation buff, I guess I worded it poorly or should have expanded on it but I was referring to some sort of RP gain buff/debuff.
Re: [Suggestion] General server improvements with a focus on new player experience
Posted: Mon Sep 15, 2025 3:22 pm
by Rox99
Alubert wrote: Wed Sep 10, 2025 1:24 pm
1. Dmg/mitigation buff/debuff for opponents due to their numerical superiority is the worst idea imaginable. We already have hopeless gameplay on LOD, which I don't play at all because it's a failure.
The only thing that can be done is to give bigger rewards to those who play against numerical superiority.
2. Acquiring equipment through the unification of warcrests and the ward system is trivial these days.
3. There are much better ways to help fight against the currently zerging side.
Players should be equipped with more kiting tools. Such as RD, CW, some speed buffs (weaker versions of odjira).
Change the last abilities of tanks: def sove - 10 sec RD for the whole party, off sove - 10 sec speed buff for the whole party.
You can also verify the last sove, warlord for healers, and give them something useful (only am/shaman has a skill worth mentioning).
No one talked about damage or mitigation buff, I guess I worded it poorly or should have expanded on it but I was referring to some sort of RP gain buff/debuff.
Re: [Suggestion] General server improvements with a focus on new player experience
Posted: Mon Sep 15, 2025 5:51 pm
by Tusakano
Rox99 wrote: Sat Aug 16, 2025 8:43 pm
- Never release events that encourage premades to farm noobs for time-gated items ever again. The new player experience is bad enough already and FOMO in a MMO shouldn't be a thing and killed many of them already.
How would we get event items then? PvE??
I just started playing a few months ago so I'm by no means among the most skilled, geared or knowledgeable players. However, I did come to this game to PvP. If I couldn't grind out events doing PvP I just wouldn't do them for the most part. I don't even want to imagine the horror of grinding out annulus rings without PvP..
Re: [Suggestion] General server improvements with a focus on new player experience
Posted: Mon Sep 15, 2025 7:11 pm
by shoelessHN
Most of the complaints/suggestions in the OP are meh.
However, gear progression could be improved. At current rr/renown gains it seems you hit 80 right around the time you have enough for full sov. Assuming you spent a couple hundred on weapons/gear from 1-40. It's great and insanely easy to get invader ward on a fresh lvl40 char within a week. In fact, the gate keeping on bbbe/crypts/bastion groups from years past is almost non-existent (it's moved to LV, full sov rr85 only please!).
But look at the pvp side. Crest gains do not match renown whatsoever.
Conq is almost never used anymore even though it's a nice set for almost every class.
Vanq costs like 1500 crests which is probably half of what you'll have on you in the early 50s when you can start using it.
Everyone skips Invader and gets bloodlord from 5-6 hours of pve instead. That seems like an issue. It takes what like 5 or 6k crests to get invader? Picking up all 3 sets before sov almost doubles the crests you need by 78.
And the only way I've had enough for full sov on any char lately by the time I am 78 is to skip those 3 sets.
Re: [Suggestion] General server improvements with a focus on new player experience
Posted: Mon Sep 15, 2025 7:37 pm
by Stalkarn
Limit the number of players in a zone.
Re: [Suggestion] General server improvements with a focus on new player experience
Posted: Mon Sep 15, 2025 7:45 pm
by Brakh
Definitive YES for all changes promoting better experience for new players. Vets are addicted anyway so they will stay here regardless, but new players are hitting hard wall after leaving T1 and quitting shortly after.
Why there is no group tournaments from time to time? There is even whole custom made arena for such type of events. All these sweaty premades could compete for greater glory instead of farming casuals.
Re: [Suggestion] General server improvements with a focus on new player experience
Posted: Tue Sep 16, 2025 10:34 pm
by shoelessHN
If you unlock a ward, the crest cost for the other sets should be reduced by 70-90%.
Re: [Suggestion] General server improvements with a focus on new player experience
Posted: Thu Sep 25, 2025 2:34 pm
by Gildoania
NSKaneda wrote: Sun Aug 17, 2025 3:28 pm
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Normalize mount movement speed from T2 onwards so that it's the same for everyone.:
kinda defeats the purpose of mount progression since there's hardly anything other differentiating it and you can get max movement speed mount from events which are pretty frequent. But sure, make every mount 59% speed in pvp. Why not?
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Add catch-up mechanics for PvP-oriented players to catch-up to RR80:
what do you think dungeons are for? It's precisely the catch-up mechanic put in place for players to get their wards and gear in a week instead of months.
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Reduce War Crests costs to balance PvE and PvP respective grind time needed:
on one hand: sure, pvp set cost is way too high. On the other hand lowering the cost makes pve sets obsolete. Then again end-times live didn't have wards and you could just buy the gear you had renown rank requirement for. Food for thought.
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Remove or rework wards to let people skip sets if they want to.:
next step: rr80 template on char creation. But sure, remove wards, arguments as above.
This game isnt on life support, its a reanimated corpse that compleyely relies on having a population to work.
I personally think they should just allow you to boost from level 16-40 and to RR 45 with a full set of conq ward gear including jewelry,weapons, and talismans.
Bolster system is essentally just a really bad inconsistant and overly complicated way of doing this anyways.
Forcing people who just want to join a pug warband and go click buttons and smash things in ORVR into PVE dungeons that are hours long just drives them away.
Re: [Suggestion] General server improvements with a focus on new player experience
Posted: Thu Sep 25, 2025 2:42 pm
by DiMakss
How about no?