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The 6 vs 6 's

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LinkinGarviel
Posts: 52

Re: The 6 vs 6 's

Post#11 » Tue Sep 15, 2015 8:56 am

@Jaycub but csgo didn't have trinity ! you can't do the same. A real 6v6 without capping show the group's skill.

For my opinion if you let 6v6 premade with capping, i pick 3 tank and i perma contest it. Some dps who roam, and where is the skill ? only people who fear the fight like normal scenario.
Player of Escouade Garviel / Team Psy as Bright Wizard

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Bretin
Posts: 929

Re: The 6 vs 6 's

Post#12 » Tue Sep 15, 2015 9:29 am

there is a reason why gw2 failed and why almost every other so called pvp based mmo failed. leave warhammer as it as and if you want pve go for rift tera or any kr bs grind mmo. ask yourself why this project became so popular and fast growing.

if you would have played warhammer in a half decent grp you would know why we dont want flags or stupid pve content inside a player vs player area. every 6 man group begged for a DM sc until we finally had EC and those weekends were always super fun even tho the map is idd **** designed for rdps and ppl who have to face a half brained bg.

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Jaycub
Posts: 3130

Re: The 6 vs 6 's

Post#13 » Tue Sep 15, 2015 9:30 am

Joies wrote:there are plenty of modern mmo´s for objective pvp where you dont even have to fight to win, i suggest you try one of them, but leave that out of warhammer.
You would have to fight to win... what are you talking about? You wouldn't be able to avoid fighting unless you had a terrible setup where you just zerged while the other team ran circles around you capping points.

The thing about objective based game types is it opens up so many more avenues for what is possible in terms of winning. In a 6v6 it's just... a fight, and there will be a clear cut best group setup for that. It would be terribly stale and alienate a lot of people.

In an objective based scenario like reikland factory you have so many other factors at play. One group composition will not stand out as the best, because the objective isn't static, and there are hundreds if not thousands of different ways to approach them, and thus different group compositions that when played in that particular way become good/viable.

You might set up a group around having a WH be a lurk player that harrases the destro player(s) on machine shop, watches tunnels and helps out mid when he can't do anything at machine shop. A full deftard kotbs sitting around warehouse and watching the bridge/tunnel exit. While you have an engineer who plays on the catwalk at mid. And a group of 3 running around to wherever they need to be... all based on the feedback from the other 3 players who should be able to call out positions of the other team.

This brings up a whole new gameplay aspect, as movement and knowing where the enemy is becomes vital to winning. You also build you team composition around a strat, like the one above... but there are tons of other ways of going about it.


Objective based matches require more skill, teamwork, and communication which makes them inherently more competitive than straight up DM.
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Tiggo
Former Staff
Posts: 1948

Re: The 6 vs 6 's

Post#14 » Tue Sep 15, 2015 9:35 am

reikland factory prbly. the worst sc for 6vs6 ...

caledor woods, goe, ec sound nice.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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Jaycub
Posts: 3130

Re: The 6 vs 6 's

Post#15 » Tue Sep 15, 2015 9:37 am

Tiggo wrote:reikland factory prbly. the worst sc for 6vs6 ...

caledor woods, goe, ec sound nice.
Those maps are for the most part linear, and you can tell where everyone is just by having the high ground. The points are also so close together you never have to spread out.

Reikland factory has many paths to the same destination, and for the most part are obscured making movement more complex and positioning more important.
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Jaycub
Posts: 3130

Re: The 6 vs 6 's

Post#16 » Tue Sep 15, 2015 9:39 am

Also im not against 6v6 DM / Arena style stuff, I just feel I would have more fun playing objective style stuff in a 6man with voice communication.

Both types of scenarios can exist side by side.
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Tiggo
Former Staff
Posts: 1948

Re: The 6 vs 6 's

Post#17 » Tue Sep 15, 2015 9:40 am

Jaycub wrote:
Tiggo wrote:reikland factory prbly. the worst sc for 6vs6 ...

caledor woods, goe, ec sound nice.
Those maps are for the most part linear, and you can tell where everyone is just by having the high ground. The points are also so close together you never have to spread out.

Reikland factory has many paths to the same destination, and for the most part are obscured making movement more complex and positioning more important.
which is fine for 12vs12 but not 6vs6. Noone wants 1vs1vs1vs1vs1vs1 in a 6vs6 environment.

its circle flag running in 12vs12 already actually... most boring sc...
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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Jaycub
Posts: 3130

Re: The 6 vs 6 's

Post#18 » Tue Sep 15, 2015 9:43 am

Tiggo wrote:
which is fine for 12vs12 but not 6vs6. Noone wants 1vs1vs1vs1vs1vs1 in a 6vs6 environment.

its circle flag running in 12vs12 already actually... most boring sc...
It wouldnt be 1v1v1v1v1....

in a 6v6 most major fights would probably be 3-5 people against 3-5 people, you would have some 1v1 1v2's etc... happening on certain points with certain setups. You would be trying to fight when its most advantageous for your team which in most cases means more than just 1 players, or when you have to absolutely fight to defend a point.
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LinkinGarviel
Posts: 52

Re: The 6 vs 6 's

Post#19 » Tue Sep 15, 2015 9:55 am

Jaycub wrote:
This brings up a whole new gameplay aspect, as movement and knowing where the enemy is becomes vital to winning. You also build you team composition around a strat, like the one above... but there are tons of other ways of going about it.

Objective based matches require more skill, teamwork, and communication which makes them inherently more competitive than straight up DM.
As you said it's create something new, but we don't want a gw2 pvp, better find our old warhammer. Why you think people want 6v6 in RvR ? Coz no one want to run and split our compos, coz we don't want this. We want a close 6v6.

You said your scenario make so many possibilities. But 6vX - 6v6 is really hard. Many groups try to be good but it's really hard. The best groups who are good have same characters and same compos as all ! But skill make them good, strat make them good, and communication make them good. So i think all your requirement exist already but in 6v6.

https://www.youtube.com/watch?v=pTXWbZ_1_sE
Last edited by LinkinGarviel on Tue Sep 15, 2015 10:04 am, edited 2 times in total.
Player of Escouade Garviel / Team Psy as Bright Wizard

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Jaycub
Posts: 3130

Re: The 6 vs 6 's

Post#20 » Tue Sep 15, 2015 9:59 am

LinkinGarviel wrote: As you said it's create something new, but we don't want a gw2 pvp, better find our old warhammer. Why you think people want 6v6 in RvR ? Coz no one want to run and split our compos, coz we don't want this. We want a close 6v6.
it's not "GW2" pvp, objective based things like this have been around for a long time even before warhammer (which came before GW2 I dont even know what you are parroting that).

Both types of scenarios can exist side by side.

I just know I will have more fun with the increased amount of communication and types of ways you can go about playing in an objective based scenario.

I am not some kind of boogieman advocating against DM being a part of the game, I would just like an environment for objective based matches for reasons I have stated in previous posts.
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