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Permanent Realm Lockouts

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Poll: Should RoR have permenant realm lockouts?

Yes
129
41%
No
185
59%
Total votes: 314

Sulorie
Posts: 7459

Re: Permanent Realm Lockouts

Post#141 » Tue Jul 11, 2017 10:54 am

PartizanRUS wrote:
Alfinnete wrote:Simple: After logging in, you have 5 min to switch factions. After 5 min, you receive a temporary lock of 2 hours.
8 hours like in original and its minimum. Players who play mostly 1 side won't be affected at all.
If you are vane who switching sides every time battle turns, only then you won't like this lockout. There is 175 such players on this forum.
Any Lockout will improve integrity of the faction. There is nothing more to discuss other than devs don't want to or can't improve rvr pvp with simple and working lockout.
Who will you blame, when lockout is in place and nothing changes?
Dying is no option.

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Owondyah
Posts: 17

Re: Permanent Realm Lockouts

Post#142 » Tue Jul 11, 2017 10:59 am

I always pick one side, stick to it and play as that side entire time spent on that game.
I make friends and "enemies" such way. Makes my time spent in game more fun and immersive.

But that's just me...

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Aurandilaz
Posts: 1896

Re: Permanent Realm Lockouts

Post#143 » Tue Jul 11, 2017 11:19 am

Having a small server population and possible locking people to the same side, could have disastrous results. Instead of letting people switch sides to diminish the mass of the zerg, you would lock them in the zerging side. And thats how servers kept dying one after another back on live.

As for "enemies" and friends, pretty sure I hate my realm "mates" more than enemies, who earn respect for putting up the hard fight.

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Wam
Posts: 807

Re: Permanent Realm Lockouts

Post#144 » Tue Jul 11, 2017 11:20 am

This debate about xrealming and lockout is very trivial distraction to be honest

Because you can have 133 Order in a zone during primetime (Praag)... and if only CNTK go and defend the keep the outcome is inevitable when their allies disappear for whatever their individual/collective reasons

How can only 24 (maximum out of 133) be playing the game on one side...
133 vs 100 or so was the highest pop I saw (not sure if it was buggy add on... or one of the numbers Druin linked in Orvr, but his numbers which are accurate was very high pop on both sides)

I remember when order use to bunker into keeps and make things almost impossible to take... now they don't even bother showing up to defend lal... just 700 - 2k... 4 k renown ticks on keeps compared to 15-40k ticks of past from keeps when they was defended properly...

So where did the 109 order go? they didn't all "xrealm"... they didn't all "log" even if only 50% of that showed up at keep and helped CNTK could of made a difference in defence.
Wamizzle Guild Leader [TUP]
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Haojin
Posts: 1066

Re: Permanent Realm Lockouts

Post#145 » Tue Jul 11, 2017 12:02 pm

Wam wrote:This debate about xrealming and lockout is very trivial distraction to be honest

Because you can have 133 Order in a zone during primetime (Praag)... and if only CNTK go and defend the keep the outcome is inevitable when their allies disappear for whatever their individual/collective reasons

How can only 24 (maximum out of 133) be playing the game on one side...
133 vs 100 or so was the highest pop I saw (not sure if it was buggy add on... or one of the numbers Druin linked in Orvr, but his numbers which are accurate was very high pop on both sides)

I remember when order use to bunker into keeps and make things almost impossible to take... now they don't even bother showing up to defend lal... just 700 - 2k... 4 k renown ticks on keeps compared to 15-40k ticks of past from keeps when they was defended properly...

So where did the 109 order go? they didn't all "xrealm"... they didn't all "log" even if only 50% of that showed up at keep and helped CNTK could of made a difference in defence.
they were mostly don't like stalement. the reasons:

-keep lord is weak - i prefer this instead of 5 k per sec keep lord tbh -
-no defence tick
-loser bags
Guildmaster of Phalanx

K8P - Karak Norn

deLunel
Posts: 1

Re: Permanent Realm Lockouts

Post#146 » Tue Jul 11, 2017 1:21 pm

My first ever comment - this seems to be a topic that always generates boiling blood... and not only from BWs (rubbish pun, but hey)

My take on xrealming is as follows:

If someone relogs a different toon on the opposite faction, it shouldn't be any issue as long as logs onto a different TIER.
When people opportunistically relog on the opposite faction and the same tier and zone thats seems to upset more than anything else.

So how about giving those who stay true to their realm some fun in those situations - if Xrealmer relogs toon on other side and jumps back into the lake - trigger a zone wide announcement on the screen of their toon name, and killing that toon gives double renown and influence for the duration of their stay in this zone as long as it is active. I for one would love to see some people jump ship then.. so I can chase them down :)

have good day!

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Lektroluv
Suspended
Posts: 243

Re: Permanent Realm Lockouts

Post#147 » Tue Jul 11, 2017 1:37 pm

Permanent realm lockouts has more harm potential than posibilities of fix problems

I only play in one faction and voted no.

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ragafury
Posts: 684

Re: Permanent Realm Lockouts

Post#148 » Tue Jul 11, 2017 2:00 pm

lockout wouldn't fix anything.

ppl would create a 2nd account and wouldn't lose much cause gear progression is so flat and gear is so irrelevant, only a time loss on the grinded RR.

besides all that:
devs can't fix lack of fighting mentallity / bad attitude.

and I don't understand why you would xrealm anyway. no bags, no enemies to fight, hurting your own realm and allies, no renown... you don't get anything if you xrealm in the middle of an active zone.

Offtopic:

CNTK balls status: [✔]
--- inactive ---
---guildless---

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PartizanRUS
Posts: 612

Re: Permanent Realm Lockouts

Post#149 » Tue Jul 11, 2017 2:34 pm

Permanent realm lockouts has more harm potential than posibilities of fix problems
lockout wouldn't fix anything.
Having a small server population and possible locking people to the same side, could have disastrous results. Instead of letting people switch sides to diminish the mass of the zerg, you would lock them in the zerging side.
And thats how servers kept dying one after another back on live.
Bullshit.
Servers died because people stopped eating cactus.
Lockout was fine and working solution until people started to making up bs against it because they want to xrealm. Weather vanes.
+ You can't justify absense of lockout because its how original WHO was working and it was proper solution to avoid current xrealming shitfest.
Last edited by PartizanRUS on Tue Jul 11, 2017 2:42 pm, edited 4 times in total.
Burn heretics and mutants, purge the unclean. ingame - Partizan . Hammer of Sigmar guild [RUS]
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Darosh
Banned
Posts: 1197

Re: Permanent Realm Lockouts

Post#150 » Tue Jul 11, 2017 2:35 pm

ragafury wrote: Offtopic:

CNTK balls status: [✔]
Their midgets at times reach Rumba-esque k/d's, but they atleast fight on and apply proper pressure.
I have seen them cash in quite alot of bags lately, partially because most order is engaging in fairweather play like crazy or are disgustingly reluctant if they stay in a zone, so reluctant in fact that they might aswell xrealm to even out the odds by the means of clogging up chokes with their reluctance-powered bodyblocking.

BTT:
I, too, would opt for peer pressure and manhunts, like they have been suggested throughout the thread. If people mess with the balance for shinies and roflstomps, they might aswell should make for proper RR/medallion pinatas - to even out the odds through stats longterm - and feel shite in the process, or should be pressured to log right back/off.
I'd rather see a lower population, than an uneven population with permanent ping-pong.
Spoiler:
The population addon is both, bane and boon... watching half of either population appear on the other side of the fence is disgusting; one can clearly see that it is not just the casual log on/off ~ more importantly if you pay attention you can clearly spot the fairweather crew and create lists based on your observations.
Just use Enemy to mark up player, notice how if player x logs 'off', player y logs 'on'; RoR's very own superhero-phenomenon:
Some players are never online at the same time *cough* - its especially saddening if those engagingi n fairweather play do, too, actively engage in voice comms and such, just to deliver some shite RL-related excuse to jump ship and magically appear again after being wiped just as fast and often on the other side, in spite of now outnumbering their opposition.

After a wipe on realm A:
"Ermaged guys, my house is burning to the ground and my goldfish is about to devour grandma!"
After a wipe on realm B:
" 'Sup folks. Jesus descended from heaven and fixed stuff for me, omw to you."
*proceecds to directly navigate to one's yet undisclosed location, without having been invited to the group either*

Rince and repeat, always chasing the opportunity to completly roflstomp the opposition.
Don't get me wrong: Playing both realms is just fine, but engaging in almost outright malicious fairweather play deserves a bit of unpleasent, lake/server-wide attention.

Abbd.:
Spoiler:
Realm-specific progression might be an idea worth examining, i.e.: increment per x amount of time spent on a certain realm; a player unlocks a variety of boni as he sticks to one realm. These bonis could include:

- better droprates for mats and world drops in PvE
- better gold drops in PvE
- better XP/gains gains, capped at a reasonable level (e.g.: 1-5%, capped at 5% in total)
- super-tiny stat increases, capped at a reasonable level (e.g.: 1->25, capped at 25 in total)
- skins, transforms, minipets and dyes

Just really tiny - supertiny, not gamebreaking - boni that could serve as longterm goals and tempt players to stick to one side to properly min/max their stuff; to strive for prestige.
Other than that... to echo others: Disabling RR/loot gain on realmswap while a zone is actively sieged, or a temporary lockout would do good.
Note: If one dedicates so much time and effort to xrealm, that one even creates multiple accounts for the sake of it, good on one - the jokes in on the 'perpetrator' afterall. Let alone, that one infraction of one's accounts and subsequent logging of the other ones will have one lose atleast some of them... That'd prevent trades if penalties/additional incentives were to be introduced.
Last edited by Darosh on Tue Jul 11, 2017 5:04 pm, edited 8 times in total.

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