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Patch Notes 1/9/2017

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Hargrim
Former Staff
Posts: 2465

Re: Patch Notes 1/9/2017

Post#151 » Sat Sep 02, 2017 12:46 pm

Stickzy wrote:@Yali

Maybe bags should have all items in one?
Blue bags = pick which genesis item you wanna go and collect?
Purple bags = the same. Pick what item you need.
Gold= the same.
And so on.

I think this would help alot! I myself and so many others gets the same items over and over again. Would this be something we could see 1 day?
Does it have anything to do with current Implementation of RvR? Please discuss only point 1 of 3 points mentioned by Yali. Reading about 'them lowbies taking our bags, jobs and women' / 'give us better gear now pleaseee...' is getting boring. Thank you.
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peterthepan3
Posts: 6509

Re: Patch Notes 1/9/2017

Post#152 » Sat Sep 02, 2017 1:41 pm

It's nothing to do with 'give us more'; rather, give us less - but give the items needed. That way other people get more of a chance when the elitist boisbands move on, having got all that they needed. I don't think Stickzy was moaning about lowbies taking bags, or wanting better gear.

(at least, that's what I got from it. fair enough if such a discussion isn't yet needed/wanted)
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Hargrim
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Re: Patch Notes 1/9/2017

Post#153 » Sat Sep 02, 2017 1:43 pm

peterthepan3 wrote:It's nothing to do with 'give us more'; rather, give us less - but give the items needed. That way other people get more of a chance when the elitist boisbands move on, having got all that they needed. I don't think Stickzy was moaning about lowbies taking bags, or wanting better gear.

(at least, that's what I got from it. fair enough if such a discussion isn't yet needed/wanted)
Please stick to 1st :). Rewards are worked on and are now not discussed nor implemented.
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peterthepan3
Posts: 6509

Re: Patch Notes 1/9/2017

Post#154 » Sat Sep 02, 2017 1:45 pm

Hargrim wrote:
peterthepan3 wrote:It's nothing to do with 'give us more'; rather, give us less - but give the items needed. That way other people get more of a chance when the elitist boisbands move on, having got all that they needed. I don't think Stickzy was moaning about lowbies taking bags, or wanting better gear.

(at least, that's what I got from it. fair enough if such a discussion isn't yet needed/wanted)
Please stick to 1st :). Rewards are worked on and are now not discussed nor implemented.
Ok
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Scrilian
Posts: 1570

Re: Patch Notes 1/9/2017

Post#155 » Sat Sep 02, 2017 2:10 pm

This a small and subjective feedback post on the current RvR event. I'll try to keep it simple and shed some light on issues I've faced. It's only for the devs, who explicitly said to post here, so I'll probably wont answer to anyone who replies to me but them ;)


1. - T2 warfare
Firstly, and the most importantly to me - since all I ever want is to lead warbands, cooperate and win - some of T2 zones are too small for the actual tactical gameplay. Like Ostland-TC, for instance, is way too narrow with both sides warcamps being less than a minute of travel time between each other.
Don't get me wrong, I like that push and pull, almost like a tide, gameplay to a certain extent. Heck, sometimes when I've had a bad day - I remember playing in T2 with my engie/am/you name it for hours alone and just having a sort of relaxing and mind numbing slug-fest. Sadly we can't have this going for just T2 players all the time with population being rather small.
But in the later tiers logistics of larger maps come into play, with some exeptions like High Pass-Talabec pairing, and with them - a certain tactical element, which is lost in smaller zones.
When you need to cooperate with other players in the zone, maneuver warbands, most of which are open and don't want to follow or even listen, - but when all the stars align - you are able execute a thrilling flanking charge or a clever ambush, that your friends and allies would talk about for weeks.
Sure, it fine to come back to some of the older and now forgoten zones, brings out dem nostalgia feels, but only as an event. Or make T2 unlocked for poor NA players, that lack the usual numbers of EU primetime. Be whatever may, I'm against having to endure 300+ppl T2 fights on a constant basis.

2. - Crashing pugs
Open warbands in a bad spot right now. With people trying to max out their green seals gains, the warband crashes all the time. Surely you can tell me not to run open wbs or lock them, but sometimes you have to make or even - cooperate with open wbs to achieve the zone flip.
Having people don't give a **** and fly constantly to Ostland and High Pass while holding on to their warband spot - causes a ton of negative emotions, like crashing in the middle of a great fight, only to log back in one at a time in the midst of enemy warbands - or - log back in and see that you spot in an open wb is taken.
Believe me it's a pain to deal with all the /tells from good people, that just want their spot back, or those you'd have to kick to free a spot. And this also leaves you with an unreliable ally that can disappear at any moment.

3. - Downtime
There surely should be some way to choose which zone to fight in after one of them flips. Not just after restart of the server, but in general. In my opinion there should be roughly 10 to 20 min of downtime in-between active zones - the same as if all pairings are locked and there's 30~min lockdown, but sorter - so players have a chance to finish quests, reform warbands and choose the next zone they're going to fighting in.
Current lockout time after the zone flip is not enough and a way to choose the zone you want to fight in is needed, especially as the EU prime time approaches.

4. - Arsenal
There's a whole variety of light, medium and heavy siege equipment and people start to stockpile on all of them just so they would have one for the appropriate tier. This causes a lot of confusion, wasted bag space and gold. Therefore I'd say all of different siege stuff should be unified into one type that works for all tiers.
And the siege damage should be checked as well, like light oil barely dealing any damage to 40 and higher players, while going down in like a few cannon shots.

5. - Overbolster
I've had reports from a bunch of players than of some classes like BW/Sorc when bolstered to a higher level, like 50 and then 48, in comparison to regular lvl40 players - deal way too much damage and most of it being only critical, because of the level difference and the way the game amplifies damage when two face eachother and their level gap is 5 or higher - and bolstered stats added on top.
I've already expressed my concern in regards to bolster exceeding that level gap prior to this post.

6. - Need more minerals, m'lord
The areas that a certain purple-blue debuff, lack of supplies or whatever it's called, that removes like 20% of your max hp when you are near a keep should be looked at. Some of them cover waaaaaay to much land, leaving your underdog side even more underdog-ish.
Or maybe disabled all together for rather small T2 zones if they are going to stay with us, since there are now way to secure supplies outside a keep and going there sometimes is just suicide.

7. - Cannons
Now people fight again for warcamp cannons to leech off kills from nearby fights. Some even make leech-groups, that hold the cannons for as much as possible and fire in a single blast to get kills. Not sure what to think of this, tbh, it's like another sort of cancer.

8. - Lords
T2-T3 lord is a joke and dies-vaporises almost instantly seconds after the door falls. Lords should to resemble T4 lords.

9. - Chat
The new rvr mechanincs made separate /t2, /t3 and /t4 redundant. Should be either merged or some removed, again, if these changes are made permanent.

10. - Event FAQ
As right now the game lacks any ingame indication the new mechanics whatsoever. People are confused and even don't know if the event has begun or not. Probably .event or .doomsday command should suffice, or the server message in chat when you log in, the green one that mentions server caps and stuff.

11.- Rewards
Lastly, the rewards for zone flips should be changed in the lower tiers. Just mentioning it here, I know there's a better rewards system in the work and the goal of event is not gear. But still, moar lootz plz :oops:

That's probably it for now.
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Haskr
Posts: 532

Re: Patch Notes 1/9/2017

Post#156 » Sat Sep 02, 2017 4:11 pm

Scrilian wrote: 5. - Overbolster
I've had reports from a bunch of players than of some classes like BW/Sorc when bolstered to a higher level, like 50 and then 48, in comparison to regular lvl40 players - deal way too much damage and most of it being only critical, because of the level difference and the way the game amplifies damage when two face eachother and their level gap is 5 or higher
Thats what i wrote about in my post, even provided a screenshot. For the ranged classes the bolster seems rather high, yet if you are melee you are down rather quickly. Hence why i didnt understand the crying of the brightwizzard.
Maybe it needed two seperate bolsters, one for melee and one for ranged, though i dont know if that can be implemented.

navis
Posts: 784

Re: Patch Notes 1/9/2017

Post#157 » Sat Sep 02, 2017 4:28 pm

Playing after 1 day honestly I can say this event has been incredibly smooth for me, considering the scope of changes. I basically jumped right in and began zerging from the instant gameplay started. It was good fun, although chaotic, organization will for sure develop in time.
The campaign flow seemed good when changing from Tier to Tier with the exception it doesn't feel right to change so drastically new area on our main (highest ranking) toons. Scenarios are quite active, probably because of all of this.
For first iteration it's fantastic I think mainly the Brackets need more restriction/rules to limit the power-gap, or, to enforce the old debolster system in a modified way.

positive
-scenarios active and working well as alternative to changing tiers (it's not for everybody)
-easy to switch Tiers (effortless)

negative
-did not feel good to go from highest rank toon back to T2 because of discrepancy of ability option and specing choices
-other RvR features not implemented

My preliminary issues right now;
1) issue of Warband Joining in T2/T3. Often in these split zones, it becomes very noticeable to try and join a warband that is in the other zone. I know this is hard subject and very tricky problem.
2) Hard for small warbands to grow because only the leader can invite
edited because already commented on

I am happy to hear that debolster will get a return as it has been a huge success in RoR, drives the economy, aides in friends playing together, experimenting, bug hunting, etc.
Spoiler:
Some of my initial feedback/suggestion for the RvR changes is that this huge Bolstering change is far, far too drastic to be sustainable because of the vast difference in gear and abilities which bolster cannot or, IMHO, should not try to do.
I am thinking that the solution should probably be in the middle-ground so players can overlap only 1 tier in either direction.

T1 bracket can play in T1,
T2 bracket can play in T1, T2,
T3 bracket can play in T2, T3
T4 bracket can play in T3, T4 (but only up until a certain RR, like 60 or 70)
(without regular debolster)

I would pair this kind of change with more RvR improvements so that zones are open (when not locked) so that RvR can progress, such as pre-ranking Keep.
Last edited by navis on Sat Sep 02, 2017 5:46 pm, edited 1 time in total.
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Hargrim
Former Staff
Posts: 2465

Re: Patch Notes 1/9/2017

Post#158 » Sat Sep 02, 2017 4:52 pm

Scrilian wrote:wall of text...
2. This will be addresed by T3 seal quest available in each warczmp, not just Empire.
3. This can be done. 10 or 15 minites.
4. This poSsibly too, at some point.
5. If some people could run som tests and post videos it would be very helpful. I can adjust the value for the test period if needed.
6. I guess team is also open to change this.
7. Players will be c... Players I guess?
8. Is this still a thing? We patched it today morning EU time.
9. Yes, but that's minor thing. /region chat is sufficient for now.
10. There is new State of the Realm addon that show you what is going on, there is .rvrstatus command that tells you what is going on. New command won't change anything, as people doesn't use tools that are there already.

Thanks for detailed feedback, that's what we need.
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geezereur
Posts: 666

Re: Patch Notes 1/9/2017

Post#159 » Sat Sep 02, 2017 4:56 pm

Maybe T1 + T2 and T3 + T4. so T2 is not becoming to zergy.

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wargrimnir
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Re: Patch Notes 1/9/2017

Post#160 » Sat Sep 02, 2017 6:31 pm

OP updated with even more hotfixes.

A bit longer than expected, unlisted sekret code changes required DB pull which takes a little longer.

edit - fixed the change to warbands so it will probably work as expected maybe.

RoR_SoR updated as well. https://tools.idrinth.de/addons/ror_sor/
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