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Changelog 28/10/16

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Gettnbusy
Posts: 17

Re: Changelog 28/10/16

Post#171 » Sun Oct 30, 2016 12:50 am

Azarael wrote:We are discussing lower tiers at the moment, in a greater context. If the lower tier population is so low that it can't even sustain Keep Rank 1 (which requires 16 players to reach and is the minimum for taking a keep), then there are fundamental issues which need to be resolved with these tiers.

ok thanks for the update

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Arena
Posts: 165

Re: Changelog 28/10/16

Post#172 » Sun Oct 30, 2016 1:11 am

Azarael wrote:issues which need to be resolved with these tiers.
Why not try to put there RvR system like it was in 2010? most of the people vote for it before viewtopic.php?f=8&t=6254
it may resolve everything, if it done right.
p.s. thank you for patch, a lot of work invested into it.

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TenTonHammer
Posts: 3807

Re: Changelog 28/10/16

Post#173 » Sun Oct 30, 2016 2:18 am

Arena wrote: Why not try to put there RvR system like it was in 2010? most of the people vote for it before viewtopic.php?f=8&t=6254
it may resolve everything, if it done right.
p.s. thank you for patch, a lot of work invested into it.
A lot of people just voted for that system becuase it was the one they remebered the most irregardless of it was good or not

That system was fundemntally flawed with people just rolling around taking empty keeps and did absolutly nothing to dealing with the zone rolling zerg fests.

RvR systems should be designed for a proper rvr enviorment, and late night NA where; if, you cant even get 16 people onto a lake to defend a keep then thats not a fault of the RvR system nor should the system cater to/or have to worry about/or make sacrafices for due low population timezones
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Gettnbusy
Posts: 17

Re: Changelog 28/10/16

Post#174 » Sun Oct 30, 2016 3:17 am

i would rather see these people be able to level on keeps even if little to no resistance shows up rather than having them log off because Qs take hours and most dont play the game to grind xp on mobs.

the server already has preventative measures in place to make sure you cant PL influence/renown(?) if no enemy shows up, but still allows you to xp in an rvr setting.

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Jaycub
Posts: 3130

Re: Changelog 28/10/16

Post#175 » Sun Oct 30, 2016 5:02 am

Azarael wrote:We are discussing lower tiers at the moment, in a greater context. If the lower tier population is so low that it can't even sustain Keep Rank 1 (which requires 16 players to reach and is the minimum for taking a keep), then there are fundamental issues which need to be resolved with these tiers.
Spoiler:
Rally master in t4 gives you a quest you can take at level 12 which .levels you to 32, and awards you with a full set of level 31 green PvE gear and defensive accessories. Just let T2-3 Rip in peace until server can support it.
<Lords of the Locker Room> <Old School>

sjin
Posts: 26

Re: Changelog 28/10/16

Post#176 » Sun Oct 30, 2016 6:55 am

... making the same mistakes as ea, t2t3 are horrible, e.g. supplies must walk without players etc etc...

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Calendra
Posts: 28

Re: Changelog 28/10/16

Post#177 » Sun Oct 30, 2016 8:16 am

As i said in the day of patch, changes in T4 don't work in T2-3, and second day everything was already dead. I don't know if its possible, but requirements for using siege should be removed in lower tiers to keep them alive. When one side have a full warband, its considered zerg already, so fights are more on small scale. There is no guild/alliance warbands to coordinate on a siege/defense, and keep resources flowing, etc, so these is only pug vs pug where usually the ones with more numbers win.
Also, the price for sieges should be lowered on these tiers, because lots of new players (with no lvl 40 char) can't afford to buy a ram oil etc when is needed.
Don't leave lower tiers to die, or you will end with clueless players in T4 with rr 10 who will only look for leeching renown so they can use the nonpve gear.

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Tamarlan
Posts: 209

Re: Changelog 28/10/16

Post#178 » Sun Oct 30, 2016 8:32 am

TenTonHammer wrote:
Arena wrote: Why not try to put there RvR system like it was in 2010? most of the people vote for it before viewtopic.php?f=8&t=6254
it may resolve everything, if it done right.
p.s. thank you for patch, a lot of work invested into it.
A lot of people just voted for that system becuase it was the one they remebered the most irregardless of it was good or not

That system was fundemntally flawed with people just rolling around taking empty keeps and did absolutly nothing to dealing with the zone rolling zerg fests.

RvR systems should be designed for a proper rvr enviorment, and late night NA where; if, you cant even get 16 people onto a lake to defend a keep then thats not a fault of the RvR system nor should the system cater to/or have to worry about/or make sacrafices for due low population timezones
How do you come to that conclusion about the poll? I voted for this system because the later system with resource carriers scared me and many others away.
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Tholkienn
Posts: 259

Re: Changelog 28/10/16

Post#179 » Sun Oct 30, 2016 9:46 am

wargrimnir wrote:
Tholkienn wrote:I don't understand the way to retake a keep, when you haven't one.
Generally when both keeps are lost, the zone will be lost shortly afterwards. Unless you already have a couple of cannons deployed elsewhere, there is no way to further damage the doors. Chances are if the enemy has taken your keep, they will have significant numbers to repel an attack and snag the remaining BO's from behind you.
Can we implemante a mecanism that we can put some suplly in wc, to spawn some siege engin? Or somewhere else?

zak68
Posts: 394

Re: Changelog 28/10/16

Post#180 » Sun Oct 30, 2016 10:44 am

Jaycub wrote: Rally master in t4 gives you a quest you can take at level 12 which .levels you to 32, and awards you with a full set of level 31 green PvE gear and defensive accessories. Just let T2-3 Rip in peace until server can support it.
What about non expert/newby people ?

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