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War lack of endgame.

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OgiWanBG
Posts: 85

Re: War lack of endgame.

Post#21 » Mon Oct 01, 2018 9:02 am

But WAR did not have End Game Progression on Live . What do you expect , RoR staff to create it ?

I like WAR because it's a simple but entertaining game for occupied person like me.
Joined in casual guild , logging every night for 2h , kill 20-30 orcs , except for Grobbok , because he always has more ppl in his premade xD

Cheers ppl , enjoy the game !
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Nidwin
Posts: 662

Re: War lack of endgame.

Post#22 » Mon Oct 01, 2018 9:37 am

Hargrim wrote: Mon Oct 01, 2018 8:38 am
Nidwin wrote: Mon Oct 01, 2018 7:52 am That's because it's way too much fixed stats Hagrim and doesn't allow for much templating.

Just a couple of fast ideas.

1. Get rid of the career restrictions on PVE jewelry, cloaks and belts. Toughness shouldn't be only PVE jewelry for tanks as exemple.
2. You could try to make an Annihilator like set, obtained however you staff want to. May be with fixed armor, career dependend, but with less fixed stats and 2 or 3 talis slots. Keep a fixed x-amount for main stat career-wise (willpower for healers, INT for magic, STR for physical dps) and for the remaining stuff let the player chose to slot what he/she wants as stats with talis.
3. For that/or new set(s) may be try to find a way so folks can chose what kind of 2-3-4-5-6 pieces bonus they want, through slotting a form of bonus sets talis bought by medallions.

So, from my PoV what you said here is that we need to add more lowbie sets and item options and players will have more end game content. It's somehow true, but it's just itemisation and not 'true end game content'.
Templating your set(s) is actually end game content Hagrim. It's one of the few things that players are looking and playing for. It's part of the, my own stats and my own cosmetics. And the more diversity, player choice based, you bring in through flexibility, the more that end-game aspect will last. This of course shouldn't become a grind or only achievable by folks playing 60hours a week.

As for "true end game content", a new place where we can instanced party for new shinies, isn't that where everything went wrong in since 2008?

I take a brand new oRvR pairing (lakes only) T2-T3-3xT4 zones over forts or city siege crap anyday.
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Collateral
Posts: 1494

Re: War lack of endgame.

Post#23 » Mon Oct 01, 2018 9:48 am

Hargrim wrote: Mon Oct 01, 2018 8:38 am
Nidwin wrote: Mon Oct 01, 2018 7:52 am That's because it's way too much fixed stats Hagrim and doesn't allow for much templating.

Just a couple of fast ideas.

1. Get rid of the career restrictions on PVE jewelry, cloaks and belts. Toughness shouldn't be only PVE jewelry for tanks as exemple.
2. You could try to make an Annihilator like set, obtained however you staff want to. May be with fixed armor, career dependend, but with less fixed stats and 2 or 3 talis slots. Keep a fixed x-amount for main stat career-wise (willpower for healers, INT for magic, STR for physical dps) and for the remaining stuff let the player chose to slot what he/she wants as stats with talis.
3. For that/or new set(s) may be try to find a way so folks can chose what kind of 2-3-4-5-6 pieces bonus they want, through slotting a form of bonus sets talis bought by medallions.

So, from my PoV what you said here is that we need to add more lowbie sets and item options and players will have more end game content. It's somehow true, but it's just itemisation and not 'true end game content'.
But isn't gear part of the endgame in every mmo, if not even endgame itself? What do people play WoW for? I'm pretty sure it's for that epic legendary sword or whatever, that only one or two people ever got. Right? I never played WoW, but as far as I saw that's mainly why people are so hooked. Of course there's ton of content and all that, but it's the idea of customizing your character, going through a journey, no? Then of course you have your arenas, ladder systems and so on.

What Nidwin proposed is not a bad idea at all. Custom gear sets that you basically 'craft' yourself? Now there's your true rpg experience! You can't go more personal than that. Make an armour YOU want to wear, that suits your playstyle even more. You could make a massive gold/medallion sink like this. Hell, you could even give the player an option of choosing what the gear will look like (from the pool of available gear he has or based on his rr etc.). You can do the same thing for weapons. There's a system I think people would enjoy and spend time on surely. Modern games are about player CHOICES. You have all those shitty lootbox systems, but why? Customization! Skins! People want to be truly unique. Of course many gear sets are not even in the game yet. But even when all the gear is released, what then? You will have a fixed pool of gear with fixed stats across the board, that you can only modify so much.

I know you guys have limited resources and time, there's no question about it. And this idea is far from being easy to design and implement. But it would be great to know which way you think the game should go. Will forts and cities truly be it? Or are there some other plans. I wonder what other people see as endgame in an MMO?

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dolleater
Posts: 43

Re: War lack of endgame.

Post#24 » Mon Oct 01, 2018 10:53 am

While there is nothing wrong to discuss end-game future plans, you should also remember that you are playing in a tech-demo of an emulator and that tech-demo is in its alpha-base.


Until a more accurate Roadmap is announced, i wouldn't hold my breath for new content and just try to find ways to enjoy what is currently available. Community effort and "imagination" go along way. A good example are the racial/slight-rp warbands.


There is also a pretty big difference with emulating a game that launched (and terminated) and making a new game/adding things to it. The best way to go about it is probably to do it sequentially OR make more servers (i.e "production" and "experimental") but there are perhaps unknown obstacles to that (cost, it-infrastructure, difficulty maintaining "fair-play" using GMs etc)

Also, it would split the small population, which is a slippery slope to people not logging in at all, not even for a brief session -- ends up defeating the entire point.
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Fallenkezef
Posts: 1491

Re: War lack of endgame.

Post#25 » Mon Oct 01, 2018 4:17 pm

I must confess to being in a rut regarding endgame.

My 2h IB has full Beastlord, WI, 3 Dom pieces and the rr39 hitty stick.

I am faced with the lottery grind of Subjugator and the rather boring rvr zerg required or the dom grind. I like sc's but the dom costs make it work as opposed to fun.

I've basicly given up and gone back to T1 slayer till the next gear set brings dom prices down.

There is a balance between making gear too easy or too grindy and I think the current game makes it too grindy tbh.
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Zxul
Posts: 1890

Re: War lack of endgame.

Post#26 » Tue Oct 02, 2018 1:13 am

Hargrim wrote: Mon Oct 01, 2018 5:54 am
Zxul wrote: Sun Sep 30, 2018 10:57 pm ...

From my PoV stuff you propose is just stuff we could add to RvR campaign, additional mechanics and systems. However, it doesn't really answer the question of what kind of progression add to the game, because the small stuff shown as an example is just small. It can't stretch for weeks and months, we tried it with PvE and playerbase feedback was generally 'meh, too much hassle, I don't want this because it is at beast comparable to the stuff I already got'.
The thing is, everything which I suggested is intentionally easy to implement/ based on existing mechanics. RoR doesn't has the resources/ the budget of an actual gaming company, so I'm trying to work with what is available.

Another thing is that I doubt that there is a single solution that can create War endgame- looking at AoR/other rvr games, even with resources which they had, endgame in them is usually based around gear progression. So instead I suggest alot of babysteps- easy to implement, and they tend to add up- even if progression after rr80 isn't major/isn't personal (better siege equipment/ guild wide bonuses/ alternative equipment sets), having it means you still have reasons to stick to your toon.

And then there is the part about adding long term consequences for winning/loosing in rvr, something which AoR always missed, which can create a major difference.
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adamthelc
Posts: 832

Re: War lack of endgame.

Post#27 » Tue Oct 02, 2018 4:57 am

Keeping end game interesting in a PvP game is about new gear and making new ways for people to fight each other. War did that, regardless of whether or not you liked it. War even had one of the coolest ways of merging end game PvE and PvP.

Some of your ideas arent bad per se, but everyone has ideas. With a small staff it's probably more efficient to create content based on stuff that has already been done.

I'm not sure most of your ideas can really be considered end game content though. It might be cool stuff that you and even other people might like, but that doesnt make it end game content.

Your worst idea by far though, is suggesting people should have consequences for losing. It would exacerbate the games biggest flaw. Which is, numbers are often uneven and the outnumbered side has no chance. Penalizing a side because people haven't logged is going to demoralize people, it's not going to motivate them to try harder.

If you are bored take a break. Maybe they will come out with cities, lotd or tovl. If they do maybe you will be interested in coming back to try it.

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Telen
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Re: War lack of endgame.

Post#28 » Tue Oct 02, 2018 8:06 am

Spoiler:
Collateral wrote: Mon Oct 01, 2018 9:48 am
Hargrim wrote: Mon Oct 01, 2018 8:38 am
Nidwin wrote: Mon Oct 01, 2018 7:52 am That's because it's way too much fixed stats Hagrim and doesn't allow for much templating.

Just a couple of fast ideas.

1. Get rid of the career restrictions on PVE jewelry, cloaks and belts. Toughness shouldn't be only PVE jewelry for tanks as exemple.
2. You could try to make an Annihilator like set, obtained however you staff want to. May be with fixed armor, career dependend, but with less fixed stats and 2 or 3 talis slots. Keep a fixed x-amount for main stat career-wise (willpower for healers, INT for magic, STR for physical dps) and for the remaining stuff let the player chose to slot what he/she wants as stats with talis.
3. For that/or new set(s) may be try to find a way so folks can chose what kind of 2-3-4-5-6 pieces bonus they want, through slotting a form of bonus sets talis bought by medallions.

So, from my PoV what you said here is that we need to add more lowbie sets and item options and players will have more end game content. It's somehow true, but it's just itemisation and not 'true end game content'.
But isn't gear part of the endgame in every mmo, if not even endgame itself? What do people play WoW for? I'm pretty sure it's for that epic legendary sword or whatever, that only one or two people ever got. Right? I never played WoW, but as far as I saw that's mainly why people are so hooked. Of course there's ton of content and all that, but it's the idea of customizing your character, going through a journey, no? Then of course you have your arenas, ladder systems and so on.

What Nidwin proposed is not a bad idea at all. Custom gear sets that you basically 'craft' yourself? Now there's your true rpg experience! You can't go more personal than that. Make an armour YOU want to wear, that suits your playstyle even more. You could make a massive gold/medallion sink like this. Hell, you could even give the player an option of choosing what the gear will look like (from the pool of available gear he has or based on his rr etc.). You can do the same thing for weapons. There's a system I think people would enjoy and spend time on surely. Modern games are about player CHOICES. You have all those shitty lootbox systems, but why? Customization! Skins! People want to be truly unique. Of course many gear sets are not even in the game yet. But even when all the gear is released, what then? You will have a fixed pool of gear with fixed stats across the board, that you can only modify so much.

I know you guys have limited resources and time, there's no question about it. And this idea is far from being easy to design and implement. But it would be great to know which way you think the game should go. Will forts and cities truly be it? Or are there some other plans. I wonder what other people see as endgame in an MMO?
People continued to play wow, at least why I played, was because the characters and narrative were insanely good. No mmo has come close. WotLK wasnt just a good mmo expansion it was one of the best rpgs ever made too. You can play it without ever touching pvp, imagine WaR without pvp it wouldnt have lasted a year.
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Lindisfarne
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Re: War lack of endgame.

Post#29 » Tue Oct 02, 2018 8:51 am

I don't understand why City and Forts aren't higher priority. RvR is pointless without it (imo of course). I've been waiting for city for ages hoping it would fix RvR and get people actually playing. NA time is so dead it's not even worth playing. I love the game but tryin to play with 150 people on during NA is rough.

P.S. Just my opinion here, before someone gets salty.
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flintboth
Posts: 440

Re: War lack of endgame.

Post#30 » Tue Oct 02, 2018 10:11 am

Give points to the Realm who lock a map, the victorious Realm is the one who win the most points at this stage of developpement.

2 points for a T2 map
3 points for a T3 map
4 points for a T4 map

More strategy in conflict, competivity in maps management, a "endgame" on the maps management for the players who invest time in the RvR campaign, a "endgame" for the victorious Realm (and later your City seige and fortress or a "endgame" in item cuztomisation).

A "endgame" for Warhammer ?
-item/skin
-Capital
-Fortress
-and why not for the first step to intensiv the maps management/strategy ?

Warhammer ? isn't it a strategy game ?

Today lock a map with a WarBand is fun and there are strategies "on the battlefield" and Realm players coordination but it will be more fun if there was a global strategy for all maps T4 (T2 + T3 +T4).
At this stage for the RvR in "conflict progression and for the strategy management by the players", for a game oriented Realm versus Realm, there is no mecanics to manage and encourage the progression, for the competitvity for all the maps contested.
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