friendly colliison should be made more friendly but removed it's too much..
ram need another increase in durability, like 2 times more than the last one they still are not hard enough
RVR new system feedback
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
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- saupreusse
- Former Staff
- Posts: 2450
Re: RVR new system feedback
i would like to know why there even is a thing such as friendly collision. does anybody know? its obvious for enemies, but for friendly targets it doesnt make much sense to me :O
Re: RVR new system feedback
because it would be way to easier kite that way if you cant get away from enemy you just need some ppl to stay still, you pass throught them and enemy cant, think about pull get ake from bheind basically all ppl will swap position with out problems in the reality dosen't work like that.saupreusse wrote:i would like to know why there even is a thing such as friendly collision. does anybody know? its obvious for enemies, but for friendly targets it doesnt make much sense to me :O
the friently collision it's a problem only in the very close space x number of ppl than need to pass onto it so just outer door.
p.s it's also a way to punish uncoordinate zerg

- roadkillrobin
- Posts: 2773
Re: RVR new system feedback
Coz wihout it there wouldn't be any bodyblocking in tight spaces basicly making the side with numbers always win any fights.saupreusse wrote:i would like to know why there even is a thing such as friendly collision. does anybody know? its obvious for enemies, but for friendly targets it doesnt make much sense to me :O
If you seen the movie 300 thats what their doing. They are forcing their gigantic numreric advantage to fight in a narrow funnel and since people can't fight while being compressed into each other it evens out the numreric advantage. The people in the back won't reach so they are basicly just fighting frontline vs frontline and as the same width.

Re: RVR new system feedback
It used to be a problem only in such cases indeed, but with the new oRvR system when everyone and their mother are blobbing in 1 zone- it kinda became a zone wide problem in the prime time. Thats why i asked about it in the first place.Tesq wrote:the friently collision it's a problem only in the very close space x number of ppl than need to pass onto it so just outer door.
p.s it's also a way to punish uncoordinate zerg
Spent all evening being stuck in friendly random players all around the Praag :S
Not saying its gamebreaking, but very very annoying for sure and does affect the gameplay in the server's prime time in a bad way.
Nerf is coming, nerf is near, nerf is something you should fear!
Re: RVR new system feedback
uhm sy but you cant ask a fix for a bit of coordination, your wb should try to not pack/stuck into the other one. Stay spread as much you can also dosen't help against cannons, it also prevent eney zerg to push since it would be counter push from sides.
even in keep sieges you can try to be divided a bit. As i said anyway friendly collision would need a small fix here and there. But not so much as any thnk about it.
even in keep sieges you can try to be divided a bit. As i said anyway friendly collision would need a small fix here and there. But not so much as any thnk about it.

- roadkillrobin
- Posts: 2773
Re: RVR new system feedback
We fought for several hours in Praag yesterday and there's a massive flaw with the system
We had a 4 star keep. Oposition had 0 stars. We controlled all BO's, We're having 40-80 AAO and oposition is hiding in the keep. Ram is getting shut down in 3 secnds. They are slowly killing our seige and preasuring our numbers with whatever seige they have had availible. We who have less numbers need to go all the way back to our keep get new seige while theirs spawn at their keep. The 15 min it takes to return with new seige they have retaken some BO's and healed the door up to full. We retake BO's and return to keep. The problem is that it's impossible to take. So there no RVR for us to play. We can't go to another zone, we can't take the keep coz it's impossible when you have AAO. And we can't fight over BO's coz we have em all and we can't spread out to hold controll of all objetives and posterns etz and attack the keep at the same time coz they are having the numreric advantage. So the only thing we can do now is farming kills wich we were doing for several hours. The flaw with the system is that if the side with the mumreric advantage decide they staticly wanna defend their keep thats what goin to happen until they get bored of it and there's no ORVR for the underdog to play.
We had a 4 star keep. Oposition had 0 stars. We controlled all BO's, We're having 40-80 AAO and oposition is hiding in the keep. Ram is getting shut down in 3 secnds. They are slowly killing our seige and preasuring our numbers with whatever seige they have had availible. We who have less numbers need to go all the way back to our keep get new seige while theirs spawn at their keep. The 15 min it takes to return with new seige they have retaken some BO's and healed the door up to full. We retake BO's and return to keep. The problem is that it's impossible to take. So there no RVR for us to play. We can't go to another zone, we can't take the keep coz it's impossible when you have AAO. And we can't fight over BO's coz we have em all and we can't spread out to hold controll of all objetives and posterns etz and attack the keep at the same time coz they are having the numreric advantage. So the only thing we can do now is farming kills wich we were doing for several hours. The flaw with the system is that if the side with the mumreric advantage decide they staticly wanna defend their keep thats what goin to happen until they get bored of it and there's no ORVR for the underdog to play.

Re: RVR new system feedback
As far as I understand you introduce canons for anti Zerg and anti funnel ? I got An idea about the funnel problem . There were only one way accessible to go to inner when putter was down and defenders use it for funnel . Why don't you open all outer postern when outter is down ? This way offensives wb have many possibilities to go in , defender must split them to defend all entries ? Dunno if someone already thought about it sorry if I miss it .
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- roadkillrobin
- Posts: 2773
Re: RVR new system feedback
I've seen peoplee sugested this multiple times, and I really think it's a good idea.Grunbag wrote:As far as I understand you introduce canons for anti Zerg and anti funnel ? I got An idea about the funnel problem . There were only one way accessible to go to inner when putter was down and defenders use it for funnel . Why don't you open all outer postern when outter is down ? This way offensives wb have many possibilities to go in , defender must split them to defend all entries ? Dunno if someone already thought about it sorry if I miss it .

- saupreusse
- Former Staff
- Posts: 2450
Re: RVR new system feedback
First of all, thanks for making it clear to me. And while you are right when you said its all about the coordination, we got to consider if this system isnt breaking the games flow too much. I now see why its there and it sure does sound like a good thing on paper, but in reality it doesnt quite do what its supposed to do because of these unwanted byeffects like random getting stuck or bodyblocked when it really isnt your fault. I felt pretty much the same about cannon knockback. It sounded good but it wasnt fun to play, and thats what a game is all about in the end.Tesq wrote:uhm sy but you cant ask a fix for a bit of coordination, your wb should try to not pack/stuck into the other one. Stay spread as much you can also dosen't help against cannons, it also prevent eney zerg to push since it would be counter push from sides.
even in keep sieges you can try to be divided a bit. As i said anyway friendly collision would need a small fix here and there. But not so much as any thnk about it.
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