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[RvR] Encourage Team Play and Zone Locks

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Posts: 684

Re: [RvR] Encourage Team Play and Zone Locks

Post#31 » Tue Jan 09, 2018 5:10 pm

words in this thread are spoken into the wind.
also most ppl can't consider themselves as pugs who post here.
playing solo =/= pick up group player as an example.

SwiSh wrote:
Lets talk about "casual players", I could call myself a casual player, for sure not an hardcore one, and I have always played with casual players in WAR, but casual players can play in a well organized guild/group without playing hardcore. It means all joining TS/Discord or similar stuff, doing some inteligent roaming or sieges, coordinating with alliance or faction for holding points or similar stuff, doing a right group (2tanks guarding 2 dps and 2healers), calling targets, doing assist, etc.
Is easy, and a casual player can do it, on the other hand, an hardcore team can easly face larger groups of players by a more strategic and skilled playstile.
this is OPs definition by a casual.
This is considered by Puggy McPuglord as "hardcore" deticated gameplay in RoR, when in fact it isn't. + perhabs to reproduce that playstyle in a guild with not so much setup fluctuation. I think no guilds here have a fixed shedule besides the warband guilds.
Especially the smallscale guilds are really flex in terms of shedule I would assume.

It's pretty much my definition of solid gameplay I would say and defacto a reasonable approach to the game.

[quote=" "Fallout narrator" "]

"pugs,.. pugs never change."[/quote]

I guess.
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Posts: 1492

Re: [RvR] Encourage Team Play and Zone Locks

Post#32 » Tue Jan 09, 2018 5:28 pm

peterthepan3 wrote:I'm all for encouraging all playstyles, and opposed to discriminating against pug play (though I am against promoting or incentivising it). Glad to see we can agree on this!

(For what it's worth, the vast majority of people playing here are casual so I highly doubt the devs will allow them to be discriminated against).
Guild rewards would be the best bet going forward, like we had on live.
Guilds can enforce play schedules and rules as a part of joining said guild.

Then the pugs and solos can be happy and folks that want organisation can do so via guilds and alliances.
Alea iacta est

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Posts: 1197

Re: [RvR] Encourage Team Play and Zone Locks

Post#33 » Tue Jan 09, 2018 5:30 pm

ragafury wrote: [quote=" "Fallout narrator" "]

"pugs,.. pugs never change."
I guess.[/quote]
Someone with editing skills could turn this clip into the perfect RoR meme ~

Posts: 6509

Re: [RvR] Encourage Team Play and Zone Locks

Post#34 » Tue Jan 09, 2018 5:43 pm

Are you insinuating that pugs are cats? That's incredibly offensive.

They're more like nurglings.
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Posts: 1492

Re: [RvR] Encourage Team Play and Zone Locks

Post#35 » Tue Jan 09, 2018 5:45 pm

peterthepan3 wrote:Are you insinuating that pugs are cats? That's incredibly offensive.

They're more like nurglings.
I've seen many a guild WB do the headless chicken dance.
Alea iacta est

Posts: 11

Re: [RvR] Encourage Team Play and Zone Locks

Post#36 » Wed Jan 10, 2018 1:18 am

ragafury wrote:words in this thread are spoken into the wind.
also most ppl can't consider themselves as pugs who post here.
playing solo =/= pick up group player as an example.
I bealieve that wind will bring some of our words to someone :lol:

ragafury wrote:this is OPs definition by a casual.
This is considered by Puggy McPuglord as "hardcore" deticated gameplay in RoR, when in fact it isn't. + perhabs to reproduce that playstyle in a guild with not so much setup fluctuation. I think no guilds here have a fixed shedule besides the warband guilds.
Especially the smallscale guilds are really flex in terms of shedule I would assume.

It's pretty much my definition of solid gameplay I would say and defacto a reasonable approach to the game.
Solid is the right word! Not hardcore, not binding, but... SOLID!
Fallenkezef wrote:Encourage organised play and guild work, but we need to make sure casuals and solos are not looked down on or discriminated against.

I left WoW when the toxic atmos started discriminating against casuals and I will fight against any such attitudes here.
Yes you are right, mine was just an option, probably a drastic one, but i think that the actual way of playing (>80% pug) kills the game, I read lot of comments here about "diversity", it can be a nice point but diversity means more or less 50%pug and 50%organized players, and both can coexist and cooperate in war! Currently there is a large portion of players doing a nice pug game, following leaders in an open wb nicely, theyr leaders coordinating themselves in t4 chat, etc. THIS playstile can be merged together with a guild playstile! With guilds and pugs aiming for the same goal: FUN (first of all) and victory.

Posts: 302

Re: [RvR] Encourage Team Play and Zone Locks

Post#37 » Wed Jan 10, 2018 1:35 am

Removing zone timers is a good idea to encourage people to actually do some useful stuff otherwise casuals will just fight warcamp to warcamp until the zone timer ends,waiting for easy that lucky bag which will drop on their lap without much effort and it is pretty much against games nature.

Also having a WH/WE in a warband is totally useless, if you want to have a spot having a character contributing more is better.If there is a worse thing than a lvl 40 pug its a pug with 2 tactics slot.
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kill Droll you Kill this Server. DROLL is Community :wink:

Posts: 11

Re: [RvR] Encourage Team Play and Zone Locks

Post#38 » Wed Jan 10, 2018 1:44 am

tionblack wrote:Removing zone timers is a good idea to encourage people to actually do some useful stuff otherwise casuals will just fight warcamp to warcamp until the zone timer ends,waiting for easy that lucky bag which will drop on their lap without much effort and it is pretty much against games nature.

Also having a WH/WE in a warband is totally useless, if you want to have a spot having a character contributing more is better.If there is a worse thing than a lvl 40 pug its a pug with 2 tactics slot.
I dont think removing timers can be the key, players still have no reason to lock a zone for his realm.
My guild plays with lots of WE in our WB and they are not useless!

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Re: [RvR] Encourage Team Play and Zone Locks

Post#39 » Wed Jan 10, 2018 2:03 am

SwiSh wrote:
tionblack wrote:Removing zone timers is a good idea to encourage people to actually do some useful stuff otherwise casuals will just fight warcamp to warcamp until the zone timer ends,waiting for easy that lucky bag which will drop on their lap without much effort and it is pretty much against games nature.

Also having a WH/WE in a warband is totally useless, if you want to have a spot having a character contributing more is better.If there is a worse thing than a lvl 40 pug its a pug with 2 tactics slot.
I dont think removing timers can be the key, players still have no reason to lock a zone for his realm.
My guild plays with lots of WE in our WB and they are not useless!
Have you ever tried breaking a funnel with that warband ? or Taking a keep ?
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kill Droll you Kill this Server. DROLL is Community :wink:

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Re: [RvR] Encourage Team Play and Zone Locks

Post#40 » Wed Jan 10, 2018 2:17 am

You get what you incentivize. Until there's a specific reward for competitive 6v6, or any task that would only be accomplished by the level of play Peter is encouraging, players will continue to do what they always do: pick low hanging fruit while farting around.

It's important to consider reasoning behind Peters plight; he's not asking for people to coordinate and group up so that he can form megazord warbands and roflstomp the other faction- he wants organized opposition to have more fun fighting against.

I've said it again and again, but the allocation of unique appearance gear only attainable through 6v6 wins would provide the carrot necessary to make people play in a balanced and competitive group. In a way, Gunbad is a good start, in that you HAVE to find five other people- you can't just pile bodies on the bosses like beast Lord bosses. Your group HAS to have some semblance of an effective composition- 1 tank and 2 dps healers isn't going to cut it. You have to observe the mechanics and communicate a plan to your group accordingly... However, gunbad only rallies thoughtful competition for the very basic AI within the game, and now we can't even organize 6v6s in game without logging onto the other faction to send a tell, and there's absolutely no reason for a newer, or even casually slapped together prepare to do anything but queue, roll pugs and run from other premades.
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