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T2

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Tesq
Posts: 5713

Re: T2

Post#31 » Tue Jun 09, 2015 8:02 pm

Spoiler:
Bozzax wrote:Remove all renown rewards from pve zone cap
Add defense small ticks for all defenders every x seconds
Add AAO
Block back stair with guards when outnumbered
Move keep lord cap flag to top floor when seriously outnumbered
If we are affraid PUGs will get no renown at least require them to be in combat and let kills reward anyone 100feet range
Done

Never got why you were rewarded renown for not doing RvR. Having players zerging avoiding fights taking empty keeps or standing leeching and getting renown seems wrong

-box dont get why the def tick every sec you are just encourage to farm on defense that way.
-i dont like the idea to have tank wall on last floor, that would be the same to haven't had the second ramp in keep.
Be more higher do not let target your healer and not let you pass the tank with out being out of los, so a tank wall is too much easy that way. The tank wall need to be done behind inner on ground floor not at 3rd floor. That way take a keep became impossible.
-aao is a solution for doing renow while outnumbered but is not the solution to balance the game. Official servers alredy tested this issue.

Also if a zone is not defended ppl have the right to still earn renow, it's not their fault, remove renow if no enemy around mean opposite realm can totaly negate renow just by do not play, if they are greatly outnumbered.
You should force ppl to group and fight not to give them exploit to not let you earn renow.
Also one can simpy log a opposite realm account from a second pc and all can still get the renow :/

Spoiler:
khandman wrote:Here's a few ideas from me. Only thinking about T1 and T2 atm.

Make a zone contested after a certain number of units from both sides are within the warzone. PQ areas can record how many people are within it so the same could be possible for warzones. Say once 12 units from each side are within the warzone, it becomes contested and points can be captured etc. The warzone will remain in that state until it is then locked for the normal 15-20 minutes or what ever. The warzone will then not unlock again unless the unit quota from both sides is met.

This would help reduce the cases of zones being capped with no one from the opposing faction in them.

Could also make lair's for the contested warzone area only spawnable during those times.

T2 zones could follow the same mechanics of a unit quota from each side, but as one of the others mentioned in the previous posts T2 could be more like a round robin. Once Emp T2 has been capped, Dwarf becomes available for becoming contested. Once Dwarf has been locked, Elf could be the same, and then back round to Emp.

Could perhaps make it like if the T1 and T2 zones become locked by the same faction, both Tiers could remain locked for a longer time to encourage conflict in the other tier zones. Instead of say 20 minutes each have then lock for a full hour or maybe 2.
what if there aren't 12 ppl from the opposite realm for 4 hours? 1 realm cannot play in t2-t3?
cos after t4 will be out popolation in t2-t3 will drop fastly.
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Sulorie
Posts: 7459

Re: T2

Post#32 » Tue Jun 09, 2015 8:24 pm

Tesq, I can agree with you. :o
Dying is no option.

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Tesq
Posts: 5713

Re: T2

Post#33 » Tue Jun 09, 2015 8:56 pm

i agree with you sometimes too just i avoid to make joke and troll at you
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magter3001
Posts: 1284

Re: T2

Post#34 » Tue Jun 09, 2015 8:58 pm

I don't entirely agree with Tesq, sorry Tesq :)

First, de-bolster is too far in the future, lets not talk about it just yet. Second, I rather wait 'til T4 to get city sieges for multiple reasons.

For one, it will take people out of the rvr lakes and scenarios, many people know what I'm talking about. You play for an x amount of hours, lock 2-4 zones, get to the city and look for an empty instance devoid of enemy players. Reason for that was because people like the game to be easy, and that it was possible to do since the losing side usually says "screw it, i'll come back in an hour" or "time to level up my alt" instead of fighting in the city.

What I do like is having zone locks in T2, though I would rather make adjustments to it. Instead of waiting for every server restart to have all 3 zones open, why not let the realms get the "best out of three", meaning if both sides lock 1 zone each, the faction that locks the 3rd zone wins the "round". The winning side will either get some good loot, renown, or other currency. Afterwards, all 3 zones will be open again instead of only one zone being open at a time. I understand that people want everyone to be in one zone only but if you're the underdog and are constantly losing, it can be hard to will yourself to play the game when you're not having fun. Open zones give pugs a chance to build their numbers without facing that huge enemy zerg and quiting after a single battle.

Some things that I do agree with as well is a need for an underdog system. AAO was amazing in the original WAR. RoR should have basically the exact same thing if possible. Giving people a reward for defending would also be a huge plus. Also, I never liked the "play as a lord" in the city nor do I think i'd like it in a keep.

Just a few of my own thoughts. Open for criticism of course ;)
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

Luth
Posts: 2840

Re: T2

Post#35 » Tue Jun 09, 2015 9:04 pm

I think with the focus on T2 atm, there should be a short/easy and hopefully effective solution.
More complicated mechanics, that require advanced coding should be discussed for the future imo.

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Bozzax
Posts: 2622

Re: T2

Post#36 » Tue Jun 09, 2015 9:16 pm

Tesq wrote: -box dont get why the def tick every sec you are just encourage to farm on defense that way.
It is intended as a defenders carrot.
Spoiler:
Tick renown % from both sides kills dependent on current AAO and only to active defenders in combat

Obviously in an "even" fight there can't be free handouts. "Even" implies more attackers but a reasonable amount of defenders so we have a fair fight.
Tesq wrote: -i dont like the idea to have tank wall on last floor, that would be the same to haven't had the second ramp in keep.
Outnumbered 4-1, 10-1 or worse it makes sense to make being overrun more enjoyable
Tesq wrote: Also if a zone is not defended ppl have the right to still earn renow,
I'd prefer if they got 0 renown as they do PVE. XP and chest is cool though :)
Tesq wrote: it's not their fault, remove renow if no enemy around mean opposite realm can totaly negate renow just by do not play, if they are greatly outnumbered.
Defence ticks, AAO improved def position and AAO would make defense worthwhile. In LIVE they had no incitament for defence and most of the time they just got overrun and ppl tired and did PVE locks or logged
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Tesq
Posts: 5713

Re: T2

Post#37 » Tue Jun 09, 2015 9:21 pm

Spoiler:
magter3001 wrote:I don't entirely agree with Tesq, sorry Tesq :)

First, de-bolster is too far in the future, lets not talk about it just yet. Second, I rather wait 'til T4 to get city sieges for multiple reasons.

For one, it will take people out of the rvr lakes and scenarios, many people know what I'm talking about. You play for an x amount of hours, lock 2-4 zones, get to the city and look for an empty instance devoid of enemy players. Reason for that was because people like the game to be easy, and that it was possible to do since the losing side usually says "screw it, i'll come back in an hour" or "time to level up my alt" instead of fighting in the city.

What I do like is having zone locks in T2, though I would rather make adjustments to it. Instead of waiting for every server restart to have all 3 zones open, why not let the realms get the "best out of three", meaning if both sides lock 1 zone each, the faction that locks the 3rd zone wins the "round". The winning side will either get some good loot, renown, or other currency. Afterwards, all 3 zones will be open again instead of only one zone being open at a time. I understand that people want everyone to be in one zone only but if you're the underdog and are constantly losing, it can be hard to will yourself to play the game when you're not having fun. Open zones give pugs a chance to build their numbers without facing that huge enemy zerg and quiting after a single battle.

Some things that I do agree with as well is a need for an underdog system. AAO was amazing in the original WAR. RoR should have basically the exact same thing if possible. Giving people a reward for defending would also be a huge plus. Also, I never liked the "play as a lord" in the city nor do I think i'd like it in a keep.

Just a few of my own thoughts. Open for criticism of course ;)
I think you missunderstood, none want city siege now as none require a t2-t3 fix now.
We need that when t4 will out ( lots of time) still t2-t3 will became after little a dead land.
So somekind of change after t4 exit would make new ppl happy, cos the problem are new player that have to pass trought empty zones and easy pve lock while 90% ppl are on t4.
About city siege that's why i suggested only 1 big city istance (or x number of city istances based on player if it became too laggy, the aim is avoid empty istance run) and to make t2-t3 relevant


@boxxaz

Sy but i dont see how this should help when there are no ppl in dead t2-t3. there are no meccanic problem in lock zone, capture and defend, but population problem. Those suggestion do not help keep t2-t3 populated.
If for the moment you fear the population will spread to get easy renow you can simply apply a 1 by1 lock meccanis as suggested above but i far see this as a problem and i fear more the empty t2 when t3 will be relased and even worst when t4 will be relased.
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navis
Posts: 784

Re: T2

Post#38 » Tue Jun 09, 2015 9:39 pm

I strongly disagree with the OP ideas to "funneling".

My vote is for 1.3.8 style mechanics, two keeps per tier available to capture and claim and upgrade...
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Mor
Posts: 57
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Re: T2

Post#39 » Tue Jun 09, 2015 9:48 pm

Sulorie wrote: Your whole deck contains only one single card:
Spoiler:
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LOL

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Ototo
Posts: 1012

Re: T2

Post#40 » Tue Jun 09, 2015 9:50 pm

All u are stupidly complicating this to a point whr i barely understand this anymore. I stick with the 1st 3 ideas i readed, the rest just add a lot of maths to try to find a balance whr all people earn same renown and all people fight. Not gonna happen.

Winning should be rewarded more than loosing, even versus an empty zone. If people like empty zones, go for them, i will try to ambush alone in the crowded ones, probably dieing a lot, but PvPing, that is why i play this. Playing for rr is stupid. U will eventually hit rr80 no matter what u do. I prefer to do it in the funny way.

Also, i dont want to miss some of the best battlefields of the game, that are in t2 and t3, not in t4, whr the only good ones, out of 9, are just 3. Namely: Praag, Wastes and Doom. In t2-3 there are only 2 bad ones: Mashes and Avelorn/Saphery, both due to horrible keep locations that benefit ganking.
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