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Scenario Rewards

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Azarael
Posts: 5332

Re: Scenario Rewards

Post#31 » Sat Jul 25, 2015 10:45 am

Already working on linking scenario rewards (including money, gear, kill xp and kill renown) to actually winning the scenario or playing according to the objectives.

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Vraal
Posts: 124

Re: Scenario Rewards

Post#32 » Sat Jul 25, 2015 10:52 am

Azarael wrote:Already working on linking scenario rewards (including money, gear, kill xp and kill renown) to actually winning the scenario or playing according to the objectives.
Does that mean we get other rewards than the drops which already happen in SCs?
Vraal / / Khalik

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Azarael
Posts: 5332

Re: Scenario Rewards

Post#33 » Sat Jul 25, 2015 10:55 am

Thinking cash and tokens.

grumcajs
Posts: 378

Re: Scenario Rewards

Post#34 » Sat Jul 25, 2015 12:08 pm

@Jaycub

As Telen and Azarel said :

Lets talk about 2 pretty common examples :
1) dps AM
a) join as "heal" - rage cuz you really cannot expect AM to do any healing that would keep anyone alive
b) join as "dps" - rage cuz 90% times dps AM cannot be compared to lets say BW in terms of pressure, burst, dmg output

2) balls to the walls dps BO
a) join as "tank" - rage cuz even when he use guard, he would melt even faster than the guarded target
b) join as "dps" - rage cuz 90% times dps BO cannot match dmg output of mdps or provide healdebuff, save his ass by using detaunt, break free, charge etc.

This is when we talk about equally skilled and geared players. 90% times means sometimes you meet exceptional player.
Examples taken from experience from old WAR, where majority of AMs were dps and I have met a lot of glasscannon BO that were able to deal damage like berserk choppas with the same durability.

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Jaycub
Posts: 3130

Re: Scenario Rewards

Post#35 » Sat Jul 25, 2015 12:14 pm

grumcajs wrote:@Jaycub

As Telen and Azarel said :

Lets talk about 2 pretty common examples :
1) dps AM
a) join as "heal" - rage cuz you really cannot expect AM to do any healing that would keep anyone alive
b) join as "dps" - rage cuz 90% times dps AM cannot be compared to lets say BW in terms of pressure, burst, dmg output

2) balls to the walls dps BO
a) join as "tank" - rage cuz even when he use guard, he would melt even faster than the guarded target
b) join as "dps" - rage cuz 90% times dps BO cannot match dmg output of mdps or provide healdebuff, save his ass by using detaunt, break free, charge etc.

This is when we talk about equally skilled and geared players. 90% times means sometimes you meet exceptional player.
Examples taken from experience from old WAR, where majority of AMs were dps and I have met a lot of glasscannon BO that were able to deal damage like berserk choppas with the same durability.
I was never under any illusion that this wouldnt happen. I'm just saying it's better than what we have now. It won't work every time, it might not even work half the time. The thing is it's step in a better direction, i don't understand why people wont move forward just becuase it isn't going to be perfect?
Azarael wrote:Thinking cash and tokens.
I don't think we need cash, the problem with the market now isn't a lack of gold, but a lack of items.

If by tokens you also mean SC vendors w/ gear from the armory link in that thread on the development forums then all we would need is tokens from SC's and player kills and the entire endgame gear fiasco will be done and over with.
<Lords of the Locker Room> <Old School>

grumcajs
Posts: 378

Re: Scenario Rewards

Post#36 » Sat Jul 25, 2015 12:30 pm

Jaycub Im not telling you this is a bad idea. Its actually great idea. It just doesnt fit well to WAR.

It isnt solving anything at all. Sure its still better than when u enter sc and u have 7 tanks and 5 dps with no healer. or when u have only healers and turtle tanks.

Problem is the moment u implement this archetype queue, players would be more pissed if they see you are playing your class in alternate way cuz they would expect holy trinity every scenario.
Atm its doable if players are willing to play as a team (switch tactics, equip shield or chalice, change itelligence gear for some + willpower etc.)
But once u reach higher levels or introduce talismans,renown trainer,gear sets, it would get worse and worse.

Its just mine pov. I wouldnt actually yell if they would try to implement this at all. I just think its waste of resources and time

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Bozzax
Posts: 2680

Re: Scenario Rewards

Post#37 » Sat Jul 25, 2015 1:39 pm

The server can just split ppl into 3 queues (tanks, dps, heal) based on their healing power, migration+guard and damage power

Exempel
An AM full magic power and magic crit queue as dps
Tank with low migration and high melee power queer as dps
... and so on you get it

Also would be great if both teams total combined levers + renown tanks was near same. Then we would have better SCs
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Azarael
Posts: 5332

Re: Scenario Rewards

Post#38 » Sat Jul 25, 2015 1:53 pm

I actually quite relish the idea of implementing archetype-from-specialization. Maybe then, people will accept adjustments to careers being played differently to their raw archetype that will make them viable in that role :)

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Hogtooth
Posts: 111
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Re: Scenario Rewards

Post#39 » Sat Jul 25, 2015 2:11 pm

A mechanic on live that was used for this was cannons at least in wc's. I know they are not implemented yet but that would be a solution for wc/ spawn camping. Cannon range would have to be decided but it could take the pressure off spawn area and give the 2 players trying to leave spawn a chance to earn drops and xp from the 5 enemy players ganking them on their way out.
Vestri Nex Est Meus Vita

Hogtooth (SL)40/47, Tramp (WL)40/72, Brassmonkey (IB)40/45, Haligan (BW)40/58
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dave2278
Posts: 143

Re: Scenario Rewards

Post#40 » Sat Jul 25, 2015 3:39 pm

Azarael wrote:Thinking cash and tokens.
Cash could be good but we lack any items to buy, tokens could be much better to implement but you are gonna have add token drops from killing players
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