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Changehammer

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adei
Posts: 272

Re: Changehammer

Post#41 » Wed Nov 02, 2016 11:21 am

Dalgrimar wrote:I think what Chaoselfa means is that the RvR isnt the same as it was the last year of Live.
On Live you had allot of opportunitys for smaller scale fights around BO's/certain routes.
In RoR its just one big zerg fest where everyone is blobbed together without the need of spreading out.
Its been like this for a long time now.
Atleast RvR state of last 1-2 years of Live worked well.
Cant say that about RoR.
Also, the devs should work a bit on growing some skin instead of getting offended the moment someone disagrees with them.
Speak for yourself, for the past month of playing I have found no shortage in any small scale engagement in RvR, there are tons of fights to be found currently with the population where it is, sure you have to put up with the warbands chasing you, or similar issues, but that does not take away from how much roaming is to be had currently.

As for the rest of your post, like azarael said you should quit trying to be some forum hero, this time you forgot to add 'please don't ban me to the end of your post' only to try and throw a quick dump on the dev team, who are the very reason you are playing here. People may not agree with some of the changes, I don't have to agree with some of the changes, but lets imagine you swapped positions here, I'm sure you wouldn't take too kindly to people such as yourself taking every opportunity to throw accusations and snarky remarks at you.

Change takes time, be thankful that there is enough communication from the developers that you can have a say in what goes on, unlike every other game, even private servers. The community opinion matters on a variety of subjects, for example the pug scenario, feedback was taken and then it was implemented, and there are more polls to come in the future to help shape the game.

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drmordread
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Posts: 916

Re: Changehammer

Post#42 » Wed Nov 02, 2016 11:45 am

Noergl wrote:And may i ask how you got that knowledge what most players want? If you think its because of the posts in the forum, you neglected to read all those entries welcoming the changes? And you also have forgotten what in live didnt work too? Stop this life version glorification and try to remember the problems it had - and perhaps then you can welcome the efforts to make ror a better game than war was. And im sick and tired that some people think they speak for the majority of us here in ror - news flash, they (and you) dont!
Actually, the majority of players are silent. Any game forum, this is a no1 fact. So we will never really know what the majority really thinks.

A clarification, if you will. At least for on my end of things;
Disagreeing with AZA on his vision is not disrespect. Nor is it being ungrateful. As a matter of fact, for a person I have never met, I hold AZA in the highest regard and the highest respect for him and everyone who is working on this project. Do not ever mistake my pointing out what I feel is a failure as disrespect, or being ungrateful. If I kept my mouth shut, when seeing what I feel is a mistake, THAT, is being disrespectful!

Lets get another thing straight, the original version of this game was not a failure. The only ones who think this are unimaginative people who could not hack it in an mmo centered around killing. Up till version 1.3.0, maybe even 1.3.6, there were over 5,000 people playing daily on all the servers. If you think this is a failed game, especially for a niche game that is centered on PvP and not easy mode PvE, then you have a lot to learn.

The RvR system was designed (for t4) to be fluid, to be across three zones at the same time. If you wanted to push city, you needed to defend two zones, and attack in one. Up till version 1.3.0 a zerg was easily countered by small groups, but then Mythic began to make changes, and then 1.4.0 came out with its resources and ranked keeps (same as we have now), and people had enough with the BS.
Want to know what the biggest complaint was about the fluid 3 zone campaign? "OMG you flipped a zone and did not call it out!!! I lost RR/INF" that was it!!!

As for Balancing, yes the game needed balancing, but among the classes. For the most part I like what the team is doing. BUT ... I disagree with the whole "PUGs dont count, solo players dont count" philosophy. You are trying to pigeon hole everyone into (a) joining an active mega guild (b) playing a pre required class with a pre required spec, in a group with pre set composition, in order to get the full benefits of AZA's system. WTF? Really??
With this new philosophy, some of the best fun times on WAR would never have happened? Example; Without Absorb pots and high crit, you will never see the LOL GROUPS of 4 or 6 WE/WH's we used to do and roam around having a blast. These LOLGRPS will never stand a chance, so people will never do it. And what is the point of playing a game if you can not do a few LOL moments here and there?
I used to do a LOL parry/Dragon Gun spec, just for the hell of it to have a few laughs. Can not do it anymore, wont do it. I used to solo 6 man grps, attack their rear, and sometimes even be able to kill a soft target and even rarer even run away laughing. I can not do that anymore, I do not have the tools available to make it even slightly competitive. THESE things were designed into the game and were not bugs.

So, if you want to knock the original go ahead, but do not make the mistake of thinking it a failure. WAR Age of Reckoning was actually a big success up till 1.3.6. It needed class balancing YES, but that was it. The RvR system, the PvP mechanics (crit/absorbs/triple pots) were perfect!!!!!

This is my opinion, and that of others as well. You do not have to like it, you do not have to respect it, but expressing it, is not disrespectful to AZA or anyone else on the RoR team!
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Tesq
Posts: 5713

Re: Changehammer

Post#43 » Wed Nov 02, 2016 11:55 am

warhamemr was a failure cos bw/sorc dominate for a long time in the game and it was bugged as hell

#bughammer

i think the game was like in a real beta in 1.3+, i let you image that an ap regen bug took like what? 4 major patches to be fixed?
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Nycta
Posts: 95

Re: Changehammer

Post#44 » Wed Nov 02, 2016 12:39 pm

My understanding is that partly the issue that some of the players have with the drastic changes that lead further away from known systems, tested here or in live, is that they seem to have retained the same attitude and stance they had towards the developing team(s) of AoR, seemingly unable to realize not only the difference between the mentality, goals and ethos of the two teams, but also, and most importantly, that of the conditions now in effect and the possibilities of the current project.

Seems there is lack of trust, which is only fair in the light of previous disappointments due to the time spent struggling with AoR's development - which lets be fair, it could hardly be called that, for reasons extending even past some of the developers back then. Beyond that, no matter whether one likes the developers themselves as individuals, they have proven time and again that their hearts lie with the game, have spent hours upon hours working on it and have defended it in every corner.

As far as I am concerned, to come to this forum and merely deny a change, or any change, without even slightly contributing to the matters at hand, even if that is a prognosis of issues and problems to arise in the future, creates inevitably a point of friction with the developing team since to develop, is to change. Simple as that.

Change being the elephant in the room now, and distrust aside, I honestly find it most disheartening that young, or relatively young, people, oppose it, rushing to deny it it's necessary time to be tested, further evolved or rejected, instead of embracing it till it proves itself or seeking their ways around it till it runs its course. Nobody's time or effort, being developer or player, is lost completely if a change, no matter how important, doesn't work out in a way that can be regarded as improvement or even a stepping stone to build on. There is no such thing as an absolute failure (well, EA's management was, but this came from the ashes of millions of hours lost when they killed it) and nothing more permanent that temporary, common saying where I come from, and can't but be the condition here since the game is in alpha phase and to not attempt to take it for a spin around every route and through every byway one can find in it, is in my opinion a pity and only leads to a quicker and certainly less glorious end. Boredom even kills gods, lets us not forget it.

As for the "golden" age near the end of live, what should not be overlooked is that the players of a game evolve as well, and that takes its time too. One cannot compare the two communities, since they aren't the same historically. The playerbase in AoR was bigger and more experienced by the end of live than the one of RoR at the moment - bugs, glitches, shortcomings or blatant mistakes, server deaths and migration, lack of vision, other games and the constant fact you are being squeezed for money, weeded out all that weren't willing to overcome them merely out of their passion for waaaghing. Here we have old players as well as new ones, more casual players since it is free and all of them, as a community, need time to create the bonds and affiliations which contribute to the game's party oriented tendency in its "core" development of abilities and classes, as well as RvR systems.

My personal disenchantment with those that oppose any kind of change, beyond a working RvR system similar to the one experienced in the last period of live plus minor tweaks along the way , becomes a spontaneous objection and grief, since this is a game in development, and such is agreed for now, which itself naturally extends far beyond what an individual, player and developer alike, could possibly perceive, the ways taken with it limited only by their individual intellect, their imagination, their ability to catch a glimpse of remote yet promising paths and their ability, got, found and created, to undertake the burden by being responsible to theirs, or others' visions. This is a massive multiplayer online (rpg ya gits!) game. Its reality is that it can exist, but cannot be fully developed by one party alone. Players and developers are both necessary and that is a common ground.

Ideally, Azarael could have a number of experienced, well-mannered, courageous, tireless, responsible, intuitive and precise players, eager to provide feedback, seek, measure and report bugs, willing to go through the wildest and craziest modes, nerf after buff, and addition before wipe, and all that just for the joy of it, equal to the number of players involved. No offense meant, and as for the unintended patronizing, the above is an exaggeration of my perception naturally. By a similar way, the players could have the one that coded Chuck Norris as their Santa Claus in Neverland stuck on Christmas, with birthdays and tricks plus treats on top, wonderfully taking them daily for a fresh spin, where every step, though solid, would launch them gently(with rps!) to ways of Waaagh unknown. Unfortunately(dats raw troll'n), ideals shape reality, reality cannot be shaped into ideals - not for long fortunately (dats teh opp'zit gits), so we are all stuck in it with each other, for as long as each one of us is willing to invest self - time and waaagh-love included.

Personally, I 'd like to feel some joy emanating from even the most terribly pwn'd corpses, just because of the Waaagh being taken through unknown territory, at least once in a while. I think I would prefer that joyful waaaghing, to this whole "try not to die" immersion booster which is not working miracles(Imagine! I actually try! :P). In which case(loosely defined even to my own self), not limiting each other anymore, the limits left would lie elsewhere, and more of ourselves could then be invested in frontiers that are the code and the progress of the reverse engineering, the number and involvement of the participants, the hours of work needed, the zillions of tasks down to trivialities, the minor or major dead ends, the ever present dangers that third parties may create and last but not least by far, the never ending struggle to kill before being killed and get dat rps - or bear the grudge(if only stunties ate more vegetables...).

But, that requires many people to change themselves and their ways, not only within my lifetime but also influenced by me and my will, limited by me and myself. This I may fancy, but do not actually want. Nor will I cherish as the "best" any end product, even though I ll still value the effort, for there is no such thing and depending on the involvement of players, as a wider measure including responsibility and of course not limited to it, I find it not only appealing, but logical as well, that the greater the value, not only makes the game more suitable to its co-creators depending on their freely willed contribution, internal struggles and hard agreements, arrivals and departures, but also richer since it simply involves more - and as far as I go to understand and realize - to try to quantify even a single individual is an exercise in futility, a long imposed idiocy and far too frequently chosen as a way of control and, "naturally" arising, bonds of exploitation. Freedom can only be created within a community, has no base in reality beyond that, other than natural obstacles and universal inevitability. To allow each other to exist and choose one's ways around, through and certainly within the multitude of all of the ways of ours, that's what I perceive as freedom. Solitude is not freedom and MMOS are not about solitude for sure. Freedom on the other hand takes effort, it is neither a permanent buff nor a measurable stat. And of course, change and freedom are intertwined. Constantly... :P

Should this matter remain unresolved, in my best case scenario the game will lose players, players for their own reasons will lose a game that they, the very least, liked. I don't want to see this happening, I don't want an alpha phase that tends to imitate, I don't want another lame, half-hearted, "safe" development, and I don't want to have to choose either. In any case, thank the world for being big enough I guess and go on, one way or another.
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Ghostwarrior
Posts: 15

Re: Changehammer

Post#45 » Wed Nov 02, 2016 1:18 pm

drmordread wrote:
Actually, the majority of players are silent. Any game forum, this is a no1 fact. So we will never really know what the majority really thinks.


More like the banhammer aways you if you open your toughts to much on the forums :^)

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Azarael
Posts: 5332

Re: Changehammer

Post#46 » Wed Nov 02, 2016 1:26 pm

Please cite a single case in which a player was banned for expressing an opinion in a manner that respected the forum rules.

I'll wait.

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Akalukz
Posts: 1799

Re: Changehammer

Post#47 » Wed Nov 02, 2016 1:36 pm

Well i haven't played a ton, but it seems to me the zones are more active. I do believe there needs to be a limit on artillery?( AoE cannons) that can be deployed at a given time. Make them have timers or # of use or cooldowns something.

Want to use them as mobile artillery.. fine put a 5 min cooldown on them, that way they are not being spawned every time someone stops or increase the "slow" effect, make them go at pack mule pace if towing a weapon. This will add a bit of strategy to when to use them or not.

keep the zones locked down imo. If anything you could put in a zone switching mechanice. 3 hours on a zone .... zone filps to a different pairing to give a break, sort of an attack in a different direction because of bogged down offensive.
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warkaiser
Posts: 33

Re: Changehammer

Post#48 » Wed Nov 02, 2016 4:12 pm

drmordread wrote:
Noergl wrote:And may i ask how you got that knowledge what most players want? If you think its because of the posts in the forum, you neglected to read all those entries welcoming the changes? And you also have forgotten what in live didnt work too? Stop this life version glorification and try to remember the problems it had - and perhaps then you can welcome the efforts to make ror a better game than war was. And im sick and tired that some people think they speak for the majority of us here in ror - news flash, they (and you) dont!
The RvR system was designed (for t4) to be fluid, to be across three zones at the same time. If you wanted to push city, you needed to defend two zones, and attack in one. Up till version 1.3.0 a zerg was easily countered by small groups, but then Mythic began to make changes, and then 1.4.0 came out with its resources and ranked keeps (same as we have now), and people had enough with the BS.
Want to know what the biggest complaint was about the fluid 3 zone campaign? "OMG you flipped a zone and did not call it out!!! I lost RR/INF" that was it!!!
While you are right that it WAS designed to be that way, that does not mean it was the best way to design it, or even a good way at all. What Aza and team are trying to prevent, is exactly what people were doing on Live: Fleeing and going to hit empty zones anytime there was an actual fight to be had. Sure, that didn't ALWAYS happen, but come on let's be realistic here. The majority of players will take the path of least resistance and, sadly, would rather avoid a fight for an easy win.

As a dev on private servers for other games, I have dealt with similar issues. If players have the option to go gain something in another area, rather than being forced to fight for it, most will choose to do that. So when it comes to a PVP game, if you want players to actually fight, you often need to force them into fighting eachother. Make it so that in order to progress, you must contend with the enemy for it. An example from other games would be putting highly desired loot drops on mobs that are in areas easily accessible by all factions where PvP can occur, NOT in areas where people can farm in safety. If you give players the option of farming in a safe area, they will do that instead. If you give them no other option but to go to a contested area to farm, and risk being killed, this creates PvP hotspots where large battles occur as opposing sides group up and fight for temporary control of that location so that their players can become stronger.

Similar logic applies to RvR in WAR as well. You must create a reason for actually fighting eachother, and not allow the option of achieving the same goal with little to no risk. Without doing so, you wind up with the trend which was occurring of "Oh no, they're actually putting up a fight. this is hard. Let's go to another zone instead."

Sure, there are those of us who actually actively seek out PvP at all times, win or lose, outnumbered or not. But unfortunately we are not the majority. Now, we know exactly where the PvP is happenning, and that everyone will be there instead of dicking around in empty zones running from a real fight.

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Penril
Posts: 4441

Re: Changehammer

Post#49 » Wed Nov 02, 2016 4:24 pm

TenTonHammer wrote:

Well i made this proposal about swapping WoS for ease of access to build on Tesq's parry tactic thread

viewtopic.php?f=95&t=17641

But penril with his iron fisted hold over the balance forum's, refuses to move it to discussions :P

I'm a little late to the party, but your proposal was kinda merged with Tesq's (check the BG thread in Discussion forum).

viewtopic.php?f=96&t=17583#p192116

Aight, carry on!

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shaggyboomboom
Posts: 1230

Re: Changehammer

Post#50 » Wed Nov 02, 2016 7:05 pm

Azarael wrote:Please cite a single case in which a player was banned for expressing an opinion in a manner that respected the forum rules.

I'll wait.
Since this thread is slowly becoming a flame war (?), I'll leave this:
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