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Siege weapons

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magter3001
Posts: 1284

Re: Siege weapons

Post#51 » Tue Jun 28, 2016 1:57 pm

Just to provide some feedback, since this is in the correct subforum :) I was able to get my hands on the AoE cannons 2 times the other day in tier 2 and found them super rewarding. The exp over the two keep defenses equaled to 5 levels rank wise and about 5 renown wise as well as influence becoming capped in those zones.

However the defense it self was mind numbing. Here's a 3 minute footage of a 30-40 min defense. :P

https://vimeo.com/172474268

I felt like I was being counter productive since I played a healer and chose to use the siege instead. Around me there were people nearly dying (or actually dying) but because I was too afraid to lose my siege and because I knew I wouldn't get anything out of healing them... I just stayed and fired away.

Now the argument can be made that it was my choice to actually get the siege and use it... however, how can I not if it gives the quickest method to high rr and infl? Not to mention a booty load of greens to sell for a mount?

Just some things I noticed through two t2 sieges. :)
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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gamerwiley
Posts: 2

Re: Siege weapons

Post#52 » Fri Jul 01, 2016 6:14 am

This isn't really about siege weapons, but seeing as I have just finished leading T2 sieges with my main (DrinkingGlass) I have some things in mind. As a leader, it would be nice to be able to ping areas on the minimap, but seeing how that is still not even showing player movement properly, I guess it can wait. And As a leader, you tend to spend a lot of your time...you guessed it! Leading! Well, when your leading it becomes hard to deal damage, or take objectives, not saying you cant, but I am saying from my personal experience, It makes it MUCH harder. I would propose a guaranteed reward for leaders, who, (To bring up my earlier suggestion) ping a objective on the map, and achieve it. I also think there should be a xp, or renown reward for players who take a pinged objective, which gives incentive to listen to their leaders. I also would suggest implementing a vote to kick the leader, which would cut out all the trolls etc. Just my opinion, and my thoughts. Cheers.

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Natherul
Developer
Posts: 3214
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Re: Siege weapons

Post#53 » Fri Jul 01, 2016 6:21 am

gamerwiley wrote:This isn't really about siege weapons, but seeing as I have just finished leading T2 sieges with my main (DrinkingGlass) I have some things in mind. As a leader, it would be nice to be able to ping areas on the minimap, but seeing how that is still not even showing player movement properly, I guess it can wait. And As a leader, you tend to spend a lot of your time...you guessed it! Leading! Well, when your leading it becomes hard to deal damage, or take objectives, not saying you cant, but I am saying from my personal experience, It makes it MUCH harder. I would propose a guaranteed reward for leaders, who, (To bring up my earlier suggestion) ping a objective on the map, and achieve it. I also think there should be a xp, or renown reward for players who take a pinged objective, which gives incentive to listen to their leaders. I also would suggest implementing a vote to kick the leader, which would cut out all the trolls etc. Just my opinion, and my thoughts. Cheers.
Not going to comment on the suggestion as Im split on if its a good idea or not but in any case these things that you are suggesting is not possible at this point as we dont have client control.

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mohokoner1
Posts: 48

Re: Siege weapons

Post#54 » Fri Jul 01, 2016 8:57 am

this game unfortunately is unfortunately ALL about Rr...
no rr = no good gear
no rr = no bonus stats from points
no matter if my main is 42Rr atm i feel Rr as a breaking mechanism in the game....
still the problem isn't relying only on how the people are playing.... and i will agree that people can't understand that it's a teambased game, that it's not about dealing dmg but how usefull someone can be in the team (see how many tanks or healers are going on full dps builds while they can't understand the fact that EVERYONE can deal damage (zealots maybe not :P) but tanks careers are the only ones that can fullfill the role of a tank, healing careers the same etc) while at the same time EVEYRONE of us has to deal with contribution and rolls...

1) IF the enemy drops a medalion you have 1/24 chances to get one (while at the same time you could spend like 8 hours in RvR just to get 3-4 medallions)

2) people will NOT cooperate in Wb's (pugs) because of their personal reasons... they prefer to lose a zone or smthing with the excuse "OH, i am not going to do this.... it's not giving RR" (specially in lower tiers than 4, but in tier 4 you will see this happening many times... specially when the time to apply oil, you will see like 234234892 people on top, waiting to add it, some others go even out of warband for the RR and the medallions enemies will drop)

3) contribution: and probably this is the biggest problem of all..
my main is a tank while my alts are mostly healers... believe it or not, no matter how hard i try (defending a keep or attacking) NEVER but NEVER got a gold bag.... the best bag ever got was just a green... while when i check the rolls for other people seems that still, contribution for dps is coming easier m8....

i think that this game was NOT well designed since it started out in live (never played there)... the mechanisms of the game weren't completed to work as ONE in overall... and ok, nobody said that everyone should be taking gear or rewards easily.... BUT for some people looks like they will not get any rewards at all... so this is the reason for many things happening in general...

turning tanks to dps builds, healers to dps builds just because dealing damage seems more rewarding... but i don't think that the siege weapons are to blame for that...

i would like to see somehow a contribution system based on how well you played your character in overall in WHOLE zone, rolls on medallions ONLY to people that assisted the kill, and still i am not sure that they count so much in contribution... else i would be getting bags since as a tank i am almost always using the rams....

another thing is that contribution for bags should be working for ANYONE in the zone... (OMG! Bo is burning, some people need to go there.... guess the asnwer "nope, we will lose the contribution here if we leave")) they can take them by email or something (still based on their whole contribution system described before so afkers will get nothing)

but the problem is on overall... i think that we're looking one thing every time and NOT the whole thing because everything is connected with something else... since people play for rewards and only rewards... at least there should be a way found to push them play their toons better to get them...

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