Decrease in Population?
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Re: Decrease in Population?
Looks like ppl only want to RvR to get a new armor....
Fighting for hours and got no reward....what about the fun of play/fight against the "enemy"?? If the fun or fight in rvr ins´t enough to enjoy the game then is better to look for another game. when the new sets comes out will repeat this situation, ppl will reach the "top gear" and get stuck again.
In my opinion, the lack of gear is the best (or at least, one of the best) things of this server.....Go out and face opossite faction, enjoy the fight, learn from mistakes and try better next time, Respect the "enemy" for giving you the fun to play...that´s the way to understand this game (always in my opinion ofc) and all games based in pvp/rvr...
Fighting for hours and got no reward....what about the fun of play/fight against the "enemy"?? If the fun or fight in rvr ins´t enough to enjoy the game then is better to look for another game. when the new sets comes out will repeat this situation, ppl will reach the "top gear" and get stuck again.
In my opinion, the lack of gear is the best (or at least, one of the best) things of this server.....Go out and face opossite faction, enjoy the fight, learn from mistakes and try better next time, Respect the "enemy" for giving you the fun to play...that´s the way to understand this game (always in my opinion ofc) and all games based in pvp/rvr...
- altharion1
- Banned
- Posts: 321
Re: Decrease in Population?
A lot of modern games use daily and weekly quests to maintain its player base between content updates and events. I know in a lot of other games people actually log in purely to complete their daily and weekly quests, maybe RoR could benefit from weekly quests?
I.e have a quest in IC/Altdorf. So for the week the quest would run and require you to, say, kill X players, win X SC's, capure X keeps or BOs, lock X zones etc.
Throw in a few notional rewards for completing the weekly quest, like say a stack of pots, a Talisman, some XP, RR and a small amount of gold, free use of the indoor altdorf swimming pool etc
Could ease the stagnation between content patches.
I.e have a quest in IC/Altdorf. So for the week the quest would run and require you to, say, kill X players, win X SC's, capure X keeps or BOs, lock X zones etc.
Throw in a few notional rewards for completing the weekly quest, like say a stack of pots, a Talisman, some XP, RR and a small amount of gold, free use of the indoor altdorf swimming pool etc
Could ease the stagnation between content patches.
- CegeePegee
- Former Staff
- Posts: 283
Re: Decrease in Population?
Exactly. And let's not forget that t4 has only been available a little more than 6 months. It's important to keep perspective here, the dev team is small and they've done SO much work so far just fixing the content we do have. Adding more content takes more time.charlysixb wrote:Give RoR Staff more time, i'm sure we'll have our dungeons, new armor sets and weapons! This server is constantly changing, did change a lot in the whole year i been playingCollateral wrote:I miss the good PvE WAR had (yes I actually think it was good back in the day, and I enjoyed it!), but I understand that they simply can't work on everything, and I agree that PvP should be the main focus for now..
We must have patience.
Re: Decrease in Population?
please anything but turning this game into a "log in only for your dailies" bullshit grind.
that is what KILLS a game more than anything, turning it into a freakin Job.
that is what KILLS a game more than anything, turning it into a freakin Job.
Re: Decrease in Population?
The weekend warfront from live were pretty good and made scs more worthwhile

Re: Decrease in Population?
I´m with you here, never fails to keep on testing, but this will fail utterly. Of course the keep swap fest will return, we all know this. To be honest, AoR failed not because ONLY of the problems the game had itself, but those caused by the players. Like the keep swaping, to get the most by doing the least.theoddone wrote: I guess a positive thing about the one zone system is that it is easy to find the action. However, I do not think it would hurt to test having all pairings open with the current system for 1-2 weeks and see how it works. If it ends up being a keep swap fest then revert it.
Should be mentioned that the devs have done a great job improving the RvR system otherwise.
Marisca - Proud and sturdy Iron Breaker
"OI! Oink! Oink! Green Piggy come ´ere and get your *censored* kicked"
"OI! Oink! Oink! Green Piggy come ´ere and get your *censored* kicked"
Re: Decrease in Population?
I completely forgot about these! Thank you for bringing this up!Telen wrote:The weekend warfront from live were pretty good and made scs more worthwhile
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Re: Decrease in Population?
I dont think it will be that bad with the new VP system. Because the zone flips take more time and effort.Mygnos wrote:I´m with you here, never fails to keep on testing, but this will fail utterly. Of course the keep swap fest will return, we all know this. To be honest, AoR failed not because ONLY of the problems the game had itself, but those caused by the players. Like the keep swaping, to get the most by doing the least.theoddone wrote: I guess a positive thing about the one zone system is that it is easy to find the action. However, I do not think it would hurt to test having all pairings open with the current system for 1-2 weeks and see how it works. If it ends up being a keep swap fest then revert it.
Should be mentioned that the devs have done a great job improving the RvR system otherwise.
I also think the flow of action will be better and there will be less standing around waiting. People will move around more with more zones open. With the current system it feels like there is a lot of waiting, and it can be very predictable. For example:
Players manage to defend keep. Wait for doors to go up. Zerg BO's. Deliver resources and level keep. Skirmish (which is horrible in KV). Attack enemy keep. Fail at enemy keep and gain AAO. Other side does exactly the same. Rinse repeat. Stuck in KV hell forever.
Of course nobody is forced to follow this pattern (but the roads in KV are quite narrow and zergy).
-Theo
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