wow there are people even demanding MORE free stuff? jesus...
remember once it was you ONLY got emblems when winning, the loser did get NOTHING! this was the best system...
[Scenario] Emblem reward system
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Re: [Scenario] Emblem reward system
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)
- Smooshie (Destro)
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Re: [Scenario] Emblem reward system
MOORE NEED MOOOOOORE.
Well i like how the system is now, the free stuff will appear in t4!
Well i like how the system is now, the free stuff will appear in t4!
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- Specialpatrol
- Posts: 306
Re: [Scenario] Emblem reward system
´Azarael wrote:You'll have to do better than that, because I, the person who wrote the code, play the game every day.Specialpatrol wrote:Oh, and I would like to add , as someone else also pointed out, that I haven't witnessed this more balanced sc-approach either.
In my experience you still get random pug group of players with no healers etc tossed up against a high-end premades.
It would of course be cool, if a more fair balancing could be implemented. But currently it is not working at all. And changing a "0" to a "1" seems to be a lot less programming heavy than fixing the balance issues.
Well, the argument from one of the other developers were that since scenario balancing is in effect, there were no need to reward the loosing team anything. Because your loss is simply due to you being bad.
And even though I appreciate and acknowledge the hard work you do on this game, then this particular balancing mechanic does not seem to be very balancing. Not at the moment, at least.
And if you play it every day, then I hope you, as a developer, also play it green-geared solo-pug-style once in a while. And not only in high-end premade style. From a balancing viewpoint, that should give you both ends of the spectrum.
Last edited by Specialpatrol on Thu Feb 18, 2016 12:28 pm, edited 1 time in total.
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- DefinitelyNotWingz
- Posts: 286
Re: [Scenario] Emblem reward system
Everyone knows that "order biased" only queues with a high end premade.Specialpatrol wrote: And if you play it every day, then I hope you, as a developer, also play it green-geared solo-pug-style once in a while. And not only in high-end premade style. From a balancing viewpoint, that should give you both ends of the spectrum.

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Re: [Scenario] Emblem reward system
Getting a single emblem for losing no matter what, with an anti-afk mechanic would, imo, might very well be a better system than what we have now, BUT I don't think that it's important.
That's the thing: There are far more important issues on this server atm than sitting and fiddling with minor changes to SCs. I don't even know why there are so many threads about SCs. SCs is just one single aspect of the game, out of many. What about new content in form of T4 and PvE? Bug fixes? Class balance issues? The economy? Server stability? There are far more important topics to work on if you ask me. We now have a 9 page thread, because getting that one extra emblem is so very important, apparently.
The guy who made this thread could have farmed countless emblems by actually doing SCs, instead of writting all these posts.
That's the thing: There are far more important issues on this server atm than sitting and fiddling with minor changes to SCs. I don't even know why there are so many threads about SCs. SCs is just one single aspect of the game, out of many. What about new content in form of T4 and PvE? Bug fixes? Class balance issues? The economy? Server stability? There are far more important topics to work on if you ask me. We now have a 9 page thread, because getting that one extra emblem is so very important, apparently.
The guy who made this thread could have farmed countless emblems by actually doing SCs, instead of writting all these posts.
Last edited by Razid1987 on Thu Feb 18, 2016 6:23 pm, edited 3 times in total.
Re: [Scenario] Emblem reward system
SWTOR did this system to near perfection, but there was one major difference compared with WAR. In SWTOR you have scenario stats for damage taken and damage guarded as a tank.Torquemadra wrote:I would however suggest there has to be some system in place to prevent those just afking and gaming free emblems, something reading contribution like damage, heals, amount of times killed etc showing you actually did something as opposed to sitting in the camp waiting for the end.
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Re: [Scenario] Emblem reward system
Completely disagree with Torq on the matter.
For every roflstomped lowbie new player that free rewards bring there is a tide of afk-leechers, who would abuse the welfare system no matter what.
Sure you can put some bars on the leechers here and there, but they would still do it, just because its easy, for example, to run in, die and pretend to wait 10min for a res. Why is it always immediate "justice" that is discussed and never the consensuses that the change would bring, eh?
Maps are fine as they are, they provide a huge variety of game modes with some promoting guerilla-warfare and others just letting ppl have fun and zerg it out in the center.
Time has nothing to do with getting free rewards, might as well give a cookie when one logs on.
For every roflstomped lowbie new player that free rewards bring there is a tide of afk-leechers, who would abuse the welfare system no matter what.
Sure you can put some bars on the leechers here and there, but they would still do it, just because its easy, for example, to run in, die and pretend to wait 10min for a res. Why is it always immediate "justice" that is discussed and never the consensuses that the change would bring, eh?
Maps are fine as they are, they provide a huge variety of game modes with some promoting guerilla-warfare and others just letting ppl have fun and zerg it out in the center.
Time has nothing to do with getting free rewards, might as well give a cookie when one logs on.
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Re: [Scenario] Emblem reward system
That's right!DefinitelyNotWingz wrote:Everyone knows that "order biased" only queues with a high end premade.Specialpatrol wrote: And if you play it every day, then I hope you, as a developer, also play it green-geared solo-pug-style once in a while. And not only in high-end premade style. From a balancing viewpoint, that should give you both ends of the spectrum.
Pretty much always afk or tabbed out.
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Re: [Scenario] Emblem reward system
believe me, aza is the average joe when it comes to playing this gameSpecialpatrol wrote:´Azarael wrote:You'll have to do better than that, because I, the person who wrote the code, play the game every day.Specialpatrol wrote:Oh, and I would like to add , as someone else also pointed out, that I haven't witnessed this more balanced sc-approach either.
In my experience you still get random pug group of players with no healers etc tossed up against a high-end premades.
It would of course be cool, if a more fair balancing could be implemented. But currently it is not working at all. And changing a "0" to a "1" seems to be a lot less programming heavy than fixing the balance issues.
Well, the argument from one of the other developers were that since scenario balancing is in effect, there were no need to reward the loosing team anything. Because your loss is simply due to you being bad.
And even though I appreciate and acknowledge the hard work you do on this game, then this particular balancing mechanic does not seem to be very balancing. Not at the moment, at least.
And if you play it every day, then I hope you, as a developer, also play it green-geared solo-pug-style once in a while. And not only in high-end premade style. From a balancing viewpoint, that should give you both ends of the spectrum.


- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)
- Smooshie (Destro)
Re: [Scenario] Emblem reward system
You apparently haven't played modern mmorpg'sScrilian wrote:Time has nothing to do with getting free rewards, might as well give a cookie when one logs on.

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