Implementation of other two T2 zones

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Jaycub
Posts: 3130

Implementation of other two T2 zones

Post#1 » Sun Jul 19, 2015 5:47 am

Had a lot of discussion in game and in guild etc... about how the server would implement the other T2 zones without spreading the population out too thin or turning the game into small groups just taking objectives in the path of least possible resistance for guaranteed rr/inf/xp. A lot of people seems to just jump to the conclusion that it is impossible w/ the current server population. But there are some pretty good ideas out there. All of them seem to have the same central idea to force everyone in a single pairing while keeping the other two locked.

Personally I would like to see a system where, when a pairing is locked it opens the next pairing in some kind of rotation. For instance Empire/Chaos > Drawf/Greenskin > Elf. So if you were in Empire/Chaos the other two pairing would be locked but once a realm is able to lock down Empire/Chaos, then the Drawf/Greenskin pairing would open up and be allowed for capture. Only one zone would be open at a time.

Never played T1 here so I'm not sure how that was. Anyone got any other ideas? And have the devs already made a statement on this somewhere?
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paps
Posts: 244

Re: Implementation of other two T2 zones

Post#2 » Sun Jul 19, 2015 6:45 am

And what if, let us say, i have 3 h of playing and i want to play in dwarf land [ i am dwarf :D ] and cant do it cose in that 3h we cant lock zone cose even numbers? Or just simple i want Inf rewards from other zones or just i am sick of empire? :D
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kiraktikus
Posts: 2

Re: Implementation of other two T2 zones

Post#3 » Sun Jul 19, 2015 6:57 am

paps wrote:And what if, let us say, i have 3 h of playing and i want to play in dwarf land [ i am dwarf :D ] and cant do it cose in that 3h we cant lock zone cose even numbers? Or just simple i want Inf rewards from other zones or just i am sick of empire? :D
Then the next time you play you just hope it's their cycle. Best to enjoy what you'd have access to--because it's necessary for the current population size.

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Jaycub
Posts: 3130

Re: Implementation of other two T2 zones

Post#4 » Sun Jul 19, 2015 7:04 am

paps wrote:And what if, let us say, i have 3 h of playing and i want to play in dwarf land [ i am dwarf :D ] and cant do it cose in that 3h we cant lock zone cose even numbers? Or just simple i want Inf rewards from other zones or just i am sick of empire? :D
better get your butt in gear and get the zone locked to move on then :^).

But ya this is the biggest drawback to this type of system.
<Lords of the Locker Room> <Old School>

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paps
Posts: 244

Re: Implementation of other two T2 zones

Post#5 » Sun Jul 19, 2015 7:58 am

kiraktikus wrote:
Then the next time you play you just hope it's their cycle. Best to enjoy what you'd have access to--because it's necessary for the current population size.
I am sick of empire :D

Jaycub wrote:
better get your butt in gear and get the zone locked to move on then :^).

.

Problem is Destruction have gear and order have skill so we are even and we neva lock :lol: :lol: :lol: :lol:
God Forgives... I don't!
Gru - Bright Wizard
Plissken - Slayer
Immovable - Ironbreaker
Magtheridon - Shadow Warrior
Luuca wrote:... you forgot that in RoR, you must jump every seconds to exaggerate the Melee Distance Bug.

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Marley
Posts: 157

Re: Implementation of other two T2 zones

Post#6 » Mon Jul 20, 2015 1:04 pm

Jaycub wrote: Personally I would like to see a system where, when a pairing is locked it opens the next pairing in some kind of rotation. For instance Empire/Chaos > Drawf/Greenskin > Elf. So if you were in Empire/Chaos the other two pairing would be locked but once a realm is able to lock down Empire/Chaos, then the Drawf/Greenskin pairing would open up and be allowed for capture. Only one zone would be open at a time.
I'd say 1+ on this, because it brings more to the table than what we lose. I saw that SC weps were being worked on and as soon as we get the set gear inf rewards won't mater that much.

As a workaround if you want to spice it up you could if there is a stalemate after a set of time flip the pairing perhaps ? Let's say that the keeps did not get taken in the zone after 6 - 8 hours, then flip to another pairing perhaps ;)

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Jaycub
Posts: 3130

Re: Implementation of other two T2 zones

Post#7 » Mon Jul 20, 2015 1:13 pm

Marley wrote:
I'd say 1+ on this, because it brings more to the table than what we lose. I saw that SC weps were being worked on and as soon as we get the set gear inf rewards won't mater that much.

As a workaround if you want to spice it up you could if there is a stalemate after a set of time flip the pairing perhaps ? Let's say that the keeps did not get taken in the zone after 6 - 8 hours, then flip to another pairing perhaps ;)
I think it would have to just happen once a day every 24 hours, when the server is the most dead population wise. With increments of 6-8 hours you run a good chance of ruining good efforts by both sides to lock a zone. People probably wouldn't be too happy if they spent 2 hours coordinating and setting up a zone lock for it just to flip because of a timer. Yet something does need to be in place as a failsafe for when a long stalemate occurs, I think once every day during the lowest peak population (probably 3 am euro time) would be best.
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malhuss57
Posts: 32

Re: Implementation of other two T2 zones

Post#8 » Mon Jul 20, 2015 3:12 pm

hi everybody, I 'm sorry but it's bogus case your lock areas , there has hegemonically world played on all area at a time. Latching stupid idea why can not have the choice of our fighting zone ???? haaa yes it's true it's better doing nothing when there is a ratio of 1 against 10 very helpful.so cool just looking other player in our WC :mrgreen: . Then before opening new areas T2,3 may be doing it working 100% ( resource, automatic keep UNLOCKING ....)
but Very thank deer DEV for your great job


salut a tous,
Je suis desolé mais c est bidon votre affaire de lock les zones, il y a sufisament de monde pour joué sur plusieur zone a la fois. idée stupide de verouillage pourquoi ne pouvons pas avoir le choix de notre zone de combat???? ha oui c'est vrai il vaut mieux rien faire quand il y a un ratio de 10 contre 1 très très utile.tros cool de regardé les joueur adverse dans leur WC :mrgreen: . Ensuite avant d'ouvrir les nouvelle zones de T2,3 peut etre faire que ca fonctionne à 100% ( ressource, deverouillage automatique des fort....)
mais bon merci à nos DEV qui font un super boulot

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Tesq
Posts: 5713

Re: Implementation of other two T2 zones

Post#9 » Mon Jul 20, 2015 3:27 pm

there was alredy a full discussion of 50+ pages regarding population/zerg/lock/contribution etc

:/

Dev said they want spread more ppl cuz server need to be improved before be able to substain massive inc.

Also we are alredy 400 and server lag (now should be better) but when more zones will open , we will became for sure 600+......
So i dont get all this fear of no enough population.
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Spewy
Posts: 18

Re: Implementation of other two T2 zones

Post#10 » Mon Jul 20, 2015 4:02 pm

Devs are doing a great job and I am sure they know what to do with a priority order.

FYI it's better to have a server stable with limited areas than add everything to have many bugs, lags and people whining about that. T3 & new feature will arrive in time :)

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