Observations from returning player
Posted: Mon Jun 03, 2024 9:01 pm
Hi guys. I played RoR back in 2020/2021 (don't remember which exactly), took a break, and came back.
I'm a casual PuG player who has played for ~2 weeks since returning.
I'm not allergic to group play but am often solo due to wanting to play on my own time and form pick up groups.
There are more good times than bad times since I enjoy WAR and RoR in general but it definitely feels like some friction points have gotten worse than I remember.
I don't want to just be negative, so I'll put down both things I've liked and disliked.
The good:
-Community (at least on Destro) has been very chill and enjoyable to hang out with. It might be different in peoples' private discords. But the public community has been fine. Much better than expected for a game of this type.
-I've played WE, Chosen, and Zealot at "low levels" of T1/mid-tier play. All of the classes feel good at this level, and even with the gap it seems bolster is doing its job in SC's and RvR encounters. Yes, healers feel overtuned, but that's about it and it's not insurmountable.
-I don't hate the PvE experience. It's something to do in between open WB's or waiting for queues to pop. Sacellum was fun too. Even if PvE is unpopular, I appreciate the fixes here because it makes the whole game feel more 'complete'.
Pain Points:
-SC matchmaking. This is the biggest one. Discordant skirmish pops very rarely and tends to make wildly skewed team comps. Midtier and T1 sc's are slow because of "the meta" to keep RR above CR and even doing well at SC's doesn't accomplish that. So everyone ends up queueing all scenarios to get action faster anyway. I can't even begin to list the # of noncompetitive behaviors that follow from this, like the instant surrender that wastes your time or people AFK in their spawn because they don't like their team. New/returning players who encounter this are going to think the game is dead and be turned off, because this is the easiest form of play to enter alone and often peoples' first introduction to the "PvP/RvR" element.
Even if making a good matchmaker is too many man-hours with the rebalance going on, I think that there are many improvements that could be made to the incentive structure to T1/Midtier SC's to encourage more people to join and give an honest try. Even bumping the RP gains so that people obsessing about Renown Rank stop avoiding the queue altogether would be nice.
-Low-CR/RR RvR. It's very painful, even if the difference between bolster and true max level with 'average' RR gear is overstated you will still get side-eyed as a low level player, end up in the tail of your WB, and get focus fired first by the enemy WB. Not being able to do smallman is whatever, that's always going to be for elite players with higher gear levels. I don't think the level of efficiency with which high-RR players are singling out low-CR combatants was expected, so maybe masking enemy players as looking like the max level for their tier might help mitigate this. You can still recognize a lower level player by their gear ETC in high skill situations.
-The entry to T2 is very confusing and overwhelming. I basically needed a wiki open to find the right gear sets, how keep mechanics work today, etc. There is no easy fix for this, so it's probably just a longterm thing to consider.
In Summary, while I don't have any strong negative feelings about the direction of the project, the skill rework, or the balance changes, I hope that the project can look at these pain points in the lower-tier RvR experience at some point. The progress toward implementing missing features for the Alpha has been nice, and I appreciate the balancing act that takes when the server also has an active hardcore community demanding new features or balance.
Finally, it's the nature of RvR games to eventually boil down to an elite over time, but taking steps to liven up the lower tiers a bit can help mitigate that.
I'm a casual PuG player who has played for ~2 weeks since returning.
I'm not allergic to group play but am often solo due to wanting to play on my own time and form pick up groups.
There are more good times than bad times since I enjoy WAR and RoR in general but it definitely feels like some friction points have gotten worse than I remember.
I don't want to just be negative, so I'll put down both things I've liked and disliked.
The good:
-Community (at least on Destro) has been very chill and enjoyable to hang out with. It might be different in peoples' private discords. But the public community has been fine. Much better than expected for a game of this type.
-I've played WE, Chosen, and Zealot at "low levels" of T1/mid-tier play. All of the classes feel good at this level, and even with the gap it seems bolster is doing its job in SC's and RvR encounters. Yes, healers feel overtuned, but that's about it and it's not insurmountable.
-I don't hate the PvE experience. It's something to do in between open WB's or waiting for queues to pop. Sacellum was fun too. Even if PvE is unpopular, I appreciate the fixes here because it makes the whole game feel more 'complete'.
Pain Points:
-SC matchmaking. This is the biggest one. Discordant skirmish pops very rarely and tends to make wildly skewed team comps. Midtier and T1 sc's are slow because of "the meta" to keep RR above CR and even doing well at SC's doesn't accomplish that. So everyone ends up queueing all scenarios to get action faster anyway. I can't even begin to list the # of noncompetitive behaviors that follow from this, like the instant surrender that wastes your time or people AFK in their spawn because they don't like their team. New/returning players who encounter this are going to think the game is dead and be turned off, because this is the easiest form of play to enter alone and often peoples' first introduction to the "PvP/RvR" element.
Even if making a good matchmaker is too many man-hours with the rebalance going on, I think that there are many improvements that could be made to the incentive structure to T1/Midtier SC's to encourage more people to join and give an honest try. Even bumping the RP gains so that people obsessing about Renown Rank stop avoiding the queue altogether would be nice.
-Low-CR/RR RvR. It's very painful, even if the difference between bolster and true max level with 'average' RR gear is overstated you will still get side-eyed as a low level player, end up in the tail of your WB, and get focus fired first by the enemy WB. Not being able to do smallman is whatever, that's always going to be for elite players with higher gear levels. I don't think the level of efficiency with which high-RR players are singling out low-CR combatants was expected, so maybe masking enemy players as looking like the max level for their tier might help mitigate this. You can still recognize a lower level player by their gear ETC in high skill situations.
-The entry to T2 is very confusing and overwhelming. I basically needed a wiki open to find the right gear sets, how keep mechanics work today, etc. There is no easy fix for this, so it's probably just a longterm thing to consider.
In Summary, while I don't have any strong negative feelings about the direction of the project, the skill rework, or the balance changes, I hope that the project can look at these pain points in the lower-tier RvR experience at some point. The progress toward implementing missing features for the Alpha has been nice, and I appreciate the balancing act that takes when the server also has an active hardcore community demanding new features or balance.
Finally, it's the nature of RvR games to eventually boil down to an elite over time, but taking steps to liven up the lower tiers a bit can help mitigate that.