ROR 2024 Positive and negative
Posted: Sun Dec 29, 2024 11:45 am
I will start with positive theses.
PVE
Old dungeons have been restored and additional rewards have been added. A new dungeon has appeared! It has a long introduction and controversial mechanics for some bosses, but it really turned out cool. The rewards for t1, t2, and t3 have been redesigned, providing more equipment options. There are new public quests in the capitals.
Art
New items, sets, and trophies began to appear in the game. Their quality is much higher than the horror that was added in previous years. So we can be happy for the team's growing professionalism.
Holiday events
The old events were changed, supplemented, and modernized.
Server and website support in working order
Considering that this is a non-profit project, the work is impressive. Just please remove the black and white contrast of the positions in the killboard.
The engine of the game
It is clear that the game code is old, it contains crutches from the age of myths, so it is difficult to understand the engine. I want to say thank you for perseverance. But then the negative begins, as errors in the pet's work and wild lags in big fights clearly indicate mistakes made.
Now the negative
Balance
2024 started with Gravord. The dumbest balance adjustments in the entire history of the server, which led to a 30-40% increase in the advantage of the destruction side. That's how much this man wanted to win for his choppa.
Then the team changed.
A roadmap was released, in which the deadlines were almost immediately missed, but given the state of balance on the server and the limitations in mastering the engine, the players were ready to wait. And the new team made a strategic mistake. Instead of strengthening/weakening the balance to an adequate level in 1st stage, they immediately decided to make the classes perfect and change the pairs of mirrors. As a result, at the end of the year, we get generally balanced archetypes of tanks and healers, but at the same time we retain a 15-25% advantage from destruction.
Upgrades that have changed weapon skills, instead of carefully weakening them, deserve special blame. And a new system of parrying, blocking, evading and disrapting. Not only does it create a bias towards defense and destruction, which has more ways to increase protection, but it also causes dead lags in major fights.
PVE
Old dungeons have been restored and additional rewards have been added. A new dungeon has appeared! It has a long introduction and controversial mechanics for some bosses, but it really turned out cool. The rewards for t1, t2, and t3 have been redesigned, providing more equipment options. There are new public quests in the capitals.
Art
New items, sets, and trophies began to appear in the game. Their quality is much higher than the horror that was added in previous years. So we can be happy for the team's growing professionalism.
Holiday events
The old events were changed, supplemented, and modernized.
Server and website support in working order
Considering that this is a non-profit project, the work is impressive. Just please remove the black and white contrast of the positions in the killboard.
The engine of the game
It is clear that the game code is old, it contains crutches from the age of myths, so it is difficult to understand the engine. I want to say thank you for perseverance. But then the negative begins, as errors in the pet's work and wild lags in big fights clearly indicate mistakes made.
Now the negative
Balance
2024 started with Gravord. The dumbest balance adjustments in the entire history of the server, which led to a 30-40% increase in the advantage of the destruction side. That's how much this man wanted to win for his choppa.
Then the team changed.
A roadmap was released, in which the deadlines were almost immediately missed, but given the state of balance on the server and the limitations in mastering the engine, the players were ready to wait. And the new team made a strategic mistake. Instead of strengthening/weakening the balance to an adequate level in 1st stage, they immediately decided to make the classes perfect and change the pairs of mirrors. As a result, at the end of the year, we get generally balanced archetypes of tanks and healers, but at the same time we retain a 15-25% advantage from destruction.
Upgrades that have changed weapon skills, instead of carefully weakening them, deserve special blame. And a new system of parrying, blocking, evading and disrapting. Not only does it create a bias towards defense and destruction, which has more ways to increase protection, but it also causes dead lags in major fights.