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02-09-2010, 06:45 AM | #21 | |
Count
Join Date: Jul 2007
Location: Toulouse
Posts: 1,335
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However I do agree endgame is war zone
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02-09-2010, 11:39 AM | #22 | |
Apprentice
Join Date: Dec 2009
Location: Алсиус
Posts: 85
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Yeah, but the warzone is like "ok once you hit level 50 we have put a warzone for you, now go make your own fun". And all that would be ok if the servers actually had enough people to support this idea (or wouldn't crash at times when there's enough people). Imo, warzone should be reworked into a smaller instance with xy players per team or there should be some kind of organised stuff constantly that makes everyone want to go to war. At least until there's enough people. |
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02-09-2010, 11:50 AM | #23 | |
Master
Join Date: Sep 2008
Location: Canada
Posts: 264
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There are lots of games that have organized, instanced pvp. The thing that is unique about RO is that it sets out some objectives in the wz and allows the realms to decide what they want to do. You don't have someone telling you what to do every second you are logged on. Sometimes you have downtime, other times you have far deeper experiences than I've ever had before in an online game. Also instanced pvp would be the death of RvR. Look what happened to Warhammer Online. Warhammer cost 100-200 million dollars. It has 100k subscribers. People are giving it 5-9 months to live.
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02-09-2010, 12:15 PM | #24 | ||
Marquis
Join Date: Sep 2007
Location: Australia
Posts: 2,439
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Personally I prefer the open PvP Regnum has, but it's difficult to make an idea like that work with all the potential problems. In fact wz activity was one of the major issues which caused me to quit. Some people here might not have been around long enough, but open RvR used to work perfectly. Everyone was focused on RvR, not gathering magna, grinding for drops or trying to get gold to pay for repairs. Those issues didn't exist back then because there was no magna, no uber drops and everyone had plenty of gold. Like I said before NGD is trying to add a huge amount of depth to a game which will require resources they don't have. |
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02-09-2010, 12:46 PM | #25 | ||
Apprentice
Join Date: Feb 2010
Location: DTC :D
Posts: 54
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But take apart the nostalgy, since i'm playing from scratch again, i seriously don't think about going further than lvl 40, because WZ is often dead, at least when i play (mostly around 4-8 am CET), though I dunno if it's obvious for "real" new players, and if this is one of the reason they're leaving early (grinding as it is atm is #1 for sure :P).
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(RA) Neliel Tu Bruja aburrida El Desbalance Cazadora lenta
Unlike you i'm a pt who accept defeat and don't call it imbalance :P Mi confi: francespañol(3), pt(5), huir con exito o morir con honor(4) |
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02-09-2010, 02:31 PM | #26 | |
Initiate
Join Date: Nov 2007
Location: Horus - Alsius
Posts: 116
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give more options of what can be done in the warzone but no instances with xy players.
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Maedhros - Conjurer Maedhros Hunter - Hunter Alsius|Horus - F r o z e n F l a m e |
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02-09-2010, 02:33 PM | #27 | |
Initiate
Join Date: Nov 2007
Location: Horus - Alsius
Posts: 116
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Huge +1 to the bolded parts. I am gladly still enjoy my middle game .
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Maedhros - Conjurer Maedhros Hunter - Hunter Alsius|Horus - F r o z e n F l a m e |
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02-09-2010, 10:30 PM | #28 | |
Apprentice
Join Date: Dec 2009
Location: Алсиус
Posts: 85
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I know that not everyone percieves fun the same, and that to majority the fun is camping fort for hours and farming rp's out of heavily outnumbered opponent. All I want is a fair system (be it instance or whatever) which would provide me with challenging fights and fun times online. Imo, it's not the realm population imbalance that causes this, it's the timezones. Seems all 3 realms are in a timezone of their own and can zerg (proved) at given times. There's nothing you can do about that except add some system/feature that would match up groups of similar numbers and levels against each other. It doesn't have to be an instance, maybe just prevent realm imbalance in wz by putting the cap on how many players can enter the wz from a specific realm. And when realms are evenly represented raise the cap of allowed players per realm in warzone for e.g. 15, etc. So basically, if there's 50 Syrtis in warzone against 30 Ignis and 20 Alsius, prevent additional Syrtis players to enter the warzone, and every time a player from Syrtis dies send him to inner realm and repeat the action until there's ~30 Syrtis, 30 ignis and ~30 alsius, then raise the cap of allowed players per realm in wz to 45, making it even for everyone, etc. That being said, it's just a suggestion, maybe not even that, just some simple idea throwing with no real goal. It doesn't mean there should be a carbon copy of my idea integrated to the game but I strongly think NGD should implement some sort of automated wz balance system to make it fair and fun for everyone. |
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02-10-2010, 01:23 AM | #29 |
Initiate
Join Date: Dec 2008
Location: Spawned at save
Posts: 198
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So if the warzone is empty (0 players), nobody can enter at all? And if I want to grind in WZ, I must compete for a slot with actively warring players (and AFK dancers)?
http://regnumonline.com.ar/forum/showthread.php?t=52758 Tactics are possible for the smaller group to defeat the larger. I've been on both side of such fights (the "good job, guys" and the "wtf happened") and to me it's always funny to see well-executed strategies no matter what side. It would be a shame if some misguided attempt at automating realm balance imposed constant equal numbers in the warzone. (Disclaimer: I see more of Ignis peak than Syrtis peak due to my time zone.)
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02-10-2010, 01:36 AM | #30 | |
Master
Join Date: Sep 2008
Location: Canada
Posts: 264
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The system you are describing is actually used in Warhammer Online. They put a limit on the number of people who can participate in their RvR sieges. If the limit is reached you have to idle in a warcamp until someone leaves before you can enter. I think they did this for performance issues though (WAR has thousands of people per server and so much larger fights). Obviously this also solves imbalance issues. But it introduces 3 new problems: 1) You have to wait. I have no idea how long the wait times are in WAR. One could imagine though having to wait 20 minutes to a half hour to get into the war zone (where many of the best grinding locations also are). So you trade getting flattened in a zerg to no action at all. 2) Can't come to the aid of your friends. This breaks up one of the big social aspects of RvR games -- everyone can come and fight for their realm and their realm mates. You might lose some degree of realm cohesion. 3) Pressure on lowbies to stay out of the war zone. If access is limited, how soon before the level 50s start pressuring the lower levels to leave the wz to make room for the high levels they need to take that crucial fort and stop an invasion? This would have a terrible impact on player retention. (You could have allow in so many of X level, so many of Y and so many of Z. But what are all the level 50s going to do who are locked out of the war zone?). Warhammer is probably going to fail soon. You can debate whether limiting open RvR is one of its major problems (the worst is including only 2 realms). But in my opinion removing the open world RvR feel was one of its mistakes and makes it too much like other games out there (which are better). (As a side note, instancing and limiting entrance to battles is also used in the ship vs ship game Pirates of the Burning Sea. They also have realm imbalance problems. Apparently most people want to play the British side, but not the French or Spanish. And this is another failing game, though Sony keeps it around to pad out their multi-game subscription offer.)
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Bartle Test of Gamer Psychology Last edited by Gideon_Slack; 02-10-2010 at 02:31 AM. |
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