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Crowley155
11-19-2008, 02:28 PM
I posted this in the Miscellaneous Forum I didn't realize there was also a Suggestions & Feedback Forum.

I don't want to get into Combat & Careers changes in this thread please keep it focused on general gameplay requests and feedback. I'm posting on this forum simply because I'm hoping someone on the Mythic team reads it and at least I can feel like someone is voicing some concerns that are larger than problems with our classes.

Class Leader Program

First, I would like to mention that the Class Leader program that Dark Ages of Camelot
had when I played was a terrific program. It made you feel more linked in to the developers and you had an advocate for your class and realm. I would encourage your team to look into starting something like this. It wouldn't take much to get set up and would give us another outlet to express concerns since posting here feels pointless the majority of the time. There isn't a company run forum for this game.

Fortress / City Sieges

Please change the fortress and city take timers. It is my understanding that you need to take a fortress within 12 hours of each other and a city within 24 hours of that? I'm not sure of the specifics but it seems that is what I've heard. There are just as many casual gamers in this game as there are hardcore gamers. The really neat thing about Warhammer is the gap between a casual and hardcore gamer isn't that vast. Even casual players and compete and play on the same level as hardcore gamers. I personally feel a 1 week reset timer would allow even casual servers and players time to actively participate in every aspect of Fortress taking instead of having to "power game" for 12 hours to take both fortresses in the same day and then turn around and take the city a day later.

The Contribution System

Obviously, the contribution system is extremely flawed. The problem here is that the contribution system determines who will get gear from 90% of end-game encounters. Please just admit that it is currently broken and it is being worked on. The math may be sound but maybe it isn't resetting properly. Please, please do more testing on this before telling us it is "working as intended". It is frustrating and borderline gamebreaking to many players in Tier 4. We don't have any incentive to go above and beyond in encounters because we already have predetermined contribution as soon as we zone in.

Open RvR Vs Scenarios

The problem with Open RvR vs Scenarios is not necessarily the amount of reknown or experience you get. There is a problem even deeper than that but I'll address part of it in the next section. Currently there are no reasons to own objectives. I would recommend changing the "buffs" received from Objectives to be given to players as soon as they enter (and while they are in) the Open RvR area. This would give more reason for us to fight at the Objectives an even opens up a new strategy for defenders of a keep to also defend the objectives in order to defend keeps better. This would also give each realm reason to take all objectives before attempting a keep take.

Scenarios at 40 should not be removed from the game as it helps break up the monotony. That being said however leads me to my next point that there should not be an advantage to joining scenario at earlier levels.

Reknown

Currently you get less reknown for killing players that are lower reknown rank and getting more for killing higher ranked players. While players of higher rank should be worth more there is no justification for lower RR players to be worth less. I would recommend one of two solutions with the first being have player level factor in to the amount of reknown given. That way if someone PvE's to 40 and is reknown rank 0 the competetion isn't punished because that player decided not to do RvR until 40. Currently if I kill a RR 1 player I get 1 RP. The second option is to add a "minimum" amount of RP I get for killing a player. Either solution would be a welcome change and a combination of the two may be the way to go.

In addition to fixing the RR issue of the competition I would like to request you remove the 25% reduction in reknown points each time a player dies in a scenario. While there are obvious reasons for doing this it doesn't do anything except hurt people playing competetively against someone who decides to do nothing but run in nonstop. There is no way in scenarios to truly "spawn camp" a player and kill them over and over without them having a chance to react. All spawn points are guarded. You can sit outside their spawn and cut off their ability to move further into the scenario but that is not true spawn camping. Since there is no way to "farm" a player I see no reason to penalize someone for being able to kill someone repeatedly. That player may just need to adjust their tactics.

Itemization

Please look at Influence / Reknown gear itemization. Currently Chapter 22 is designed for level 38+ players but have level 34/35 gear choices.

I can't speak for each class individually but the Marauder Annihilator class set is sub-par to the Bloodlord set. These sets should have similar statistics but set bonuses should be geared differently. I would suggest that Annihilator gear focus more on PvP/RvR set bonuses and Bloodlord geared more towards PvE bonuses. Please re-think some of these sets and where they are dropped. Currently I have to PvE for Bloodlord even if I don't want to because it is a superior set of gear.

In Conclusion

I apologize for the wall of text but I needed to get some things off my mind. Please provide intelligent, well thought out feedback in hopes we can get either answers or changes to the above proposed issues.

Rokaroo
11-19-2008, 03:29 PM
While there are obvious reasons for doing this it doesn't do anything except hurt people playing competetively against someone who decides to do nothing but run in nonstop.



This was the only thing I disagreed with. If this happens, scenarios will become nothing but 15 minute death matches where nobody tries to complete the objectives and actually win. A lot of them are close to that now anyway. Perhaps reknown bonus should be increased for a 500 point win.

And I still think 40's need their own bracket with access to all the scenarios from all the tiers to keep things spiced up.

Crowley155
11-19-2008, 03:43 PM
This was the only thing I disagreed with. If this happens, scenarios will become nothing but 15 minute death matches where nobody tries to complete the objectives and actually win. A lot of them are close to that now anyway. Perhaps reknown bonus should be increased for a 500 point win.

And I still think 40's need their own bracket with access to all the scenarios from all the tiers to keep things spiced up.

I was simply referencing the 25% decrease in reknown point value of players every time they die in a scenario.

There should still be a major benefit for higher scores. Players with a score of 500 should get more bonus reknown than a team that only scored 150.

Borson
11-19-2008, 04:00 PM
Regarding Fortress timers, I disagree with the greater part of the portion that you wrote, but there is something you didn't write which I believe is a major problem. Once you unlock a Fortress Zone, you have only 1 hour to kill the Lord. There is alot of effort that is required to even get to the Lord, and if the fortress is even slightly defended, it can take a great deal of time. It takes a fair amount of time if it's undefended.

My suggestion is to put a sizeable timer on the zone (6 hours or so). This will allow attackers and defenders time to prepare/organize after the previous zone was locked. After Real combat has begun, then shorten the timer. (Something along the lines of a 2 Hour timer once outer doors went down, followed by a 1 hour timer when inner doors went door (if less than an hour remained from outer door timer)).

- Have fun

Crowley155
11-19-2008, 04:24 PM
Regarding Fortress timers, I disagree with the greater part of the portion that you wrote, but there is something you didn't write which I believe is a major problem. Once you unlock a Fortress Zone, you have only 1 hour to kill the Lord. There is alot of effort that is required to even get to the Lord, and if the fortress is even slightly defended, it can take a great deal of time. It takes a fair amount of time if it's undefended.

My suggestion is to put a sizeable timer on the zone (6 hours or so). This will allow attackers and defenders time to prepare/organize after the previous zone was locked. After Real combat has begun, then shorten the timer. (Something along the lines of a 2 Hour timer once outer doors went down, followed by a 1 hour timer when inner doors went door (if less than an hour remained from outer door timer)).

- Have fun

Adding several PQ stages during the encounter to incorporate this is a good idea.