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9/24/08 10:04:12 AM#21
Originally posted by Random_mage
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9/24/08 10:10:26 AM#22
Originally posted by markoraos
I agree with the second gripe (content being locked) and imo something should be done about this. Atm the only way to help out / re-experience lower tiers is to roll alts. I hope Mythic does something ingenious about this.. About the first gripe I don't agree at all. I take it you play Destruction? Imo keeps are too hard to take for underpopulated faction which leads to static world dynamics. Order has fewer players and they simply don't have the time to take an undefended keep by surprise before they are overzerged by Destros desperate for some RvR action. Imo keeps should be much easier to take when undefended by players. This would lead to keeps changing hands more often which will give everybody more things to do in open RvR.
This is what happens on my server. Destro outnumbers us like 3:1. Its low pop, but order side is very low and destro is only medium low.
We order guys go in and take points. We get no opposition. We get like 60% of t2 rvr people to form a 20 man WB and take a keep and 100 destro show up and zerg us. And they just sit and hide in the zerg and 10 on 1 people too.
Its complete crap PvP really. Not because of the zerg per se. But because all you get is nothing or a huge zerg.
the funny thing is Destro is so deparate for some action that they don't realize they are ruining the PvP action. But they don't have the patience to patrol the points to get better small group action.
So it is the crappy all or nothing deal. They Zerg us with 100 people. We have no renown merchants and leave to grind 1 million boars (ala south park). Since we will never be reinforced because all order RvR players are already in the WB. And there isn't multiple fronts or enough order people to even have multiple fronts you can't just say attack two keeps and capitalize on the confusion.
You can call it a flaw I guess. But I do not think a server opreates at all "right" when either side is below some threshold number.
The keeps work with the idea that not everyone on a faction is all in one zone or all together. There may be some massive zerg but at least a few people will split off and take some objective When the population is low there is no strategery because there are simply not enough people to confuse or distract or cause other extra sondierations to give an order WB enough breathing space to do something.
Even a vastly outnumbered order warband can serve some purpose if they draw off enough destruction so that second orde rwarband can take a keep or clear a different zone or whatever.
But on some servers Destro has all the keeps. And order does not have enough people to cover the zones. So everything gets concentrated even worse and it all becomes completely in one dimensional. As long as they know where the one order warband is they never need to worry about anything getting take.
All it winds up being is one warband vs a zerg and no real possible outcome except retreat. You need to have a fairly high order population such that it can cover the zones sufficiently to deal with a 2:1 margin with any real possibility of success. If the population is too low they do not have the necessary tactical ability available for dealing with zergs. |
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9/24/08 10:28:11 AM#23
I think the endgame will get boring quickly for people who are looking for an in depth game. For casual people who only play an hour here and there maybe not. I would not be at all surprised if the missing endgame cities were deliberately excluded from release to allow them to add extra content quickly later on to combat player boredom and improve the games longevity.
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9/24/08 10:38:18 AM#24
Originally posted by Blodpls
Wow you have no idea at all about the end game do you? No depth? Maybe you should atleast know what your talking about. There's alot of depth to the end game and it requires alot of work and effort to do it ... |
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Originally posted by markoraos
I agree with the second gripe (content being locked) and imo something should be done about this. Atm the only way to help out / re-experience lower tiers is to roll alts. I hope Mythic does something ingenious about this.. About the first gripe I don't agree at all. I take it you play Destruction? Imo keeps are too hard to take for underpopulated faction which leads to static world dynamics. Order has fewer players and they simply don't have the time to take an undefended keep by surprise before they are overzerged by Destros desperate for some RvR action. Imo keeps should be much easier to take when undefended by players. This would lead to keeps changing hands more often which will give everybody more things to do in open RvR.
This could be part of the 'incentives' package they will need to help even the realms. Higher or lower NPC guards. Not ideal an what is essentially a pvp game, RvRvR would have been a better solution but NPC grading would be an esy step to allieviate somewhat. ----- |
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9/24/08 10:49:08 AM#26
Originally posted by Lewkas
Yes, all 30000 people (3000 online) playing DAOC are hard core addicted... Not exactly a good "example" for your point to use. RvR is a failure, WAR will prove this yet again. When one side dominates, the other side unsubs. Its really simple. Plus, even with all the "unlock" crap and Reknown levels to gain, its Fury all over again. Heck, it even LOOKS like Fury, except without glowing powerups. |
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9/24/08 12:49:37 PM#27
Originally posted by mrw0lf
This could be part of the 'incentives' package they will need to help even the realms. Higher or lower NPC guards. Not ideal an what is essentially a pvp game, RvRvR would have been a better solution but NPC grading would be an esy step to allieviate somewhat.
They DEFINITELY should have had a third faction to alleviate some of the massive zerg vs band type stuff... Skill is not a factor when you are outnumbered 4:1... The reason i suggested more guards (or an endless zerg of non-champion gaurds) is to help keep a "zerg" busy.. All i have seen is zerg, no "real" tactics, just get your boys and i'll get my boys and we'll take this... It REALLY seems like this keep stuff is nothing more than a PQ, kill the gaurd mobs, pull the boss keep lord and kill him.. No opposition, no bombardment from defending forces even if they are NPCs. All thats happening is the zerg will take one keep at a time.... The only way the other faction gets a crack at the keep is when the zerg is off taking another keep.. There needs to be an imbalance bonus like planetside, or this zerg tactic will be all this game is good for.. “There are dread secrets that none may know and have peace. More, secrets that render whosoever knoweth them an alien unto the tribe he belongs to, that cause him to walk alone on earth, for he who takes, pays.” -E. Hoffmann Price |
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