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#31 |
Loremaster
Join Date: Feb 2008
Posts: 5,351
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![]() 7it5frfi765bi8g wrote:
It's worse in many ways... here the stats on the T8 scout armor old vs new. |
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#32 |
Loremaster
Join Date: Nov 2005
Posts: 3,232
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![]() Olihin, the sooner you realize the faction should be rewarded for all maps, not just the new map, the better it will be for the overall health of BGs. If you wait too long leaving it so that the only way to get faction is to do this map, I fear BGs will suffer in the long run, and you will probably not be able to recover the loss of players and interest. Take a long hard look at the Maj'Dul Arena. It failed because ultimately it was unrewarding and not fun with its gimmicks. And why go through that anyway when you can easily prevent burnout and frustration by awarding faction for all maps; lower the faction reward across all maps as neccessary to maintain balanced longetivity if that's what ya gotta do. It just makes sense man. Once you take care of not burning everyone out by forcing them to play one unfun map for subpar gear, several other things need to happen for this map to even be fun. The scoring needs to be adjusted so that killing mobs does not reward so many points. I feel the focus should be shifted to a warfields style of gameplay where part of the team attacks enemy towers, and the other part defends their towers. I really don't see where mobs come in to play or make things fun, because the mobs are really not fun at all. That is key. They don't add to the fun, they just get in the way and cause frustration. No one wants to have some heroic mobs beating on them when some scrub ranger in terrible gear is snaring and taking pot shots at you from 50 meters away. Imagine how annoying it would be to make a WF for level 40 players in Rivervale. No one wants to deal with mobs when they are trying to PvP. It's kind of like trying to have an interesting conversation with an adult while a child is tugging on your sleeve demanding your attention. It's frustrating, and just not fun; I can't stress this enough. But since you most likely will not take them out, they need to be adjusted somehow to not play such a significant role in the game. Perhaps burning a side tower will stop them from respawning, or they hit for less damage, or are worth less points... something, I don't know. |
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#33 |
Server: Nagafen
Loremaster
Join Date: Jun 2005
Posts: 213
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yeah that's beggin for a burnout. same map, over, and over, and over, and over... ..and over.
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#34 |
Loremaster
Join Date: Feb 2008
Posts: 5,351
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![]() Malevolencexx@Nagafen wrote:
That might actually make the BG fun if it was a defend the tower type thing with no mobs. The mobs are really the main issue and have absolutly no business being in BGs which are supposed to be PvP, mobs are not PvP. |
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#35 |
Loremaster
Join Date: Feb 2006
Posts: 412
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![]() Copying my feedback from another post:Annoying things about Tundra map:- I am getting chased by PVE mobs over half the map and since those are heroic I will get killed. Killed by PVE mobs in a PVP game. That sucks majorly. I want to play PVP not hitting stupid dwarves or dumb giants.- I am getting aggro easily by the PVE mobs without any hate meter being showed. Then I have the mobs on me and since its a bit mess and tanks not taunting as good as before those guys stick on me.- X4 is too much for a game. Count in the PVE mobs and all you have is a big mess of players all hitting anything. That's not PVP.- Kill counts: No indicator anymore who really is good in PVP cause killing dwarves and giants counts to the kills.- Too scripted. The PVE encounters are dumb. They follow a special route. Happend often enough to me that I fought PVP and then the dwarves showed up behind me and smashed me. So either you need to avoid the routes or not.- Everyone is on a mount. Seriously, that's more like a warfield than a BG, map is too huge as well.- Map has too many hills and layout is bad. You mainly fight in the middle and the ways up and once someone is somewhere up the hill you lose the sight easily.- Worst thing: Only map that grants faction. People grinding this map now constantly and even the daily BGs in the T4 range don't pop up soon enough anymore cause those who want to have the faction play Tundra and not Gears.I think this playtype would have worked also without PVE encounters, a smaller map and x3. So just try to destroy strategic targets. Similar to Smuggler's then besides the fact that you there capture spots. |
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#36 |
Server: Nagafen
Guild: Truculent Brew
Rank: Legati {Mains}
Loremaster
Join Date: Jan 2005
Posts: 500
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![]() Something is broken with the summoner special abilities (Elemental Blast, Soul Burn, etc etc) when fighting either the barrier or the relic. The game complains "Pet must be in combat". Already /bug'd it, but figured I'd post here too. |
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#37 |
Loremaster
Join Date: Nov 2004
Posts: 862
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![]() Actually... I love the map. It's great for fighting other players. The bad part about it is there are PvE objectives, kind of a failure atm. Matches last 2 minutes cause both sides just run for the gates. Give it more PvP insentive. Also, grinding ONLY this zone for BG gear you will use in ALL BG zones is a dumb idea. I get the "Velious" gear/zone... .but be realistic. You will use this gear for all BG zones, so why require poeple to grind just this one. I do mean grind, cause the matches last maybe 120 seconds. Thanks
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The PvP issues are known and will be worked on "when time allows". Olihin |
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#38 |
Loremaster
Join Date: Mar 2006
Posts: 744
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![]() Tenka@Nagafen wrote: yeah that's beggin for a burnout. same map, over, and over, and over, and over... ..and over. I'm already burnt out. Having the daily mission give out an extra boost of faction would be awesome too. |
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#39 |
Loremaster
Join Date: Mar 2006
Posts: 744
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![]() Also, Is anything being looking into the warping/teleporting player issues that have plagued the game since around Velious's release? |
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#40 |
Server: Nagafen
Guild: Slice of Life
Rank: Trinity
Loremaster
Join Date: Oct 2005
Posts: 501
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![]() Blambil@Nagafen wrote:
Working as intended. Attacking the wall doesn't put you in combat, allowing you to walk away should you choose to go somewhere else. That's how it's meant to be, but it has the unfortunate side effect of causing certain abilities to not function.
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#41 |
Server: Nagafen
Guild: Slice of Life
Rank: Trinity
Loremaster
Join Date: Oct 2005
Posts: 501
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![]() Hammerhead25 wrote:
This should be fixed soon(ish). Frizznik said he checked in a fix for the differing amount of HP the relics have.
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#42 |
Server: Nagafen
Guild: Truculent Brew
Rank: Legati {Mains}
Loremaster
Join Date: Jan 2005
Posts: 500
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![]() Peak@Nagafen wrote:
If that's the case, I hope they come up with a way to correct it. One of the two ways to play this zone, IE race the DPS, means the zone can be over in less than 5 minutes.. Robbing pet classes of their big hits means the pet classes are dead weight in this approach. In the other way, defend and disrupt, we do fine.. but out of the 30 or so matches I ran last night, 90% of them were the "race the dps" approach. |
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#43 |
Server: Nagafen
Loremaster
Join Date: Jun 2005
Posts: 213
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oh and btw, not all of us think farming plat is fun. i only farm plat when i see something i want but can't afford it. the little quests usually covered the cost of ammo, pots and totems for at least a few matches per day. i'm not doing the quests because they don't give faction. before anyone says 'lol making plat is easy lolol' just go on and get to essing tee eff ewe. yeah it's easy. but it's time consuming. i personally liked it when i could sustain running bg's by running bg's.
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#44 |
Server: Antonia Bayle
Loremaster
Join Date: Dec 2004
Posts: 690
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![]() More than half of the raid is in a diff. instance of the Frozen Tundra... which leads to this |
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#45 |
Server: Nagafen
Loremaster
Join Date: Jun 2005
Posts: 213
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the hitboxes on the objectives are too small i think
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#46 |
Server: Nagafen
Loremaster
Join Date: Jun 2005
Posts: 213
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lot of issues with teams/grouping. i know a lot of raid are getting sent to diff bg's and i just did a bg, and myself and several other ppl weren't on red or blue team. we couldn't attack any players, and didn't get any faction or token at all.
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#47 |
Server: Antonia Bayle
Loremaster
Join Date: Dec 2004
Posts: 690
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![]() Any word on when the Relic HP difference will be addressed? Currently, the Kromzek relic has about 50% less HP (maybe less?) than the coldain one. |
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#48 |
Server: Nagafen
Guild: Slice of Life
Rank: Trinity
Loremaster
Join Date: Oct 2005
Posts: 501
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![]() Vinyard@Antonia Bayle wrote:
Frizznik said he checked in a fix for that. So probably next hotfix?
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#49 |
Loremaster
Join Date: Jul 2007
Posts: 4
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![]() Tundra!!well, not beating a dead horse here. you could have done better. Now to complain, LVL 80 BG is dead (enough said) there are still a few of us who log in our lvl 80+ alts and try to get in a few matches to build our faction up. when i say a few let's just say 1 match every hour or so. ok maybe not an hour maybe two. if you are going to make tundra a PVE/PVP battlegrounds, we should be able to get Tundra zone with the few players that que up.Instead of waiting around for certain about of players. Again SOE is making so the PVP players have a advantage with the jewelry 5 piece bonus overPVE players in lvl 30 BG. If a PVE player wants the 5 piece bonus they have to lvl to 40 and god forbid try to get a BG match in that lvl to build their faction up. THe BG Lobby is a good idea, but there should be away to tell the lvls of the players in the lobby. by either different color names or even showing their lvl beside their names. Building up faction for the new armor. every Battleground zone should have some kind of faction reward my suggestions would be. Gears 50 for win/ 20 for lose,ganak 75/ 45, Dens 100/75, and leave Tundra alone. leave the armor faction required alone. |
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#50 |
Server: Nagafen
Guild: The Catalyst
Rank: Initiate (1k Status)
Loremaster
Join Date: Oct 2009
Posts: 795
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![]() igknats wrote:
What 5 set jewelery armor? are you talking about the jewelery with the set bonus that gives 200 ward and q 10% chance to reflect every 30 seconds and is inferior to the newer stuff? yeah, no one uses that anymore. And anyways, that stuff is available off of the BG merchant at t4.
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All people suck and are idiots. Only believe yourself. I AM ILOVECOWS! REMEMBER THAT BECAUSE I LOVE COWS. YOU SHOULD LOVE THEM TOO. COWS ARE AMAZING AND I DON'T SEE HOW ANYONE COULD POSSIBLY SAY THAT THEY AREN'T AMAZING. JUST LOOK AT THEIR NATURAL BEAUTY AND GRACE. THE AMAZINGNESS OF THESE ANIMALS ASTOUNDS ME EVERY TIME THAT I SEE THEM. DON'T HATE ON ME FOR THIS, BUT IF YOU DO NOT LOVE COWS, YOU ARE NOT A REAL PERSON. |
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#51 |
Server: Mistmoore
Guild: Arch of Chaos
Rank: Muad'Dib
Loremaster
Join Date: Nov 2004
Posts: 215
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![]() Peak@Nagafen wrote:
I'd hope that the difference in hp was intentional, and that it won't get changed. As it is atm this BG is fine really - if they make the HP the same on both relics then its just going to turn into a crapfest dps check with minimal interaction between teams. |
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#52 |
Loremaster
Join Date: Jun 2007
Posts: 24
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![]() I really don't like this new bg. All it comes down to now is you win if you kill the most NPC's to reach the point cap. Make a hardcap on how much points you can get from pve and pvp kills, 25% for pve and 50% from pvp kills of total seems ok, the last 25% can only be achieved from taking all the bases. We have to have a better reason to pvp in this maps, right now its a horrible pve fest in disguise. |
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#53 |
Loremaster
Join Date: Feb 2006
Posts: 412
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![]() Thorgald wrote:
overcomplicated - easiest fix: remove all NPC mobs, scale down the hitpoints on the towers to reflect the fact that only players are on the map and basically have a smuggler's type map without capturing but destroying targets. the npc mobs are the problem of this game types. killing npcs in an pvp environment is no fun and it will never be fun no matter what u do to them. |
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#54 |
Server: Everfrost
Guild: Mithril
Rank: Emissary (6mo + 250k status)
Loremaster
Join Date: Nov 2008
Posts: 212
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![]() I'm all for a removal of the NPC's and just leaving the towers. I play BG's to fight players, not npc's. On a bug note, my poisons are cancelling everytime i go into and leave the lobby. 10 bgs and all 20 of my poisons were gone.(Which also means its keeping the consume from use in BGs too). |
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#55 |
Loremaster
Join Date: Nov 2004
Posts: 862
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![]() PvE objectives just blow.. but I don't think this map can be done without them. BUT, remove the roaming/spwaning mobs. Fighting people is great, but then all of a sudden I have a swarm of dwarfs on me that swing the encounter towards my targets favor. I'm in /target PvP mode, so it just basically Fs me up. I love dwarfs and all, but get them out of my PvP fight. Thanks!
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The PvP issues are known and will be worked on "when time allows". Olihin |
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#56 |
Loremaster
Join Date: Jun 2007
Posts: 24
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![]() Silbermond@Nagafen wrote:
I suppose, but then we could just as well be playing smugglers run. I quite like to have NPC's in this map, they add some rendomness to it all, but they should not be a win condition all by themselves. |
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#57 |
Server: Mistmoore
Guild: Arch of Chaos
Rank: Muad'Dib
Loremaster
Join Date: Nov 2004
Posts: 215
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![]() Exur@Nagafen wrote:
To be honest, i've been on the wrong side of that situation quite a few times and i'm inclined to think its actually one of the big pluses to the BG. |
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#58 |
Server: Splitpaw
Guild: Holy Grail
Rank: Raider Alts & Recruits
Loremaster
Join Date: Jan 2006
Posts: 171
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![]() Tundra has alot of potential but the heroic mobs needs to be adjusted alot. Currently it just ends up with both teams rushing the relic and the team with most dps wins. Its impossible to try to defend as their whole raid is gatherd. and if you try you have lost to much dps on the relic already. The heroic mob guarding the barricade needs to be bumped up ALOT, should be epic atleast. I was soloing it on my defiler yestuday. It should require a large portion of the raid and support from the heroic mobs. That way defending early would be easier as well. Also the heroics comming from the tower needs to be beefed up if they are going to have any kind of impact on the matches. Give them aoes, more hp and taunts to make it worthwhile to defend them and fight together with them. Also they should do extra damage on the towers so the most effective way of bringing them down is to make sure your side has more heroic mobs up on that side then the other team. Defeating the other teams tower doesnt have any noticable effect at all, i noticed that there was 3-4 heroic group beating on my team's barricade but it was stil at 100%hp. Defeating the other teams tower should make it hard for the other team to deal with the mobs. Make it spawn an epic group if you defeat the other teams tower for some extra effect;D. Make the base spawn waves as well so that if your team looses a tower they need to push back the attackers while keeping their groups up and reach the tower that way, atm you can just run past the heroic groups and go straight for the tower..
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#59 |
Server: Mistmoore
Guild: Arch of Chaos
Rank: Muad'Dib
Loremaster
Join Date: Nov 2004
Posts: 215
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![]() Too many people who end up on red atm prefer to rush the gate and lose quickly rather than try to win. |
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#60 |
Server: Antonia Bayle
Loremaster
Join Date: Dec 2004
Posts: 690
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![]() Naxus@Splitpaw wrote:
You make some good points. As far as I know, it's BETTER to keep the towers up (if you're on the red team) to farm the NPC's for points. Why is it, that in a Battlegrounds, killing NPC's give more points than killing players? As it is right now, usually the red team just skips all the towers, kills all the NPC's (including the coldain commander) and then just PvP's the rest of the match (mixing in killing the npc's ). Personally, I feel like the towers/gate have TOO much HP....and it regens pretty fast. |
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