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1/01/09 7:05 PM
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Viewed 471, Replies 13
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Originally posted by Dicharek
Actually it is random at the moment. (the above guy is right - it assigns you random contribution when you enter a zone or log in or something). Paul Barnett did admit so in one of the very recent podcasts of his. It is a bug - they had the code in beta but somehow it didn't get into the release... someone forgot to copy-paste it or somesuch lol ...and they didn't notice it until recently (it takes some time to realize something is wrong with as complex a system as contribution is). Anyways, expect it to be fixed in one of the upcoming patches, if not the first full patch that happens along. Sh*** happens. At least they had the decency and guts to admit they did a do-do. Oh and PQ contribution system is ok - it is just the keep siege one that is screwy atm. |
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1/01/09 6:59 PM
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Viewed 2800, Replies 115
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Originally posted by daeandor
The thingy is that this site tracks guilded characters only, if I'm not mistaken... And a lot of ambitious guilds do not allow alts, or just a very small number of them... (due to fuzzy and pretty much unknown way guild xp is calculated) so I'd imagine that the total number of players could be 1/2 of the number listed. But it's just a wild guess - like everything else really until we get some kind of official info. |
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12/31/08 8:06 PM
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Viewed 471, Replies 12
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Originally posted by popinjay
Oh, I don't know... my guild is expressely created with "we're small but nasty" philosophy. We won't be taking keeps alone in T4 but we'll be there to support other, bigger guilds with taking BOs, making diversions and pwning scenarios. Since we're (mostly) mature folks we're not into all that global pwnage thing - helping out the realm and being the underdog heroes is what turns us on :). As for 6-mans... it DOES depend on game design. Imo it would be in Mythic's interest to keep players spread around - prevent player congestion which overloads servers and clients etc... There are ways of doing this - creating alternative entrances to keeps is obvious (lol thats the prime reason there are 3 fortress gates) and placing various hotspots around zones (say you need to hold at least 1 BO to take over the keep). Mythic would do well to place as much as possible 6-man content in open RvR zones - that would definitely reduce zerging.
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12/31/08 5:13 PM
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Viewed 179, Replies 7
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Originally posted by banthis
That's the thing - imo the game is not informative enough in terms what it takes to get to the capital siege. Actually you need 2 out of 3 fortresses to get the chance to siege the capital. On my server it is now widely known so there's action in all 3 pairings... however about a month ago even that was a big ?? and people did tend to RvR only in human pairing. Different racial RvR influences do help a lot in lower tiers thats sure though - gives you a nice spread all around atm. Humans are still the most popular but dwarfs and elves are close behind. |
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12/31/08 2:01 PM
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Viewed 179, Replies 7
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Originally posted by MrVicchio
1. Hmm atm the keep defense gives you huge rewards in terms of xp,rp and inf - better than keep stealing by far. If the situation in open RvR is lively (and it usually is these days) I tend to pick a good tough defense rather than "steal a keep for a drop". It's a balancing act really - you need both to be succesful. However the problem, as I see it, is that the keep npcs are too tough and the layout is such that defending is altogether too easy. While many are willing to defend, finding people for a determined assault on a well defended keep can be really hard. Imo they should do something about it - and I'm sure they will. The WAR forums are filled with well thought out solutions on how to make keeps easier to take and yet not as prone to stealing - making them unique PQs is my favorite one tbh. Oh and in T4 the situation takes a radical turn - it becomes very important to take certain keeps in order to lock zones. It is not just "lets see which one is empty to steal." I've seen pretty epic fights around extremely well defended keeps needed to lock down zones - the strategic situation dictates which targets have priorities. That's quite different from lower tiers which are really nothing more than enjoyable training for the "real stuff" which is strategic play in T4. 2. Oh well, gold sellers are a plague but I find that there's much less of them around in WAR than what is the norm. Could be because gold isn't that important here or the anti-gold spamming stuff they got in really scared em off. Just report all them leeches and do your good deed for the day. Cheers! |
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12/31/08 1:36 PM
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Viewed 471, Replies 12
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Originally posted by Zariath
QFT At the moment the end-game RvR is actually too complex rather than too simple. The vast majority of players don't even understand what it takes to actually lock a zone - if you think it's "zerg till you paint the map blue" then you have no idea about it. IMO Mythic should seriously look into endgame RvR mechanics and, what is much more important imo, provide CLEAR INFO on how they work. There should at the very least be some kind of notification when you do something good for the realm. Some kind of scenario, PQ, open VP pool display would be most welcome as well. Players need to be clearly informed on what the situation in the game is and what their options are. The blue/red bar we currently have is more a source of confusion than information. .. and obviously those keeps must start providing VPs with time - whether passive (as in trickle) or active (as in repeatable quests that reward VPs). Otherwise you'll have a situation where no one bothers with keeps and BOs until enough VPs are gained through other sources. |
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12/30/08 7:18 AM
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Viewed 803, Replies 19
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Originally posted by Elikal
100% agree.Its just an odd game.
I like odd. |
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12/30/08 7:13 AM
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Viewed 385, Replies 8
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Originally posted by Praor
Hmm.. there are quests that take you into other racial pairings so you should check the other 2 maps for your tier. You have to fly there by taking a flight from a warcamp. Also some of the quest givers don't have a stationary position - they wander across the map, usually down the main road - when you complete the quest you have to find them. Hope this helps, cheers! |
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12/30/08 7:10 AM
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Viewed 52, Replies 4
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nope, say or just /s is very short range - just the people close to you can hear regional chat is /1 and the game remembers the last channel you used so you don't have to type /1 before each sentence. other channels you might find useful are: /p - party /wb - warband (thats big party) /sc - scenario /g - guild /a - alliance And oh btw when your party enters a scenario /p is for the party you originally came in scenario with, regardless of how you end up - very handy if you're questing or pq-ing and want to stick with people you know. For scenario parties use /sp enjoy! |
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12/29/08 11:22 PM
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Viewed 124, Replies 4
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Kill ogre hero mobs in open RvR lakes. I believe these would give most inf / time if you've maxed out all tasks. You might get jumped by enemy players but hey - that's the purpose of putting them there in the first place. |
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12/29/08 2:04 PM
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Viewed 126, Replies 7
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Originally posted by Deimar33
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12/29/08 1:54 PM
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Viewed 126, Replies 7
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Originally posted by Raiz1
Just a bit of correction.. You can get PvE set items in dungeons now - these are comparable to PvP sets which are hands-down the best gear in the game. It seems that Mythic did boost those low tier dungeon rewards - in fact I got a T2 alt and I'll go check those Altdorf sewers this evening. Atm the best gear possible when leveling is having a few pieces of a set (either PvP or PvE or the "combo" one) and combine it with open RvR inf purplaz. |
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12/28/08 3:39 PM
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Viewed 1411, Replies 59
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Look man, my Swordmaster can't kill sh*** in a normal RvR situation. I'm survivable but it isn't my job to kill people. What I do is I snare, knockback, debuff and generally interrupt opponents so my DPS mates can kill them. I haven't played a healer above T2 (just entering T3 with my RP) so I can't really speak for the healers. What I do know, as a tank, is that if there are WEs around the only thing I need to do is knock back that WE when it materializes near my healer and it is DEAD. Its existence depends on whether I'm going to knock it back so my healer has the time to get away. If the healer does get away then the WE is DEAD - and it didn't do anything. Just wasted its life for nothing. And I'm telling this from a T4 tank perspecitive - if I'm close enough and I notice what's going on then I will save that healer, no question about it. The WE will die and we will win. If I make a mistake and the healer dies then I will die as well eventually. You will have to agree that WE's life is a pretty precarious one to lead. WEs are very strong in DPS but they are extremely vulnerable - imo this is exactly what makes the game challenging and fun for me - classes have strong advantages and weaknesses so they NEED to work together. For example: I don't get satisfaction out of killing opponents - as a tank I consider my job well done when I foil all of enemies' plans - protect my healers and punch through their lines. If you want to play a high survivability class then you have to trade it off with something - in my case extremely weak dps and no healing.
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12/28/08 3:26 PM
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Viewed 349, Replies 12
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Originally posted by LordSkaal Hmm... since you rolled a BW I'd say that it is the insane burst DPS that turns you on.. Sadly at the moment there are no classes like that in Order - the only high DPS/ extreme squishy left is Witch Elves and I have this terrible feeling they're going to get nerfed (meaning turned boring) soon due to all the whining. A good choice would be a Witch Hunter - not as much DPS as a WE but it can get out of a tight spot if need be. Another nice DPS class is engineer - good survivability and it can dish out a lot over time. Sadly, it seems that "live fast die young" classes are on their way out. Damn those QQ-ers!
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12/27/08 7:15 PM
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Viewed 349, Replies 12
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Originally posted by LordSkaal
In short - the game is much more polished technically and there's non-stop open RvR all the time. If this appeals to you then do come back. You might get turned off by the fact that they nerfed BWs pretty much to oblivion. I'd suggest you make a new character and if you were on one of the low pop servers I'd reccomend doing it on one of the reccomended ones because there's no point in playing on a low pop server at the moment. |
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12/27/08 7:11 PM
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Viewed 1752, Replies 62
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It's fun for me. More than any other mmo I played. Sometimes I think I must be hallucinating and playing some other game because when I read "PvE in upper tiers empty" I just reflect that I've just logged out of 2+ hrs of CH 22 Public Questing (that's rank 40) followed by a few scenarios (not Serpent's Passage lol) to top off the evening. Dunno maybe I'm really insane... Maybe it's just this weird dream I have.. I keep making alts because the classes are all so interesting to play and I actually have no problem with open RvR. Dunno maybe I should get some professional help that'll make me understand what is obviously common knowledge here. |
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12/27/08 10:55 AM
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Viewed 1411, Replies 59
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Originally posted by Yamota
Ok, I have a Runepriest in T2 and here's my experience with WEs. If they're good and they jump me at an inopportune moment (I'm down on hp or I get a bit further away from the group) I don't have a chance in hell. On the other hand if I have enough hp to begin with and immediately start casting heals, bubbles detaunts and begin moving towards my group walking BACKWARDS so I never turn my back on the WE (DO NOT turn your back towards WE) I have a very good chance of surviving - not "winning" mind you, but surviving long enough for someone to take notice and deal with the threat. No, as a healer or ranged dps you can't "win" against WE in close combat - and that's how it should be. What you can do is survive long enough for help to arrive - teamplay is 90% of this game. Personally I find tanks much much | |