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  Click here to go to the first Rift Team post in this thread.   Thread: Conquest PTS Test Feedback

  1. #76
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    Guild Wars2 does this nicely.

    It asks the player (during the Warfront happening) if he wants to change sides, cause the teams are unbalanced. H can say yes or no but the game tells him if not enough people change side it will auto allocate team members randomly to the other side.

    This give people an option but stills puts some pressure on them to change sides.

  2. #77
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    Quote Originally Posted by Antigonos View Post
    Guild Wars2 does this nicely.

    It asks the player (during the Warfront happening) if he wants to change sides, cause the teams are unbalanced. H can say yes or no but the game tells him if not enough people change side it will auto allocate team members randomly to the other side.

    This give people an option but stills puts some pressure on them to change sides.
    Honestly I hope they don't do this. Its extremely jarring and probably my least favorite thing about pvp in GW2.
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  3. #78
    Champion jaal's Avatar
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    Okay now let me start by saying I really enjoyed conquest. I played for the whole of the first game which was 2+ hours. It only really ended after the official testing finished and teams started to leave. I thought the style of PvP was really fun and it was nice to see the three factions so even.

    Some people have been saying the map is too big. I completely disagree. The map is a perfect size; it’s big to give you a sense of world PvP and that is what it does. Another thing I have heard a lot is there was not enough fighting and sometimes there wasn’t but for the most part I disagree. Players need to not expect this to be a WF style match where you are spawned on top of the action, you need to work tactically with your team to where you are going to go and if you do that then you will encounter some great fights.

    Positives:

    Something that was really good about conquest is it really encouraged people to work like a team. Because the extractors were so tough players couldn’t go ninja cap them by themselves so would group up. Players would go to where they’re team was and then they would all decide their plan of action.

    Balance across the classes seemed pretty good. I was running a make-shift cleric support class and my DPS was lower than pure DPS I ran into but never felt under powered.

    Game time, if anything make it longer. It was great having a match with a much bigger overall objective. For them to be able to keep player interest for this game time however there needs to be far more tactics in the game rather than “you can take our extractor but we are going to take yours”. Please see “problems” where I give ideas on what Trion could do.

    Turrets around extractors were another positive. People are complaining these were too strong but they were crucial to forcing team work. Players could not take the extractor down by themselves and needed to get 4 people to do it. It also helped stop the hot swapping of extractors.

    Concerns:

    My biggest concern is when it goes live there won’t be the player base to sustain conquest and it will be left empty. Apart from that I’m also concerned that r50’s will be too OP. One of the things that made it so fun was tactics was the deciding factor, NOT gear. Every player could play an equal part in the assault. However in live this will not be the case and players will get tired of feeling so underpowered. (Players get bolstered up to rank 36 but it’s only their valour that gets boosted up. Even then still not sure they would face up to the r50’s).

    Problems

    At the moment there is only one main objective, gain extractors however there are so many on the map that the team does not value the ones they hold. It kind of feels like painting the fourth bridge, you take one of theirs, they take one of yours and this goes on and on and on and on. There is only one extractor player’s care about and that is the teleport one. When our teleport one came under attack we all rushed back to defend it. With the current match time this isn’t acceptable; players will soon get bored of this endless task and log off.

    There are two solutions: 1) make the cap lower (and thus the game time shorter) OR 2) make extractors mean more.

    Personally I think 2) would be a MUCH better solution and there are many ways Trion can implement this. And give a much more fulfilling game.

    1) Have fewer extractors on the field; only keep the extractors that are in the buildings or around interesting scenery. The most interesting fights happened at those extractors, the ones sitting in the middle of a field were boring.

    2) Have different types of extractors. Just like how there is a teleport extractor there could be a few other “special” extractors on the field. They could provide the team with buffs or give advantages. This would emphasise the tactical element of the game. Rather than running to any old extractor players would aim to secure certain ones and then also be keen to defend them as they will be crucial to their progression.

    3) Take upgrading extractors to another level. Allow players to turn their extractors into a base, eventually being able to get your extractor a graveyard and a porticulum. This should be no easy feat and give a far heavier emphasis on tactics. Players would focus on running stones to different extractors to give themselves the advantage. Teams would then send out more tactical attacks and keep their defences up. Taking over a team’s fully upgraded extractor would be a huge blow to their team and should also reward the attacking team (perhaps with resources to go build their extractors or a small raid buff). It also means players don’t need to play for the full duration of the match and still feel they have contributed. A Guild could jump over and set up a good foothold for the team and log off feeling they have contributed.


    Personally I think 3) would be the best and most interesting solution especially as players wouldn’t have to play the whole match and still feel they have contributed (if they set up a strong extractor). After getting an extractor rather than running off and leaving it players would build it up and make it mean something to the team. It would also lead to players leading assaults on the other team’s stronger extractors. It would also lead to a longer game but one that would be a lot more interesting and have a lot of turning points. Unless a team has set up a good range of porticulums and graveyards they won’t be able to successfully sustain their attack.

    Tweaks

    Here are just some small things trion needs to work out

    -Not being able to see your whole team (on the map) or communicate with them all.

    -Field movement is VERY slow. When you are killed you get returned straight to your home base and have to spend 5 minutes getting back to the action. There needs to be some sort of addition making it easier to move to your group. Perhaps an out of combat summon ability that uses 1 shard, one player can open a portal which raid members can get to if they are by their own extractor?
    - The latest winning faction of conquest should all be given a Buff ”conqueror” which entitles them to extra 10% loot or something more creative (like a free haircut HINT). The buff should have no impact on combat but be desirable.

    -The ground clutter didn’t seem to be working properly? The ground often seemed very bare as I was running across it, not sure if anyone else got this (yes I players with video settings).
    Last edited by jaal; 05-26-2012 at 04:43 AM.

  4. #79
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    Quote Originally Posted by jaal View Post
    -Field movement is VERY slow. When you are killed you get returned straight to your home base and have to spend 5 minutes getting back to the action. There needs to be some sort of addition making it easier to move to your group. Perhaps an out of combat summon ability that uses 1 shard, one player can open a portal which raid members can get to if they are by their own extractor?
    .
    isnt that what opvp differs from warfronts? i personaly think longer respawn times ad to strategy and tactic. When you have to fast respawn it will be an endless fighting with no gains on either side. The side winning should get the upper hand when killing a majority of the enemy with them needing time to get reinforcement, it makes fighting just more intense and killing/dieing meaning something. Besides there are battlerezzes already in the game, healers just need to use them.

  5. #80
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    Quote Originally Posted by Antigonos View Post
    isnt that what opvp differs from warfronts? i personaly think longer respawn times ad to strategy and tactic. When you have to fast respawn it will be an endless fighting with no gains on either side. The side winning should get the upper hand when killing a majority of the enemy with them needing time to get reinforcement, it makes fighting just more intense and killing/dieing meaning something. Besides there are battlerezzes already in the game, healers just need to use them.
    I agree it shouldnt be instant port to action. And yeah good point, the healer should rez killed players after battle at least.

  6. #81
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    Quote Originally Posted by Antigonos View Post
    Guild Wars2 does this nicely.

    It asks the player (during the Warfront happening) if he wants to change sides, cause the teams are unbalanced. H can say yes or no but the game tells him if not enough people change side it will auto allocate team members randomly to the other side.

    This give people an option but stills puts some pressure on them to change sides.
    just imagine i worked really hard to win, my side got say 40% of the towers fairly, then suddenly the other side starts getting demoralized and some leave, suddenly it is unbalanced and i am forced to change to the other side and lose? xD

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  8. #83
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    I would say that you should not be able to switch sides once you enter conquest, and, once it's running and a side gets 50% of the extractors, no switching at all, even by exiting, until it's over. I think the problem is people don't value the sourcestones the extractors provide, so, only the teleport extractor seems to have value. Perhaps if only the controlling faction could pick up or loot anything within the range of the turrets, they would be appreciated more, or if each extractor gave say a 0.25% or less bonus to damage done by that faction you'd want them all to get the boost to make a real difference.

    Having them give a bonus would also server to wind the instance down a bit faster with one faction slowly gaining power over the others.

  9. #84
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    Quote Originally Posted by Byona View Post
    just imagine i worked really hard to win, my side got say 40% of the towers fairly, then suddenly the other side starts getting demoralized and some leave, suddenly it is unbalanced and i am forced to change to the other side and lose? xD
    Rewards should be instant so that winning the match simply signals the end (no additional bonus). In fact, why have it ever end. Why not just make it a living game that players enter for PvP on whatever side needs a player. Then those of us who PvP always have a place to go. Just like the Frontiers in Dark Age of Camelot, except side-neutral.
    Last edited by LeCreaux; 05-26-2012 at 12:15 PM.
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  10. #85
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    Quote Originally Posted by Byona View Post
    just imagine i worked really hard to win, my side got say 40% of the towers fairly, then suddenly the other side starts getting demoralized and some leave, suddenly it is unbalanced and i am forced to change to the other side and lose? xD
    You didnt read what he said. He said that players are ASKED if they want to change sides

  11. #86
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    Its been already my second conquest test and its still good however I've found some points which could improve it.

    Crafting:
    - Reduce the cost of the buffs slightly,let's say to 150
    - Add Special Wood and Ores to the zone
    - Add a recipe to create a barricade, which could be placed near an extractor like a placeable AoE
    - Add a recipe to craft a catapult to attack towers when u are still oor so u force the enemy to actually defend it
    - Add a very expensive recipe to create a portal creator, which allows u to place it at one tower and the u should be able to port to all porters available for your faction, could be used once per faction, also other faction can take it like the tower.

    Tower:
    - Turn 5 Towers on the map to a type of towers, who grant you, when fully developed, a Speed buff in a certain radius, when u have more of this towers the range should then increase.
    - Give some towers the ability to uncloak a certain area of the map, so u can see thee enemy there, should be mana based, should take a long time to refill.

    NPC's:
    -U wrote something about colossus in Conquest, they seemed to be not available yet
    -Add Npc's which patrol between your towers and defend your castle.
    -Increase the numbers of spawmed NPC's when a faction has almost no tower --> way to balance.
    - Add this Machines and Guardian's which u can get through the zone event unlikely alliance. good against towers but bad against players.

    Others:
    - Increase XP/Favor/Prestige gained from conquest.
    - Let us use the class abilitys.

  12. #87
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    Another idea: Would it be possible to randomize which faction starts in which starting base point? As in, one match Nightfall may be up in the north spot while Oathsworn get their eastern spot and Dominion gets their... southern spot (I have no idea where Dominion starts really)? But then maybe another round Nightfall starts in the south, Dominion starts west, and Oathsworn starts north?

    *shrug*
    Last edited by Zengar Zombolt; 05-27-2012 at 09:58 PM.
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  13. #88
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    One of the better suggestions i saw was that each team would start with the nearest 3 extractors to them already captured... just to speed the start up a little.

  14. #89
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    Some great feedback here. A little late, but posting my own:

    -I think Conquest could benefit from a larger number of objectives obtainable. Colossi might be the answer here, but the game needs some kind of objective to build up towards. The pacing was kind of slow, not because of the length of the game (though that could use some adjustments as well), but because the objectives never changed as the game went on. There wasn't any sort of pressure to reach a certain location, or push in a particular direction.
    -Think about lowering the attrition goal, or possibly tweaking the % of captures needed to end the game. I like the fact that Conquest will have longer games, but 5000 kills just seems like too many, at least for the action I saw last week.
    -I would love to see more creativity in crafting: weaponry, catapults, stuff like that.
    -Agree with the calls for increased exp/Valor.
    -Some type of 'return to base' ability would be superb.
    -More planar charge crystals would be nice. Powering up extractor turrets really burns through charges quick.
    -If you guys are looking to create more stuff like this in the future, consider making new, unique maps!
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  15. #90
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    Quote Originally Posted by jaal View Post
    You didnt read what he said. He said that players are ASKED if they want to change sides
    That was the first part, second part is "He can say yes or no but the game tells him if not enough people change side it will auto allocate team members randomly to the other side. " which is what my response was for.
    Last edited by Byona; 05-29-2012 at 11:17 AM.

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