yeah that for sure, trion will fix it. give them some days perhaps a week time to react to the live circumstances. No need to freak out, but giving feedback is also vital imho.
Thread: Conquest cooldown
yeah that for sure, trion will fix it. give them some days perhaps a week time to react to the live circumstances. No need to freak out, but giving feedback is also vital imho.
Why not just have it like signing up for a dungeon group:
You see what they are waiting on, and when everything is ready, you are transported to the dungeon.
So you would "go" when each of the three factions is at 90% or more. And you can choose your faction while you are waiting.
Here are a few admittedly quick and first impression-like thoughts from the one, short love instance I got to run (we're talking 15-20 minutes).
* Kill count needs to be dialed up dramatically. It seemed like it took forever on the PTS, but the live populations are much, much bigger. I joined an instance that was merely a few minutes old (maybe 5-6?) and it was alreayd down to about 300-400 kills remaining. The count was diving lightning fast, and likely would have ended the round, had it not been for a rapid blitz of objectives.
* After the acquisition of 60% of the objectives, there should be a window where a side can retake to disrupt a Conquest victory. Not a big window -- maybe 2-3 minutes. I joined an instance, got into one zergball fight, and watched Dominion shoot up from 25% to 60% before that pitched battle actually stopped (they blitzed objectives while we were fighting -- good for them, strategically, but bad for 'fun', since the match ended quickly and now we're waiting two hours for the next one).
* The cooldown needs to be dropped. I'd suggest at 15m hard lock, and then a 15m "staging" phase (where people can queue up before the instance starts). A thirty minute window is enough to allow for downtime, especially with longer matches, without feeling like you need to wait FOREVER for the next instance.
Something also really needs to be done regarding engine performance and player rendering, especially w.r.t. recon vials. In a pitched zerg battle like we were seeing I could only maybe see 1-4 of the closest enemy players, and players that weren't rendering weren't showing up on my minimap via the recon vials, either, which made it impossible for me to use them to avoid a zerg/large encounter (seeing two dots, pushing in to engage, and rounding the corner to see another 30 render is infuriating, and it happened to me twice in the post-lockdown phase).
Another alternative is to perhaps run multiple concurrent instances w/ a player cap if the engine really can't support the numbers being introduced, here.
Last edited by Kyera; 06-27-2012 at 02:23 PM.
Glaiveheart :: Warrior || Areyk :: Cleric || <Wasted Talent> || Deepwood || Likes Received (1,200)
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I was under the impression this would end up being, for all intents and purposes, a constantly resetting objective oriented PvP map similar to what LoTRO did with the Moors. If the wait time is 2+ hrs between runs, that is FAR from persistent pvp. I get a small CD after a win, but a stop that huge just makes it boring. My only run so far was OVER in 25 mins with a Dominion win. Basically, this is a new WF map with a 2hr que time so far.
This is silly, sat in q for almost 10 mins just to find out the match ended and another would not begin for more than 2 hours. This is not what i belive was advertised. Resub'd for this one feature and have already canceled. Appears a Rift comeback is not in the cards for me after all.
#55
The amount of time between Conquest matches is based upon the time of day for the servers that it is hosted on. Right now we are in a slower spawn time period. It will go faster later this afternoon/evening.
~Daglar
i hope you know all local holidays all over the world? ^^
i know where this comes from, that its an attempt to stop midnight raids exploiting conquest for fast prestige/favor. But there needs to be a better way, and 2h+ at ANY TIME is to much IMHO.
#58
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