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Make WoE more Fun


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#1 4500130504211126383

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Posted 20 August 2014 - 10:32 PM

WoE was the main reason to play the first ro and where I can see improvements in this game the End game content doesn't have much competition in it. There aren't enough castles so other guilds don't have chances to fight. Woe is also too complicated you made a simple fun thing too much about money also showing which guilds have which castles on the forums or in the actual game would help a ton. People rage over seeing their name or guild name show to others around the server. I dont even know what guilds are owning castles xD. Anyways i had the most fun doing a standard ro1 woe and that was the main reason to play it. Bringing that woe to this game would be a huge improvement and make ro2 look like the sequel it was always destined to be. Rant/Suggestion over. Please at least think about it.


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#2 deathdelete

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Posted 21 August 2014 - 12:24 AM

Lol seeing as this is a very sketchy subject I'll just add this to your rant/suggestion, the concept of ro2 woe has somewhat changed over the past few months taking out a lot of the prior strategy and skill it used to take to dominate, yes I do agree the gap between "big guilds" is way to large for small guilds to make in impact in the event, since the woe testing season their have only really been 6-8 large guilds consistently going to woe, half of which have quit the game in mass numbers all together. Should woe be a lot more balanced so other guilds can participate? Yes it should, wether that will EVER happen I highly doubt. But yolo you can rage until you get your way!
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#3 4500130504211126383

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Posted 21 August 2014 - 07:51 AM

Dont worry i dont expect anything to be done just getting it off my chest o.o


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#4 VuoriDevine

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Posted 21 August 2014 - 10:56 AM

WTB>Recall


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#5 deathdelete

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Posted 21 August 2014 - 04:37 PM

WTB>Recall


^That
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#6 ZeroTigress

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Posted 21 August 2014 - 10:00 PM

I do agree there should be more castles and that fights should be taking place IN the castles, not out in the fields. I was looking forward to a replica of RO1 WoE maps, not just a castle with a few fortresses.
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#7 9632130515120055620

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Posted 22 August 2014 - 03:42 AM

WTB>Recall

Good use of the ghost palanquins have already shown to be effective in getting a group of people to a point of the map / taking empelliums. Sorry guys but recall is just a "durr hurrr entire guild here now!" crutch for unco-ordinated raid groups. :/


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#8 Greven79

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Posted 25 August 2014 - 04:26 AM

Before adding the Recall system again that hasn't stabilized the balance a bit in the past, there are more eminent issues... like the constant lag, the missing alliance system and the prevention of entrance-camping.

 

As I've written in the original Recall thread already, other games solved the 'advantages though masses // equipment' issue in a much better way by introducing many 'points of interest'. Rather than defending a single Empellium, a guild would have to defend as many of these scoring locations as possible. For each second you 'own' a specific point, your final score is increased. The score is then a currency that allows a guild to buy the rewards. So the more members a guild has, the more the scoring points are required for each member to get the same share.

 

Right now, it's almost impossible to take the main castle as the owner of the castle get's significant advantages:

  • The few castle entrances (limited access points) makes attacks predictable and clustering very likely
  • The Empellium HPs force the attacker to focus on the defenders first or otherwise they get slaughtered while focussing on it
  • 'Allied' forces can drop the HP of an Empellium to ensure a certain ownership
  • Defending guardians create a attack power advantage for the defender
  • The respawn location makes death less an issue for the defender
  • The siege weapons help the defender in clustered fights

So it would take the attackers to either have a significant advantage in numbers or equipment (seedrunes, etc.) to negate this effect. Up till now, 'tactics' played only a subsidiary role at best. The situation we have for several months now is that the guild - or allied guilds - that can bring the most players to the field owns the castle & some fortresses indisputedly.

 

It was the case when Exodus had the main castle, when Collision+Ice+X shared it and it isn't different now that Uncrowned & Co. owns it.

 

Where there ought to be the fun in it, surpasses my understanding.


Edited by Greven79, 25 August 2014 - 04:29 AM.

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#9 9632130515120055620

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Posted 25 August 2014 - 05:48 AM

The guardians are a massive issue right now and I'm surprised nobody is actually complaining about them. As Greven79 pointed out and from my own personal experience, defending is now much easier than attacking in WoE and it's only gotten worse with the new guardians and buffed health on gates/empelliums -- not that it was wrong to buff them to ML standards, however it's pointing out the flaws in WoE's defensive advantage. Defeating the guardians and taking an empellium was not too difficult during the reset as there was no defensive guild spamming mortars protecting it but both combined make pushing castles/forts next to impossible and it's going to stagnate WoE ownerships for some time -- not that I mind of course if it means KZ are obliged to show up so we can get some PvP fun in ;)

 

In the last WoE when we decided to push up to the KZ fort we found every square inch covered in mortars and any attempt at pushing was met with permanent silence (we killed mortars on the balcony every time but they get replaced in an instant) and the guardians evaporating anyone who dared walk in. A turtled east/west fort has always been a problem child and now it's simply not doable with the guardians. In the same respect, I don't think KZ will ever be able to push the castle -- our gates were never broken/scratched and even if they did break, they'd have to push against us together with a glomp of guardians in the emp room which I don't see happening. South fort is of a similar issue, I don't think galajuan are ever going to lose it due to the ridiculous amount of guardians on the top platform.

 

My suggestions would be:

  • Remove all guardians except the Guardian Leader, there are simply too many of them. A running joke in our guild is that guardians hold east fort.
  • Remove silence from mortars or just limit to how many a guild can place (like 3 maximum). There's no disputing the power of these things and their status as the best siege weapon.
  • When you die during WoE hours, add a 90 second debuff whereupon you are not allowed to re-enter the WoE map. As a PvP-based guild (and it's what we pride ourselves upon, we've not been wiped in a PvP engagement for a long, loooong time *trumpethorn*) WoE gets a little boring when death means nothing and spamming mortars. By adding this, defenders who are killed can't instantly respawn inside their fort and get the defensive advantage that attackers don't have and encourages PvP rather than PvMortars and PvGuardians.
  • Bring back base buffs

Edited by 9632130515120055620, 25 August 2014 - 05:49 AM.

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#10 4500130504211126383

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Posted 25 August 2014 - 10:55 PM

I just wish the woe was more simple thats all man soo much extra stuff I don't even want to woe and a lot of people don't want to either. Just make it a smash and grab like before it was fun easy and always got me pumped.


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#11 jhay1825

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Posted 26 August 2014 - 04:57 AM

Fix the lag. Thats all.
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#12 9632130515120055620

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Posted 26 August 2014 - 05:53 AM

I just wish the woe was more simple thats all man soo much extra stuff I don't even want to woe and a lot of people don't want to either. Just make it a smash and grab like before it was fun easy and always got me pumped.

 

Well it's the same as is was 2 weeks ago except the guardians and empelliums have been scaled to match our ML30 levels. Now that the objectives have the proper HP and damage output it clearly shows that defending players have a titanic advantage over attackers and that's something that needs to be addressed. When Uncrowned formed in march and took the castle from Exodus I very much doubt we'd have been able to do it if the gates and guardians were at their current state.

 

Fix the lag. Thats all.

 

This game is so poorly optimized that I doubt that it will happen, but yeah it's something we all want. Tanks can't pull the guardian leader, healers can't heal who they need to, I end up running circles around a target when I try attacking them, stairs OP.. yea.


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#13 Duph

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Posted 26 August 2014 - 07:55 AM

Make WoE more Fun

 

re·quire·ment - ML30

 

OMG


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#14 4500130504211126383

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Posted 06 September 2014 - 10:29 AM

I still at least wish theyd add more castles. For alberta and morroc.


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