I loved the zergy stuff in daoc, so I'm just wondering, will it be the same you think?
I loved the zergy stuff in daoc, so I'm just wondering, will it be the same you think?
I never played DAoC, but the whole ideas sounds quite a lot of fun, in saying that though WSG was all zerg wasn't it? That got somewhat tiresome after one or two.
My other experience of massive fights is in Eve where lag was ridiculous, can anyone tell me what the lag is like in WAR? When you get 50vs50 is it fine, playable/slightly laggy or annoyingly laggy?
DAoC was a slide show at times when there were a couple of hundred of people fighting another couple of hundred of people![]()
I remember several server crashes due to 700 people in the same area at once..![]()
I never played DAoC, but the whole ideas sounds quite a lot of fun, in saying that though WSG was all zerg wasn't it? That got somewhat tiresome after one or two.
My other experience of massive fights is in Eve where lag was ridiculous, can anyone tell me what the lag is like in WAR? When you get 50vs50 is it fine, playable/slightly laggy or annoyingly laggy?
I never played DAoC, but the whole ideas sounds quite a lot of fun, in saying that though WSG was all zerg wasn't it? That got somewhat tiresome after one or two.
My other experience of massive fights is in Eve where lag was ridiculous, can anyone tell me what the lag is like in WAR? When you get 50vs50 is it fine, playable/slightly laggy or annoyingly laggy?
the people who favour zerg gameplay often forget that it makes alot of classes not very fun i.e. all the classes with meleedps. This made me think about a few questions one of you betaplayers might be able to answer.
1, how is renown distributed within the zerg, will a soloplayer not contributing but merely being in the area getting renown at the same rate as the ranged caster nuking. Or is it like it was in daoc shared among teammembers? / Given based on healing/dps/buffshearing.
2, How is ranged dps scaled compared to melee dps/defense. Like will a meleeclass have a chance to take down a caster or 2 if they meet at open range. or will the ranged dpsers killed the meleeguy before he even gets there?
1, how is renown distributed within the zerg, will a soloplayer not contributing but merely being in the area getting renown at the same rate as the ranged caster nuking. Or is it like it was in daoc shared among teammembers? / Given based on healing/dps/buffshearing.
2, How is ranged dps scaled compared to melee dps/defense. Like will a meleeclass have a chance to take down a caster or 2 if they meet at open range. or will the ranged dpsers killed the meleeguy before he even gets there?
My experience was tops 20-30 vs 20-30 in and around a RvR Keep. Performance is usually as good as your computer is, there was little real network latency between doing an action, getting it verified by the server and see the result / other clients seeing it.
1. I'm not 100%, but from observation it seemed like it was some system that gave renown based on contribution and wether you were in a group / warband or not. Healers also get some small renown when healing their own realms mates from RvR damage.
In groups and warbands it seemed to be split evenly, unless one member killed an enemy (ie: 1vs1, far away from the warband). That's my hypothesis anyways.
2. Firstly I'd like to comment that WAR classes are not balanced based on duel gameplay or 1 vs 1 fights. Ranged dps as it is now, especially the caster types are pretty strong. Melee dps at open and max range, both aware would probably give the ranged dps the victor. In close quarters, the melee dps would. Multiple targets, highly unlikely as they would grind any melee char down regardless, with snares and kiting etc.
)Ty for this info. It did somewhat confirm my thoughts of zergwarfare being mainly for classes with ranged dmg and/or heals. As i think this is a major part
of what makes the "RvR" feel unique and fun it kinda sucks when half the playerbase are forced by design to do other stuff.
Guess making a caster seems more and more intresting (even though everyone and their alt know that casters in mythic games are zergsurfing noskillers)
Well, I'd like to remind that even though all the classes fulfill a certain role in groups, there is plenty need for melee dps and ranged dps in PQs. And both in RvR.
If you look at the Witch Hunter and Witch Elf they have some limited stealth ability and can pick off lone soft-targets entering the RvR zone or act as scouts for the guild / warband.
Aww you know me, i can only play offensive supportso no sneaks for me.
How is character-rvr development? Does it work like daoc with RPs, that eventually will make your character very strong(or "godmode" like some people call it)?
Same here in DAOC i loved zergs.
I loved the big battles at the gates where eventually one realm would steam through the gate killing everything in sight.
Same thing happens in WAR, except everyone gets stuck in the door due to clipping![]()
If the defense is organised enough you could plant tanks all along the door when it breaks and heal em up. Effectively stopping the attackers from getting though. Could bring a whole new spin on keep sieges.
Aye, I'd love to get some organised tactics like this a try.
Just fill the door with Ironbreakers and have a line of Bright Wizards AEing the hell out of the group - Should decimate em.
Ad addendum:
In the Open RvR zones it will be all about overall strategy and tactics to achieve goals.
1. Battlefield Objective
2. Keeps
3. Tier Control
4. Capture racial pairing fortress
5. Siege Capital city
And so on...
With all goals, there will be need for a host (an army) of players cooperating. But there will also be need for highly specialized/"trained"/dicplined groups of players performing specialized tasks. When the players and the game evolve you'll see few people taking down many, but it's all about WAR and it's not designed to cater some players egos.
Sometimes it will be zergy/crowded in certain areas, but here it's alot of room for picking off people, harassing the rear of the enemys army (especially an unorganized one). Killing people that split off and chase etc.