You ever wonder why no one does Orvr? Does it make you mad when you see so many players guarding the mailbox? Do you wish they would come out, and help attack, or defend?
The solution is really easy. I am not kidding. On Dark Crag no one ever, and I mean no one ever felt like an outsider. Yes our guild had our one private warband, but the officers of our guild were required to run open warbands. If you needed a warband you knew you could get into one. That is why we easily fielded 3-4 warbands a night that worked together.
We weren't elitist. We didn't run a gear score, or tell you that you suck, or laugh at you. Everyone was treated the same. We are fighting for the same cause right? We didn't have one guild/alliance warband negating what the other guild/alliance warband did. We worked together like a well oiled machine.
It is why on Dark Crag we reached the city every night before they made it easy. I remember on my old server Magnus we never got to the city once before the server closed a year later. There were egos everywhere. This guild leader hated this guild leader, and so on.
You know what happens when you start leaving people out? They turn against you. They stand in warcamps, or they log on their destro alts and ruin your day. They log into the Undercroft, and run suicide missions into Destro to keep you from reaching stage 2. They let destro spawn camp them in a city instance to give them VP.
Another thing is we offered our vent to anyone. It was a 200 man vent. Anyone was allowed to log in. It wasn't a bunch of 12 year olds yapping either. Most people were amazed at how organized, and smooth our zerg guild ran. Of course the vent had destro spies in it, but that is what made it fun when we rolled over them again, and again.
So if you want players to do Orvr start opening up your warbands. Quit trying to be elitist in a team/faction based game. If you want your private warband than at least have a few officers start an open warband. You would be amazed at how great it works, and eventually how people want to join your guild. You don't have to try to spam recruit guys you see with no guild tag. Players come in droves every day.
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Showing posts with label orvr is dead. Show all posts
Showing posts with label orvr is dead. Show all posts
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Tuesday
Add More Nails to the Coffin Patch 1.3.4 for Warhammer Online
Is this patch 1.3.4 really something to get excited about? Is this what brings players back? Is this what brings all the SWTOR players to WAR with the one year delay?
The answer is easy. NO, NO, and NO.
My shredder that is on steroids has been reactivated to rip this patch note preview to shreds.
We will be introducing an entire new line of weapons earned via RvR (this is the "feature players have been asking for"). These weapons will be purchasable via a vendor and will not be bought using medallions or crests, instead utilizing an entirely new currency system earned via Scenario gameplay from tiers 1-4. More information about these new items and how they're earned will be forthcoming in a Dev Diary with Developer Sean Bosshardt.Speaking of Scenarios...
Is this really what players have been asking for? What players? I know the active Warhammer blogs I read have never mentioned anything about earning weapons via RvR. I remember reading they want cross server scenarios, cross server rvr, and Land of the Dead being ORvR 24/7.
Supposedly WAR is everywhere, but soon it will be in an instance near you. I can already see that Orvr will be completely dead when this patch goes live. It is like World of Warcraft Arenas gone bad.
We are completely reworking the current structure of Scenarios by removing some of the less popular and streamlining the tiering of Scenarios. There will be more details upcoming in a Dev Diary from Content/RvR Lead Mike Wyatt next month.
I read this as they are going to remove most of the scenarios from the game. Most likely it is the whole reason they have had the all tier scenario live events. It was a test. Don't be surprised if soon you will only be doing Nordenwatch, Mourkain Temple, Tor Anroc, and a few others for all tiers.
The last tidbit is a change to the way that the campaign functions. Starting with 1.3.4, once a Contested City flips into the Captured state (otherwise called "Stage 2") the Open RvR Campaign will now restart, leaving the realm sieging their enemies city with a tough decision: Stay in the city, possibly defeating your opponent's King, or retreat back to the open field to defend your realm?
Does this change make any sense? They keep saying they want to add RvR to all aspects of city sieging, and basically they are giving the other faction a chance to go RvDoor while the other faction tries to flip the city to the next stage. Isn't this being counterproductive in promoting RvR?
In Summary I see this as possibly the final nail in Warhammer Onlines coffin. Open RvR will be dead, and after so many premades destroying people it will get to the point it will just be easier to ragequit, and move on with your life. Is this the patch you thought it was going to be?
The answer is easy. NO, NO, and NO.
My shredder that is on steroids has been reactivated to rip this patch note preview to shreds.
We will be introducing an entire new line of weapons earned via RvR (this is the "feature players have been asking for"). These weapons will be purchasable via a vendor and will not be bought using medallions or crests, instead utilizing an entirely new currency system earned via Scenario gameplay from tiers 1-4. More information about these new items and how they're earned will be forthcoming in a Dev Diary with Developer Sean Bosshardt.Speaking of Scenarios...
Is this really what players have been asking for? What players? I know the active Warhammer blogs I read have never mentioned anything about earning weapons via RvR. I remember reading they want cross server scenarios, cross server rvr, and Land of the Dead being ORvR 24/7.
Supposedly WAR is everywhere, but soon it will be in an instance near you. I can already see that Orvr will be completely dead when this patch goes live. It is like World of Warcraft Arenas gone bad.
We are completely reworking the current structure of Scenarios by removing some of the less popular and streamlining the tiering of Scenarios. There will be more details upcoming in a Dev Diary from Content/RvR Lead Mike Wyatt next month.
I read this as they are going to remove most of the scenarios from the game. Most likely it is the whole reason they have had the all tier scenario live events. It was a test. Don't be surprised if soon you will only be doing Nordenwatch, Mourkain Temple, Tor Anroc, and a few others for all tiers.
The last tidbit is a change to the way that the campaign functions. Starting with 1.3.4, once a Contested City flips into the Captured state (otherwise called "Stage 2") the Open RvR Campaign will now restart, leaving the realm sieging their enemies city with a tough decision: Stay in the city, possibly defeating your opponent's King, or retreat back to the open field to defend your realm?
Does this change make any sense? They keep saying they want to add RvR to all aspects of city sieging, and basically they are giving the other faction a chance to go RvDoor while the other faction tries to flip the city to the next stage. Isn't this being counterproductive in promoting RvR?
In Summary I see this as possibly the final nail in Warhammer Onlines coffin. Open RvR will be dead, and after so many premades destroying people it will get to the point it will just be easier to ragequit, and move on with your life. Is this the patch you thought it was going to be?
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