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  • Bronze Dragonflight
  • 20. Re: Upcoming Isle of Conquest changes   28/06/2009 10:12:29 PDT
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Q u o t e:
3)Keep Cannons. Keep cannons keep enemies at bay.They are suppose to hit strong(i've done 20k hits on vehicles, 15k hits on players). While the dmg against players should get nerfed, the dmg against vehicles should not. Also there should be a way to use them against the enemy hangar airship.


I, and everyone else, have noticed that on the Alliance side, the east cannons on the keep, have a small part of their LoS blocked by tall trees, at the very end of the barrel of the cannon itself. Really annoying.
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  • Darksorrow
  • 21. Re: Upcoming Isle of Conquest changes   28/06/2009 11:10:40 PDT
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I hope you are reading this Wryxian,

the battleground is too big and it is %95 based on vehicles. I haven't see any pvp so far. Once you jump from the zeppelin you can fly onto keep of the opposin faction and where you can exploit environment of the battleground. As I said the battleground is too big, that its like there are going to be things put in those spots in near future. The keep is big too, the towers are big on volume, and 6 cannons are so many and plus they are doing so much aoe damage. you might try to reduce the number of cannons to two looking each sides. The changes coming to bg is good so far. You might try to change the places of the graveyards aswell. Decreasing the health of the vehicles and putting a limit of use on them ( I'm not sure if there is limit or there is not) might help too. Even with a premade character with so much health, the aoe damage of the cannons takes half of my damage. You might decrease the damage done of the cannons and if you do this you should decrease the health of the vehicles so that it is balanced. And also there are so many small mountains around especially at the gates of the keeps. You might lower them and make them plain. As a classic wow raider I'd like to see some face to face fighting. At the moment it is all vehicle based and since you don't need skill to take down walls it is easy. You might also increase the honor gained in the battleground. Even it is the holiday of ioc it is prety low. I'll post more feedback on the battleground when I have time to play it more frequently.

I hope you consider my feeedback. Have fun.
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  • 22. Re: Upcoming Isle of Conquest changes   28/06/2009 16:54:59 PDT
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Make The Generals have more Hp! like 3000k!


C'mon!

Wikipedia - Razeovion: A Communist necromancer who hates Capitalism and loves destroying Scarlets and alliance.
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  • 23. Re: Upcoming Isle of Conquest changes   29/06/2009 09:40:27 PDT
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I did this battleground a few times now and i can honestly say that it dissapointed me, I had expected alot more from it.
yet the idea is good but at this moment the battles are to short to even remotely explore something.

The battleground is to empty. If the gates open at the start its like a big sandbox in front of you.
Without any challenge. I would love to see it bigger and or with stuff like in AV mountains and stuff.

Having read the upcoming changes i think its a good start but its still not enough, We could do with even greater increasement in the reinforcements and i'd like to see something more then just one gate to reach the captain.
Cause at this point its just get the Airship or Raid the gate with siege engines.

So my idea would be more obstacles to get to the commander and fill up the big sandbox with something.

About the guards that attack you when you blow open the gate... They are not at all effective imo.

Thats all for now.

Edit: I just had one more thing. The Looking For Group option seems to be bugged on the PTR i saw a lot of a people in there who wheren't online anymore or do not exist i don't know.
+ if you pick the option to queue for "any dungeon" it doesn't put you in the LookingForGroup channel
wich i suggest would be a nice addition to the option.

Shaek

[ Post edited by Shaek ]

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  • 24. Re: Upcoming Isle of Conquest changes   29/06/2009 15:51:25 PDT
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i dunno if this is supposed to happen but, if u are dead, and the enemy takes the objective where ur graveyard is, the spirit guide disappears but u dont port to the nearest one. plus i agree with other posts saying need more obstacles it is rather empty.

Wales... where men are men and sheep are scared.
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  • Jaedenar
  • 25. Re: Upcoming Isle of Conquest changes   29/06/2009 16:47:19 PDT
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My feedback from isle of conquest



- The game is too easy to win.
The general is stupidly weak and so are his guards
Solution:
make the guards elites and add more of them - liek when a gate is destroyed make a number of men come out from the keep.
Add a ranged type of unit on to the walls - at the moment there is only two towers which is lame. a keep would be much more defended. add snipers onto the walls that can shoot at people parachuting in etc.
Buff the general and give him some stronger guards.

Problems with it:

The catapults at the dock, they are somewhat misleading. On the tooltip [1] ability they have is a napalm launch, when it actually throws you out of the catapult.
Correct it or add another button for the player launch.

Catapults second ability shadow viel displays no tooltip, so it is a bit annoying. Also the cloaking function doesnt seem to work as someone saw me in it earlier.

All seige weapons - they can all get into the general keep, this is just daft, fix [=

hangar, well designed although to make it more tactical it could be cool to add som features such as a co-ordinated air strike for bringing items in.




The most annoying bug in the whole place, the graveyards

If someone caps a graveyard while you are waiting to ress it leaves you there instead of moving you to the closest graveyard, this is a nightmare cos u can spend a full battle running around trying to find a ress.




Conclusion:

Needs some tweaks to make it a good introduction into the game
needs added items to make it more tactical and life-like

at the moment its too easy to win, add more + stronger guards

The keep foreground is a bit empty, it should have some training dummys like a real fort.
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  • 26. Re: Upcoming Isle of Conquest changes   30/06/2009 23:29:04 PDT
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I've thought about something a while now and it seems logical the more I think about it.
The resouces dont currently really matter in the long end, but if you would be to add some NPC guards that are actually strong and cant be solo'd in the proximity of the fortress, the fortress couldn't be assaulted directly.
Make them "scale" with resouces.
Depending on the enemy resources, their numbers weaken, and when the enemy resources reach a point, all of the guards despawn and wont respawn at all if they get back resources.

That would make the battle more strategic, and you would need to capture locations and defend them so that the guards would disappear and opening the possibility of a successful assault on the fortress, and it would make the battles longer.

Feel free to share your thoughts.

[ Post edited by Khos ]

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Ancilorn
Blizzard Poster
  • 27. Re: Upcoming Isle of Conquest changes   01/07/2009 02:53:30 PDT
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In addition to the changes originally listed in this thread, the following change was recently added and is now live on the test realms (the original post has also been updated):

  • Players gain a new buff after being launched out of the catapult that reduces all falling damage taken.

We intend to make the following changes to Isle of Conquest in the next test realm build:

  • Increase siege damage from Glaive Thrower.
  • Increase all damage from Siege Engine and its turrets.
  • When the parachute effect ends from jumping off the Gunship, players will gain a new buff that reduces all falling damage taken.
  • Increase the timer before a Catapult without a driver explodes from 30 seconds to 120 seconds.

It would be greatly appreciated if anyone who has experienced the following bug could provide us with as much information as possible on the circumstances surrounding its cause:

  • Sometimes the Keep Cannons are being despawned and they never return. This should not happen.

Given that the changes originally detailed in this thread are now live, we'd love to get feedback on your experiences in this new Battleground. Is the average length of each battle better now? Did the changes to the Huge Seaforium piles help address the overly advantageous strategy of capturing the Hangar and parachuting into the enemy's base? Do the Keep Cannons still feel effective now that they do less damage given that you can now repair them? Any information you can provide on your game play experiences will help us a great deal to make this Battleground as fun as possible. Thanks!

"Once we jumped off the boat and into the jungle, we cranked up the volume and marched to our own drummer..."

Community Team - English
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  • 28. Re: Upcoming Isle of Conquest changes   01/07/2009 03:36:05 PDT
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Q u o t e:
In addition to the changes originally listed in this thread, the following change was recently added and is now live on the test realms (the original post has also been updated):

  • Players gain a new buff after being launched out of the catapult that reduces all falling damage taken.

We intend to make the following changes to Isle of Conquest in the next test realm build:

  • Increase siege damage from Glaive Thrower.
  • Increase all damage from Siege Engine and its turrets.
  • When the parachute effect ends from jumping off the Gunship, players will gain a new buff that reduces all falling damage taken.
  • Increase the timer before a Catapult without a driver explodes from 30 seconds to 120 seconds.

It would be greatly appreciated if anyone who has experienced the following bug could provide us with as much information as possible on the circumstances surrounding its cause:

  • Sometimes the Keep Cannons are being despawned and they never return. This should not happen.

Given that the changes originally detailed in this thread are now live, we'd love to get feedback on your experiences in this new Battleground. Is the average length of each battle better now? Did the changes to the Huge Seaforium piles help address the overly advantageous strategy of capturing the Hangar and parachuting into the enemy's base? Do the Keep Cannons still feel effective now that they do less damage given that you can now repair them? Any information you can provide on your game play experiences will help us a great deal to make this Battleground as fun as possible. Thanks!


Great Changes i must say, You are beefing up the IoC I tried on the first day...Hopefully, you might enlarge the Area?

The Achievement; Isle of Conquest All-Star has the same Goals at Alterac Valley...

R-T-R

Wikipedia - Razeovion: A Communist necromancer who hates Capitalism and loves destroying Scarlets and alliance.
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  • Sylvanas
  • 29. Re: Upcoming Isle of Conquest changes   01/07/2009 07:27:27 PDT
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Feedback pass 1'st July changes.

General

The game does not award honor comparable to the other BGs
Playing 20vs40 is very common.
The Keeps are poorly defended.
The other faction should not be able to take the keep flag.

In detail

Oil,Mine. The reinforcements produced/second seems to be way 2 high. AV wise, killing various towers decreases the reinforcement amount. Since that lacks in IoC a game will never end via reinforcements

Docks.Catapults have no purpose atm.Glaives can shoot from insanely high range.

Workshop. Decrease the time until u can get a siege cannon please

Hangar. The Airship is still insane

Keep Cannons. The damage they do is insanely low. 6k at the exact center. No longer usable against players due to the insane travel time of the cannonball and due to the cd of the shot. The fire should also deal more damage towards vehicles(atm u can stay in the fire with them and be all right)

Generals. Weakest npcs generals ingame. Naxxramas trash would destroy them and Naxx trash is known for being aoed down. The 10 man version 1 Obsidian Sanctum would likely pose a higher challange

General Guards. Weakest level 80 mobs ingame, by a huge margin

Once the wall is breached, its all over. There is no way to turn the tide, no way to win. Actually the BG is over in the first minutes(who takes the first hangar+docks), but u made the gates take long to destroy so it extends the boredom.



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  • 30. Re: Upcoming Isle of Conquest changes   01/07/2009 10:02:14 PDT
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One thing i have noticed in the Isle of Conquest is that when you have taken down the main gate to the keep around 2-4 guards i think comes out, in my opinion these guards have to low hp, 1 player can almost like one shot one of these guards, and these guards are ment to be almost as the keeps last stand, thats why in my opinion these guards should have there hp increased alot.
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  • Dragonblight
  • 31. Re: Upcoming Isle of Conquest changes   01/07/2009 10:47:35 PDT
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not sunny enough in WoW? I wish there was more rain, allot, I pray for it, is there any option wich gives you more bad weather? its always nice, always so shiny, there is only 1 place wich is actually so Dark thats its nice: Shadowmoon,

Its so dark, if its everywhere shiny, I must say its poo ;s were not angels who comes in, maybe devils cuz we wanna kill :o ah well, I hope no sun, dessert, or rain etc aye,
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  • Haomarush
  • 32. Re: Upcoming Isle of Conquest changes   01/07/2009 13:10:21 PDT
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I would like to address the current situation regarding the alliance and horde "bases".

Horde base is much wider then the Alliance base.
So, what effect does this really have?

Well, for one thing,

If you stand on the outside of the alliance front, for example, on the right side, just under the "torret cannon tower", the tower on the left sides torrets can easily shoot you down. They can reach you, cause they are close together.

Further more,
If we take a look at the hordes situation in this matter...

If an alliance were to stand underneath one of the torret cannon towers, the tower on the other side would NOT be able to shoot him/her, cause they are much wider apart - and thus, they can't reach.

This is unbalanced, and needs to be fixed!
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  • Burning Blade
  • 33. Re: Upcoming Isle of Conquest changes   01/07/2009 14:50:58 PDT
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Q u o t e:


Well most ppl i know turn the sound off.

And when i pvp i turn it off, than u turn on teh heavy metal music and push the caps lock button. So when some rogue ass *!!!@%#@%@@*@*@! me in WSG i'm ready to UNLEASH DA FURY!!!

(another pointless post i know...)



UNLEASH! THE FURY, MITCH!

Awesome :D

The problem is that the ego hides in the last place that you would ever look: within itself.
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  • 34. Re: Upcoming Isle of Conquest changes   02/07/2009 12:34:07 PDT
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Q u o t e:


Well most ppl i know turn the sound off.

And when i pvp i turn it off, than u turn on teh heavy metal music and push the caps lock button. So when some rogue ass *!!!@%#@%@@*@*@! me in WSG i'm ready to UNLEASH DA FURY!!!

(another pointless post i know...)


The sound effects aren't just for lol's tbh, you ever notice the sound being played whenever a Rogue/Druid sneaks within your vision in stealth/prowl? And if you learn how to distinguish between the different spellcasts and such from all classes, you'll learn to be much more effective. HEARING the Arms Warrior before he Bladestorm's your butt to shreds = Lifesaver.

Totally offtopic. :>
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  • 35. Re: Upcoming Isle of Conquest changes   02/07/2009 12:56:15 PDT
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  • In Isle of Conquest I feel that some of the "bases" need to be more important for winning the game.
    Also, the end general is way too easy to beat and as soon as a team gets through the gate, it's over.


  • So, by looking at this, my suggestion would be to upgrade the general's defenses similarly to Alterac Valley. He should have a guard linked to each point on the map and each buffing the general. If you control a point the guard linked to that point would despawn making it easier to kill the end general.

    Now there are 5 points, so that means there would be 5 guards defending the general. I suggest that each of the guards should buff the general's damage and hitpoints by 20%, by adding this each point becomes valuable towards victory and killing the final general to claim victory and control of the isle.


  • On the subject of repairing cannons, to make it more worthwhile killing them repairing them should require control of a certain base, possibly the siege workshop.

  • Players could collect "unique" repair parts from the siege workshop and run them back to their keep to repair the cannons and fight back the enemy assault.
    By making them unique stops players from gathering a huge amount of parts to just repair constantly anyway. To make the journey worthwhile, a buff may be needed for the cannon damage, perhaps 6-9k damage on players.

    [ Post edited by Hoof ]

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    • Darksorrow
    • 36. Re: Upcoming Isle of Conquest changes   03/07/2009 16:46:50 PDT
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    Nice ideas are put forward from players. I'd also like to say that If you own a point (like hangar) you should get a buff as in the one in av, increasing damage or health of the players of the controlling faction.

    You might also add binaculars to the towers to check the other factions keep from the other keep.

    You might add some take base have resource kind of thing to the game. There should be a limit like 400 and the more bases you control the quicker you will fill the resource limit , when you reach the limit there could be a buff that increases critical chance of players by %100 for 10 seconds and after that the limit resets and begins to increase again.

    Also you could add some pve to the game as in av. For example when the losing team's resource reaches 200 there will be a boss summoned to assist the losing faction.

    You might also add some quests to the "most unvisited places" in ioc and rewards to the game which will provoke players to play the bg and go to those areas.

    There could also be a reward like marks given to players who do milestones like "daily achievements" . which will be later needed on getting special items or honor tokens.

    The repair idea is good too.
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    • Haomarush
    • 37. Re: Upcoming Isle of Conquest changes   04/07/2009 00:41:46 PDT
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    Q u o t e:
    Also you could add some pve to the game as in av. For example when the losing team's resource reaches 200 there will be a boss summoned to assist the losing faction.

    You might also add some quests to the "most unvisited places" in ioc and rewards to the game which will provoke players to play the bg and go to those areas.


    The problem we experienced with the pve content, like vanilla wow's AV - was all the constant whining and people not agreeing to what or why they were in the BG to begin with.

    For dedicated players who give it their best in the front line of the BG it just aint that fun, to glance at the map and with their veins poping out, realise that people are 200 miles in another direction, doing some quest, grinding mobs.

    There's a fine line for how much PvE content there can be in a BG, imo. Blizz have obviously realized this, and the previous error have been corrected (cheers up you guys), thus ioc should remain the way it is, regarding pve-questing (:


    As for the guards in the keeps,
    I partly disagree with people wanting them to be buffed. Sure, they do die pathetically easy. But in my opinion, We are also responsible for the Castles defense... Unfortunately i don't have any suggestion on this of my own yet, but there has to be some way to increase the "fun" (with playstyle and/or honor rewarding) in the terms of defense. People need to loose the feeling of gasping, every time they need to go defense.
    Increased player defense, with strats/tacs will out-play any 'guards', in terms of protecting the inner castle!

    No?
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    • 39. Re: Upcoming Isle of Conquest changes   13/07/2009 11:13:05 PDT
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    I'd like to see the canons on the keep be able to turn 360 degrees with maybe an additional anti personnel machine gun function, it's a bit boring not being able to have a good blast at the tanks when a couple of the other faction can just kill the three guns from behind. I know they can be fixed but it spoils the fun not being able to shoot back or having to leave the canon to attack them. It should be an advantage to have a big gun :)

    Also I don't seem to see the damage ticking off from the Napalm function, that would look pretty cool when you've just hit half a dozen of the enemy.

    Can't seem to get the map in the botoom right corner to appear after ticking always show in map option. The map does'nt easily let you select the continents either.

    It'll be nice when the initial dc problem is fixed and we can see how the rush to the middle effects the game from the outset.

    Not a fan of siege engines with limited shooting abilities but limiting the number of them is making for some good team pvp so far :)


    edit:

    Q u o t e:
    Increased player defense, with strats/tacs will out-play any 'guards', in terms of protecting the inner castle!


    completely agree with this, no point in parachuting in to fight npc's, mbe a buff fer in-keep defenders


    [ Post edited by Voodoochile ]

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