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Splitquick
- Myrmidon
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- Posts: 180
- Joined: Jan 23, 2017 05:22
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by Splitquick » Aug 12, 2017 08:11
vadox wrote:@blue, @split and @co it's called OVERTHINKING. Blue, anything on a timer is a bad idea, if person lds or some other factor that we can't even think of right now prevent player from getting bonus - you will hear it here and it won't be pretty. There are so many combinations and permutations that can go wrong, if keep is under attack because some stealther keeps shooting at doors, or new enemy showed up and killed defenders, maybe different realm or maybe new defenders showed up at some point or who knows what.
make it simple, the simpler - the better. each kill give some percentage bonus to defenders. give some bonus right away, you can come up with something that is fair, some simple formula. again, making it on a timer - complex, many chances of not working properly, plus, i would assume you need to keep track of the counts and so on which means server has to store, recalculate etc.
simple, Blue, make it simple.
now that i said it: we lding now daily. coincidence or it is just me?
Just because something seems complex to you doesn't mean it can't be coded to work easily and properly. I'm sure Blue wouldn't bring up a suggestion that he wouldn't of already considered the work involved and deemed it to be feasible.
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vadox
- Banned
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- Posts: 142
- Joined: Jan 12, 2013 01:42
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by vadox » Aug 12, 2017 09:08
nothing is complex to me. i chew stuff like this for breakfast  the concept is not complex, the problem is too many variables. that creates issues like any dev would know. but whatever, if it works, good for everyone. my idea was a backup just in case.
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Glenad
- Myrmidon
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- Posts: 63
- Joined: Jul 17, 2017 15:56
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by Glenad » Aug 13, 2017 10:11
Splitquick wrote:Oh, also, Vadox. I forgot, on your idea for defenders dying and not receiving a defense bonus. I see both sides of it. The devs want to reward the winner, whoever took or defended the keep. But on the other hand, if your group is defending the keep, kills 5 attackers of the 30 there, but you die in the end. Sure you got the RPs for the 5 kills but in the scheme of things still probably felt pointless. What if when you released, you were rewarded, say half or a third of the normal pool as an "honorable death" reward. One of the problems I see IS people logging/jumping/suiciding to avoid giving the enemy RPs. If you got some bonus RP for defending, maybe those people would stay in the keep to the bitter end. I stay to the bitter end every time, not because I think we'll win, not because I think we're gonna hold you off. But because eventually... enough of you will get scared to charge in when that door flies open, even if it's only 5 of us inside. Because the first one or two of you through that door are going to die. I'll see you on the battlefield friend. /salute
nu uh, not always..yesterday (or day before) I saw you suicide in a keep we were taking (had you targetted after your jump out and whack me in the ram trick)..but I'll give you a pass, we were several, you were two. 
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Splitquick
- Myrmidon
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- Posts: 180
- Joined: Jan 23, 2017 05:22
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by Splitquick » Aug 14, 2017 18:15
Glenad wrote:nu uh, not always..yesterday (or day before) I saw you suicide in a keep we were taking (had you targetted after your jump out and whack me in the ram trick)..but I'll give you a pass, we were several, you were two. 
Lol Glenad.  You got me there. It was actually only me and a mins inside. We had been in there quite awhile, long after everyone had left, and we were crafting. I actually was at half life ciding when the guards got pulled. I popped out, saw 2FGH+ and went back in. Thought about it for a minute, and continued ciding. But, If I have even 5 or 6 with me, know that we'll be waiting for you behind the 2nd door, even if you come 40 strong. See you on the battlefield friend.
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Glenad
- Myrmidon
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- Posts: 63
- Joined: Jul 17, 2017 15:56
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by Glenad » Aug 15, 2017 14:07
This is true, but even as it was you still took the time to jump into the ram and whack me.  Bard: Do you want a few people in the back in case they jump? Glenad: This is Split's crew, they won't jump. -Glenda
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Ramiye
- Myrmidon
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- Posts: 68
- Joined: Mar 20, 2017 00:47
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by Ramiye » Nov 19, 2017 17:22
Following happened: Albs raided Surs .. round about 1 fgm inside inner tower. While albs were hacking inner gate 1-2 fgm showed up. Albs managed to wipe em and finished the Surs raid. Before the raidbonus was ditributed to Albs, another 3 fgm showed up and broke through outer gate. Albs were able to wipe those mids too and chased the surviving enemies across Pennine. I stayed back and started to repair the outer gate. And I got this  
wwg1wga
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Eorkern
- Gryphon Knight
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- Posts: 313
- Joined: Jun 19, 2011 13:42
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by Eorkern » Nov 19, 2017 18:50
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darksousou_
- Myrmidon
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- Posts: 82
- Joined: Dec 20, 2013 16:16
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by darksousou_ » Nov 20, 2017 13:10
Ramiye wrote:Following happened: Albs raided Surs .. round about 1 fgm inside inner tower. While albs were hacking inner gate 1-2 fgm showed up. Albs managed to wipe em and finished the Surs raid. Before the raidbonus was ditributed to Albs, another 3 fgm showed up and broke through outer gate. Albs were able to wipe those mids too and chased the surviving enemies across Pennine. I stayed back and started to repair the outer gate. And I got this  
22K for a RPs keep? the most I had its 1k. How come?
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Spivo
- Eagle Knight
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- Posts: 1006
- Joined: Aug 15, 2011 14:29
- Location: Denmark
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by Spivo » Nov 20, 2017 13:48
He was the only one left to get the rps, I assume.
It's a pool of rps divided amongst who are left.
Albion and having fun
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darksousou_
- Myrmidon
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- Posts: 82
- Joined: Dec 20, 2013 16:16
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by darksousou_ » Nov 20, 2017 13:58
Spivo wrote:He was the only one left to get the rps, I assume.
It's a pool of rps divided amongst who are left.
basically everytime we take a keep we have to wait a bit before getting RPs?
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Genjiro
- Developer

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- Posts: 1545
- Joined: Jun 09, 2016 21:26
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by Genjiro » Nov 20, 2017 14:00
darksousou_ wrote:basically everytime we take a keep we have to wait a bit before getting RPs?
That is correct. Approximately 60 seconds until the keep "drops out of combat".
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Zaya
- Myrmidon
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- Posts: 125
- Joined: May 30, 2013 03:16
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by Zaya » Nov 20, 2017 15:07
Ramiye wrote:Following happened: Albs raided Surs .. round about 1 fgm inside inner tower. While albs were hacking inner gate 1-2 fgm showed up. Albs managed to wipe em and finished the Surs raid. Before the raidbonus was ditributed to Albs, another 3 fgm showed up and broke through outer gate. Albs were able to wipe those mids too and chased the surviving enemies across Pennine. I stayed back and started to repair the outer gate. And I got this  
Love that post  Finally some reward for gate repairing ... kinda 
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holsten-knight
- Lion Knight
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- Posts: 4449
- Joined: Jul 15, 2009 00:00
- Location: Hamburg
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by holsten-knight » Nov 20, 2017 15:24
darksousou_ wrote:basically everytime we take a keep we have to wait a bit before getting RPs?
Only if there was inc in/at or very near to the keep. But then the winning side always get some extra rp, no matter if as attacker or defender. The amount depends on the number of killed enemy player divided by the number of winning player. In this case the rare situation with a lot of killed enemies, and all other player ran out of range for reward. This has nothing to do with the rp you get as attacker for raiding a keep the moment you killed the lord. That is granted instantly.
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Cirath
- Gryphon Knight
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- Posts: 226
- Joined: Jul 19, 2017 00:11
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by Cirath » Nov 21, 2017 01:16
It would be better if there was a longer delay than 60 seconds, especially when defending a keep. most succesfull defenses end with the rag tag fugitives from the attacking force attempting to flee out into the countryside while the defenders pursue them in a glorious orgy of slaughter and vengence. however, in most cases the defenders doing the pursuing are too far away to recieve the keep defence bonus when it is doled out. This actively discourages people from taking part in the chase and makes defenders choose between hanging around for the bonus and letting an enemy force escape and regroup, or properly purging them from the realm. either a longer timer, or a major increase on the range that the bonus is distributed over would help. maybe there is a way to tag players as having participated in the defense and distribute the bonus despite the range?
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