DAoC Uthgard can beat D3, GW2, ... !

Talk about your RvR experience here
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Akip
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Postby Akip » May 29, 2012 11:53

and the xrealm timer would make it hard for ppl that play in public places or for flat-sharing people that play in diffrent realms

we are turning in circles guys
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borog
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Postby borog » May 29, 2012 12:12

live currently uses a 5 minute cross realm time.

not too long that it should bother those genuine multi-realm players, but long enough to annoy spies :)

Zarkor
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Postby Zarkor » May 29, 2012 13:53

First of all, I never said all stealthers have tunnelvision. It's just that from all the players I have seen posting stuff here, stealthers seem to form a remarkable subgroup. However, writing it down I knew I was in a way generalising things and that I'd have to note that there are exceptions. You are one of those who actually make sense and have a clue of how things work.

Seyha wrote:Players don't like defending in keep sieges because, basically, it isn't fun. Your solution: push them to defend keeps anyway with artificial rewards and structural incentives. You want to incentivize bad gameplay mechanics in the name of "realm pride" (whatever that means within the context of a server with no realm restrictions). Bad Game Design 101.

I know keep sieges aren't the most fun aspect of RvR. Keeps sieges tend to be boring in any game, really. However in most RPG MMOs that have PvP, keeps and sieging aren't unusual. The thing is, in DAoC, and especially Uthgard today they're extremely dull because of it doesn't really add anything to the gameplay. People don't take keeps because it's fun, they do it because it is (or should be) rewarding in some way or another.

On Uthgard, taking a keep is, for the RvR oriented player, a pure waste of time as the reward is neglectable. Things have gotten slightly better with the warmap in place, increasing the gain to a possible response from the enemy sides apart from being one step closer to opening DF which means close to nothing to most of us that intend to fight enemy players as much as possible.

There is no tactical reason to siege keeps at all today. The actual benefits you get from taking a keep are close to zero. The chances of encountering inc because of sieging a keep are low at best.

The 3 elements that spice up keepfighting are basicly non existant today.


The portal system would add tactical significance to keeptakes/defenses and especially keepretakes for the RvR players. Another tactical addition would be the scaling of Relic guards, which I think was already planned.

The fact that keeps would give an XP and gold (through PvE) bonus, adds a tactical significance for those who wish to PvE in the area. Of course, this bonus also means a valuable reward for PvEers that aren't afraid of possible defenders. Players that want to level up but welcome the chances of getting some RPs on the way are given a viable way to do so now. Players that want to level up purely through RvR even after the BGs (if BGs are shifted), also have the chance to do so because they know where to have the best chances to encounter enemies of equal strength.

The combination of these 2 will hugely increase the chances of luring enemies when sieging a keep, if that is what you're really looking for.


Apart from making keeptakes more rewarding and interesting, the main point here is, in my opinion, that keeps become a worthy and reliable indicator of enemy activity. People killing guards for a guardtask are no such thing, at all. It's A) completely stupid and gamebreaking to reward RPs for killing NPCs that are no threat whatsoever and B) adds so little real RvR incentives that it should just be removed for the sake of getting rid of A).

Another important point is supporting the players who leave the last BG (lvl 41ish), in order to grant them the opportunity of a reliable, fun and rewarding (in terms of character progression) way of levelling up through either RvR or PvE (with the necessary risks attached). This way they will not look up to "being forced to grind to 50 just to compete", but can actually experience the thrill that RvR adds in a respectable way, even if their aim is primarily to level up.
The other hugely important requirement to shifting BGs is the fact that casual RvR itself actually exists in a satisfying manner, so that the need of rerolling due to a lack of it is removed.

And I'm convinced that if these 2 points are met, casual RvR on Uthgard will actually flourish instead of not being worth the attempt in the first place. (thus justifying the BG shift)




In terms of realm pride, I'm talking about the difference between having no realmpride at all to at least some form of realmpride. For instance, a group or 2 of lvl 40-46s players are looking to go out and PvE in the frontiers and have planned to take keep X or Y, whichever seems to be ideal for their needs. They notify their RvR friends that they will attempt a siege and ask for support. Now, in the current situation you will see the RvR side laughing their ass off "as if they would really stand around wasting their time waiting for defenders, that ****** doesn't happen anyway". If the system I layed out works as intended, these players will be way more likely to actually go out and support the raiding groups because chances of encountering inc are very real.
Now I'm not saying that FGs who usually roam Emain will suddenly hop over because there will likely be some free RPs to be had in another zone. No, that's not realistic. It will rather open up a window for those who prefer to smallman but never really had the chance to do so in the current situation. There is no saying who or what will come and defend and chances are you're going to have a similar smallman group trying to kill the attackers, or even on the lookout for those supporting the xpers.

The fact that players with different direct goals in terms of character improvement would actually be able to benefit from eachothers actions (and thus co-operate) is unseen and is closer to anything realmpride related we have ever been imo. It leads to a form co-operation I would not normally expect to see.


Seyha wrote:NF RAs are imbalanced. Your solution: replace them with an obsolete, ill conceived system that even Mythic admitted was poorly designed.

First things first. I believe casual RvR can be established with the patch & RA setting we currently have, with its imbalances. Especially since casual RvR isn't as affected by balance issues as competitive RvR is. In my opinion, fixing casual RvR is currently the biggest challenge alive on Uthgard, worthy of being prioritised.
Even though I excluded the NF RA route in the past, I have mentioned here that balance can be found in a lot of various routes, including an adaptation of NF RAs.

Seyha wrote:hideous green textures

I know, right? :grumble:
In defense of truth-to-experience.

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Magicco
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Postby Magicco » May 29, 2012 14:16

Zarkor wrote:I know keep sieges aren't the most fun aspect of RvR. Keeps sieges tend to be boring in any game, really


you never played NF on live or GW2, did you?


edit:

Seyha wrote:Now you invite us to read your wall of text suggestions for how we can polish this turd

made my day xD

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Blue
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Postby Blue » May 29, 2012 14:27

Zarkor wrote:The chances of encountering inc because of sieging a keep are low at best.

This is exaggerated and not true. It can lead into better (balanced) fights than heading to emain AMG. Problem is you must know how many enemies to expect. Often it will be 1 FG.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

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Lasastard
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Postby Lasastard » May 29, 2012 14:48

Blue wrote:
Zarkor wrote:The chances of encountering inc because of sieging a keep are low at best.

This is exaggerated and not true. It can lead into better (balanced) fights than heading to emain AMG. Problem is you must know how many enemies to expect. Often it will be 1 FG.


(time to notice keep is sieged) + (time to get on the porter) + (time until next port) + (time to buff) + (time to run to the keep) < (time to raid a keep with 1 FG + rams) ?

I think not.

So what you are saying is that one is supposed to cruise around a possibly empty zone hoping to be close to a keep that may or may not get sieged? I mean, raiding keeps is not amazingly common and only done for DF access. And the times I participated in such a thing we could do it with 4 people because of the formular shown above...^^

Raiding is dead, there is no reason to do it other than access to yet another PvE zone and with the population and very long distances on Uthgard it is amazingly easy to raid a keep with essentially no resistance.
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Blue
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Postby Blue » May 29, 2012 15:15

Lasastard wrote:(time to notice keep is sieged) + (time to get on the porter) + (time until next port) + (time to buff) + (time to run to the keep) < (time to raid a keep with 1 FG + rams) ?

Theory.

If a keep is under siege, especially of your own guild who claimed the keep, you will know what to expect. Yesterday I followed certain keep raids and there was resistance. After wipe of one group they came back over and over and RvR between both groups started in odd places. Time invested is not that different to going to AMG all the time. If you know there is enough inc around keep xy, its worth to head there. On top of that you see something different than Emain and AMG.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

Zarkor
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Postby Zarkor » May 29, 2012 15:55

Lasastard wrote:Raiding is dead, there is no reason to do it other than access to yet another PvE zone and with the population and very long distances on Uthgard it is amazingly easy to raid a keep with essentially no resistance.

The warmap allows for a secondary reason, which is to try and create inc. Allthough the effectiveness of this is doubtful, this does not address the issues we are dealing with here.

The lack of casual RvR.
A minimum of selfsustaining casual RvR should be accessible by just going out in the frontiers, it is the core of casual RvR. The fact that this is currently impossible, is the reason we are seeing the "use" of keepsieges we see today. The players willing to spend their time regardless are using sieges as a tool to get at least some form of casual RvR going. Players should not be needing to look for tools to get to chances of getting action.

and

The lack of keep importance.
Keeps should be taken because they are worth taking on themselves. The benefits related to defending or taking a (defended) keep should on themselves be worth the effort. Currently keeptakes are close to meaningless.




I believe keeps can play an important role in the underlying structures and setting that allows for a natural resurrection of selfsustaining casual RvR. They can do so succesfully by being a worthy aspect of RvR on themselves.

However I do not believe that keeps alone will provide a structure or setting that is strong enough to fully support the resurrection and sustainability of casual RvR in general.
In defense of truth-to-experience.

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Gorilla
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Postby Gorilla » May 29, 2012 16:23

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1. Server wipe
2. For more Realmpride, permit switching realms only one time per month! - exeption: the ip does not have a lvl 50 char in any realm.
3. Remove Tajendi and all taj items
4. Give players a xp boost, lvl 50 should be doable in 12 hours, ~3 evenings.
5. Close all BGs
6. NF = Main RVR
7. Include a 1/2 year Hall of Fame/Ranking List with every kind of statistik

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Trishin
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Postby Trishin » May 29, 2012 16:34

Gorilla wrote:Image

1. Server wipe
2. For more Realmpride, permit switching realms only one time per month! - exeption: the ip does not have a lvl 50 char in any realm.
3. Remove Tajendi and all taj items
4. Give players a xp boost, lvl 50 should be doable in 12 hours, ~3 evenings.
5. Close all BGs
6. NF = Main RVR
7. Include a 1/2 year Hall of Fame/Ranking List with every kind of statistik


Go to some insta 50 server if you want this.
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Gorilla
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Postby Gorilla » May 29, 2012 16:47

Trishin wrote:
Go to some insta 50 server if you want this.


xp boost ≠ i50

Zyviel
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Postby Zyviel » May 29, 2012 17:08

Blue wrote:Giving more incentives for owning keeps will give them more meaning, more tactical options, more RvR in different places and will distract from
Seyha wrote:Emain Macha, with its idiotic choke points, long travel times, awful OF keep designs, and hideous green textures.


Seyha wrote:in the name of "realm pride" (whatever that means within the context of a server with no realm restrictions).

The no realm restrictions are not really intended. If it would be technically possible we would restrict it to one realm or at least have a xrealm timer.



I think giving guilds an incentive to claim and hold a keep could help draw people to the frontier. Maybe holding a keep could give guild members a slight rp bonus or exp bonus?

If a guild held a keep and they got a message that their keep was under siege then the guild would probably ask all guild members to come to the frontier to protect the keep. Also if a guild did not have a claimed keep then they might want to call guildies to come out and help them take a keep.

I like fighting over keeps. I think its one of the more epic things about DAoC.

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Blue
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Postby Blue » May 29, 2012 17:10

Guilds should definitely have advantages for owning keeps. Thats clear.

In everything you do you should be rewarded in relation to the effort you put in. Thats the formula which gives the direction.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

Zarkor
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Postby Zarkor » May 29, 2012 17:40

Make the boni for keeps realmwide but give guildmembers an extra bonus for a succesful defense imo (on top of the realm wide defense bonus of course).
In defense of truth-to-experience.

Pouli
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Postby Pouli » May 29, 2012 18:43

Blue wrote:Guilds should definitely have advantages for owning keeps. Thats clear.

In everything you do you should be rewarded in relation to the effort you put in. Thats the formula which gives the direction.

Patch 1.54 :
- Players now receive an exp bonus when fighting within 16,000 units of a keep controlled by your realm or your guild. You get 20% bonus if your guild owns the keep or a 10% bonus if your realm owns the keep.
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