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Blue
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Postby Blue » May 29, 2012 19:12

Pouli wrote:
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.

Sounds good. RP bonus around keep would also make sense.
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 19:43

Suddenly, because it's also a patch it sounds good.. lol.
In defense of truth-to-experience.

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borog
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Postby borog » May 29, 2012 19:47

i guess that means you will have to add PvE content around all of the keeps?

or does the XP bonus only really apply to lvl 50 RvR :?

The way i see it as a casual player is i have a choice. I can either level in a safe zone getting 100% XP killing OJ's solo, or i can go to an RVR zone to get 120% XP, expect i'll get steamrolled by groups earning no XP at all??

and yes i am usually Mr. Negative, as they have started calling me at work :)

Zarkor
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Postby Zarkor » May 29, 2012 19:59

Would be easier to work with boni that apply to the entire zone imo. Like 5% per keep of the homerealm, total 20% if all 4 keeps are in posession.

A keep in an enemy realm's frontier zones grants 15% xp bonus in that zone. 2 keeps in that zone grant 30% and so on.

Keeps in the primary zones give 20% bonus for the zones because they're the only keeps. However holding one in enemy territory only grants 40%.

Claiming a keep as a guild can give you an extra 5% in the zone.

The 15% global frontier bonus stays in place.

Something like this would be handier than setting 16k perimeters that will only cause for wierd situations like a spot being 1k out of range and thus completely negating the benefits of taking the keep.



But yea, spawns will have to be reworked to actually be viable. The most famous xp spot in the Hib FZ is worthless because there aren't enough mobs with the given respawn timer. (fins in Breif)

No matter how much boni you're implementing, the spots need to be fixed for them to actually work.
In defense of truth-to-experience.

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MT-Pear
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Postby MT-Pear » May 29, 2012 20:34

Blue wrote:
Pouli wrote:
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.

Sounds good. RP bonus around keep would also make sense.


In BGs, too? ^^

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Blue
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Postby Blue » May 29, 2012 20:37

MT-Pear wrote:In BGs, too? ^^

No. BG's don't need improvements.

Zarkor wrote:Suddenly, because it's also a patch it sounds good.. lol.

It sounds good even without the patch attached. But the truth is, we already talked about that internally too. I'm against zone bonuses for owning keeps. Zones do not create spots of activity like they would if you concentrate it on certain points. And think about it a radius of 16000 means a diameter of 32000. This is half the zone! A zone has 65000 height and width. Visibility range is about 3500-4000. Its a fairly big area.

What wonders me is that owning keeps in own realm counts the same as owning a keep in enemy territory.
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 21:27

Blue wrote:It sounds good even without the patch attached. But the truth is, we already talked about that internally too. I'm against zone bonuses for owning keeps. Zones do not create spots of activity like they would if you concentrate it on certain points. And think about it a radius of 16000 means a diameter of 32000. This is half the zone! A zone has 65000 height and width. Visibility range is about 3500-4000. Its a fairly big area.

That is big indeed, haven't looked at it that way before. I guess it could work, though wouldn't some spots get a double bonus? Some with good spawns, some without mobs...

Blue wrote:What wonders me is that owning keeps in own realm counts the same as owning a keep in enemy territory.

I guess so, this should probably be changed imo.
In defense of truth-to-experience.

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RonELuvv
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Postby RonELuvv » May 29, 2012 23:17

There is some good ideas floating around here. They could show some promise, but only time will tell.

Hey Zarkor, you never answered one of Seyha's questions. I seem to remember you leading the charge for OF. As a matter of fact, I seem to recall reading a post in which you pushed for the vote and I read a very similiar post to the one started here as a wall of text explaining why OF was better for this server then NF. Once again, I think you have alot of good ideas, and I think you mean well for the server, but not all of your ideas are the most well thought out.

All that being said I think you do have some good ideas and you finally have Blues attention apparently. Be smart, because if you lose your temper I doubt he keeps listening to what you are saying. Also, I hope to god your tunnelvision remark was not in reference to me. I have a very open mind about this server and only want to see it get better. However, it is still a 10+ year old game, and to compare it to new games coming out is a tad unfair.
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Postby Panchos » May 30, 2012 15:26

Blue wrote:
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.


That does not do anything to convince me that keep defense is worth the effort after my years of experience on this server. Usually, it is a COMPLETE waste of time because either the keep is taken or it was just some guard taskers.

The only time I remember worthwhile RVR being catalyzed by hitting keeps in enemy realms was when we made animist caster group and bashed on mid relic. Then we waited for mids to organize but that would usually take 20 minutes or so. I cannot imagine us hitting on some keeps and getting the same result.

90% of the time I see flames on a keep, I ignore it and just go to emain because I am almost sure that I will have more action. And at the moment, action and rps are all that matters. Keeps are WORTHLESS to me. It only has value for people leveling in DF. Now relics on the other hand have much worth to me and I always come to defend them, because I actually get a bonus from having them. and action is usually more guaranteed since relics take longer to get and involve more players.

Taking keeps has no effect on relics, or anything else I find important as an end game RVR player.

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Blue
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Postby Blue » May 30, 2012 15:30

Your opinion. Keeps will get more important features later. Problem with keep flames are that they are also triggered by guard attacks. I think we have to change that to door attacks or only consider guard attacks if first door is broken. Attacking guards is not really sieging a keep.
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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testytesty1234
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Postby testytesty1234 » May 30, 2012 17:30

I don't have a problem with the keep lighting up when someone is attacking guards. Its fairly easy to conclude whether its a solo tasker or a full group sieging/tasking without even running out to verify. Also, a group with a assassin/minstrel = no need to ram gate = no warning.
Don't change the current warning system.
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Blue
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Postby Blue » May 30, 2012 19:12

testytesty1234 wrote:Its fairly easy to conclude whether its a solo tasker or a full group sieging/tasking without even running out to verify.

I'm not sure how this would be possible.
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 ..."

Buckaroo banzai
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Postby Buckaroo banzai » May 30, 2012 19:54

this server needs customisation over 1.69 to always take news players and to match with the population.

What the interest to only have 1.69 server if no one on it ?


If the main objective is to have real pvp/rvr activities :



-xp have to be easier (ppl want pvp not take to much time to get 50, im not speaking about /level hum).

-up thid to 5L (to improve the pvp base players and break huge difference between LR and HR).

-improve rp when you kill better rr than you.

-implement more rvr /pvp gp missions (take fort, take df, take rk) with rp bonus.

-find a pvp gm (events, animation, communication and easier integration of rvr/pvp guilds or as).


i have proposed this in other post.
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testytesty1234
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Postby testytesty1234 » May 31, 2012 02:51

Well by takng into account the time, keep distribution and fire pattern its not hard to notice whether a tasking group is out there.
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Zarkor
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Postby Zarkor » May 31, 2012 12:08

Blue wrote:Your opinion. Keeps will get more important features later. Problem with keep flames are that they are also triggered by guard attacks. I think we have to change that to door attacks or only consider guard attacks if first door is broken. Attacking guards is not really sieging a keep.

Nobody wants to go out to find expecting to have to defend their keep just to find one guy tasking.

In my opinion just remove the guard tasks... they're a disgrace to RvR anyway.


If not, maybe set it to the inner guards or something.
In defense of truth-to-experience.

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