RvR - Your ideas appreciated
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I)The population is too low to support 3 separate frontier zones.
II)I have lost count the numbers of times I have been in groups that port odins, then port emain, then run up to pennine/hadrians wall looking for a group out on keeps and find nothing. This necessitates rebuffing and running around. Many times the group gets frustrated and disbands. III)Make it so all zones are connected some how. IV)I am not sure exactly how this would be done but think about it. In alb it is possible to Go all the way from Lyoness to Hadrians wall without every once seeing a load screen. IMO it would be cool if say Jamtland was connected to Pennine which was connected to Beifine. That way with speed you could easily get to the other zones without the group killing load screens and rebuffing.
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To expand on this idea, what if keeps automatically upgraded themselves over time? 1+ day? Guild claimed only? 10 days untaken = lvl 10 keep? This would enhance the desire to claim and defend and eventually attack keeps. Downsides could be an unbalance from rp reward increase for groups v. solo during slower population times. Or a vigorously defended realm could be stacked with easily defended lvl 10 keeps eventually locking DF control down. Also, I would like to introduce the idea of increased task rewards for killing upgraded guards. |
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I:is this a troll post from staff ? .... after the last 3 years ..... i think it is a troll post ....
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I) Time sinks including getting to action as well as time sinks invested into being "maxxed" in order to compete. Essentially what both Svp and Hiosis talked about.
II) Hardcore players will always use every advantage they can, regardless of time investment, to gain an advantage. Casuals will not. By making charged items less useful by removal of BP recharge stones as well as making running pots difficult for casual players this forces many players to say they dont have time to play in EMain due to the time sinks involved. By implementing draughts (which were live like) you could maybe make running potions easier, but not as easy as when you had barrells. You could also put BP recharge stones back in. The time sink to get back to action often causes players to log thinking action has died. If players could have a port system comparable to what NF offered then it would not only make keeps more important but would get players back to action sooner. III) Implement BP recharge stones again as well as draughts (multi charge pots) to make the solo/group play more easy. Add the porter system from NF making keeps more important and speeding up action. IIII) Nothing to add here ------------------------------------------------------------------------------------------------------------------- I) Players dont feel the reward of RvR is worth the time investment and risk. II) Hardcore players will RvR just for RP's and the chance to further their character. These types of players will make it work in any setting. Casuals not so much. For them the time investment of having to get a top of the line template, wait for groups, run out/get killed, rinse, repeat is to much to bear on a nightly basis for the little character growth they see. III) Come up with some sort of reward for BP's or even another new currency that are non tradeable but that players will want. These do not have to be reskins, but something that will make a toon come to life. I've actually seen a player pay ALOT of money just to dye a weapon. I know this is done w/ Uthalis now, but why? You see what players will do just for the most fluffy of objects that do nothing to game play. Why not take this idea and carry it over to RvR. IIII) The main argument to this is that players have tons of BP's saved up and would abuse this. Well, my response is announce a Bounty point clearing in advance to people can pay rent or whatever with what they have and start over new. Another option would be to code in a whole new currency instead of BP's. Also, I strongly believe any such fodder offered as a reward for participating in RvR should be non tradeable so people dont turn this into another enterprise to get rich off of. -------------------------------------------------------------------------------------------------------------------------------------- I) Many people feel that they cannot compete with the higher RR players that roam the frontiers. With the new BG change this is an even greater gap to overcome. Adding in the scaling down of tasking was nice to make it so people could not simply task to a super high RR, while still allowing for a person to add some needed middle RR's to be able to compete. II)The problem with this is that only a handful of classes can even do a solo task at one keep. Certain classes dont have a ranged ability, and even those that do have a hard time finding enough gaurds they can see to finish a task. III) Adding another 3-5 gaurds outside the keeps not only provides for a little better defense for keep, but also allows for ANY class to be able to take advantage of what assassins and minstrils have been able to do for a long time and task those early rough RR's away. IIII) I'm not all for adding more PvE for RvR, but remember that these are ideas to get more CASUAL players out to RvR. Tasking had its issues, but it also did a good job of taking mid range and casual players and getting them out in frontiers. -------------------------------------------------------------------------------------------------------------------------------------- I) Rewards- Much like above (Players dont feel the reward of RvR is worth the time investment and risk.) II) Along the same lines as I listed above. Casual and hardcore players love the idea of a reward. Sure, RP's and RR's should be enough, but sadly over a long period of time this has died as the gap has widened between casual and hardcore. What they all agree on is everyone loves them some fluffy rewards. III) Awhile back Abydos (or another GM possibly) started running a Evil Leprechaun thing that would spam at random locations. If you manged to kill him you got a decent amount of plats. At first a few groups gave him an attempt thinking the reward would be great. It turned out to be "meh" at best. Take this same idea, ramp it up a bit, and turn it into a reason to make all 3 realms go to war. Have the Leprechaun spawn a random keep whereever with very hard gaurds and an even harder to kill Leprechaun. The rewards of which could be a massive amount of rp's (like a super keep take) or even some of the things that were recently removed like recharge or crafting stones. IIII) The point is that if you make the reward worth it then the players will deal with whatever you want to throw at them. Look at Tajendi. Some people enjoyed it. Most people did it because the rewards far outweighed the time investment. Apply that logic to RvR and you have action. --------------------------------------------------------------------------------------------------------------- I literally spend 35 minutes on this. Give me some more time and I will have TONS of other ideas. |
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I will go to bed now. If I wake up I don't want to edit/delete half of the posts!
For the future discussions please remind yourself of the following: 1.) The goal of this topic is to find out what brings people to play in RvR - NOT to demand features. 2.) Mind the rules of this thread which I set in the beginning!!!!!!!!!!!! (most of all the template rule) 3.) We want to have a dialogue with you. Don't make it too hard for us. Keep your argumentation ON THE SPOT and SHORT! |
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The goal that brings ppl to RvR is insta action that what keeps someone playing
1) bring insta port in emain/bolg 2)bring back barrels/hastners 3)make the game faster 4)stop saying that you will add old ras (for last 2 years)and add them and last and most important DO IT NOW P.S Im playing on eden now cuz uthgard has no ppl to fight in rvr and i was very active player and ill keep playing on eden cuz i dont like this waste of time empty OF cuz ppl simply dont want to waste 10000 hours getting in emain |
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I forgot something ive heared many times from gm's this:We dont care if ppl leaving this server we got our goal and we will get to it either you like it either you dont.So since you dont care why make changes?keep going towards your goal
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![]() Hiois - Ranger 9lX Uth 1.0
Hiois - Enchanter 6lx Uth 2.0 Mugad - Warden 4lx Uth 2.0 Esigil - Druid 3lx Uth 2.0 Hioisx - Nightshade 1lx Uth 2.0 |
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I) Pots/charges Time sink, not enough str/con d/q items available to players - non-enjoyable xp farm
II) buffbot npc or more 75/75 str/con & 75/75 d/q charge items III) No more time sink for players to farm money for pvp. Pve groups are hard to come by and farming plat is very difficult in alb and mid compared to warshades salvaging in hib... players pay npc for full buffs that last 20 minutes with bounty points. bounty point cost would be 10bp or something a player should be able to reasonable attain on a low population server. IV) Not everyone has a legion str/con drop. With a cost of 40-100 plat on housing most players will never get it. Those that do have a huge advantage over other players. |
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While I appreciate the idea IMO implementing a bunch of buffbot NPCs is overly complicated compared to just taking the buff charges out of the game.
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Getting zerged – main reason I quit.
1. If I get zerged multiple times I will log off. No I will not start to play in a counterzerg, because its not fun for me to play that way. 2. This also includes: If I play solo and get killed by 2+ I stop after a few runs. If I run with 3-4 and there are not more people around and get killed by 6-8 I stop. And so on. 3. Allow 8vs8 fights – maybe even implement an event if there are enough players in RvR. Searching for players 1. It is not always possible to find a Group that can compete in RvR. 2. To small player base due to whatever reason… 3. Help new players to get started. Reduce the gap between players that play here longer and have advantages by having items that are no longer farmable (Example: Taj) or shouldn’t exist (few leg weapons that still do elementary damage or other bugged items) RR gap between new characters and old ones 1. Reduce the RealRank difference between old players and new ones. 2. Realm Abilities (such as Purge, det,…) influence RVR greatly. If you wipe as a RR 3 group (example due to max RR you can currently get with BGs) and think the issue is the RR you will look for ways to reduce the gab. But if there are no others then to fight the same high RR groups that killed you by their RR advantage, then I guess everyone stops playing. 3. Do an RP wipe. // introduce BGs that allow to get higher RR (like 5/6) // Drastically increase RPs low RR get for any action in RVR (like Keeps raiding, fighting other players,…) so that they can reduce the difference within a few days. Don’t implement instant RVR. For such a thing we have Eden or other I50 Servers. 1. Instand ports will not increase the population for a longer period of time. It will only increase the rps/hour. 2. We are playing on a classic (whatever this means) shard. This means that elements that slow down the game are an essential part for the feeling. Otherwise you can play on any i50 server or Ywain. 3. Don’t reduce the port timers to RvR. We all need to take some brakes and discuss what went wrong. Potions/charges 1. Restocking Potions/Charges to be compatible in RvR is annoying. If I don’t have the required items I don’t play RVR. 2. My inventory is full with potions (Mana, Endureg, Endu) to be able to play RVR. This means I will NOT participate in PvE and not offer my Crafting Services due to lag of inventory space. This also means if there are no potions available (in housing or crafters selling them) I am not RVRing. 3. Reintroduce Barrels (For mana, endu, invig and Pom Potions with the same timer as the potions); Place recharge NPCs in the Porter Keeps 4. Maybe allow easier access to charge Items to reduce the gap between casual- and “pro-“ gamers Inconsistent Policies and no good communication to player base 1. We can’t rely on posts any GM does. It seems they change their mind within seconds and see no need in explaining the reasons to the community. 2. If you say something is going to change name a date when it will be changed and why. If you realize that your decision was wrong state it, explain it and accept the blame. We are all humans – or? Don’t EVER promise the community something that you don’t want to do and keep on promising it but don’t implement it for years (e.g.: old RA). I, for my part, lost trust in any announcement any Uthgard stuff does. 3. Be honest! Respect the players. Consider their thoughts and some of their wishes. Ps: I feel trolled by this request. I really love to play DAoC but I am not sure if this server is the right place any more – well actually since 2 years. |
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Thanks staff for providing this topic:
I) Huge gap between players with strong buff charges and large gold cost to maintain buff state II) Buff charges have no effect in RvR zones III) No gold sink for players maintaining charges to remain competitive = more RvR and less farm. Encourage lesser geared players into RvR zones as they perceive their win chances are higher IV) Keep End/Power/Heal pots in RvR but allow multiple charges on one item I) Casual players face barrier to RvR because it’s difficult to join action in a meaningful way during short game session II) Have separate level 43-50 RvR chat channel III) Facilitate zerg/keep takes and encourage “realm leaders” to emerge IV) None I) Huge RvR area, can be difficult to focus the players in one zone for consistent action II) Have one (or more) “Critical Keeps” in play where there is a massive RP bonus for capture and a modest RP bonus for defence. III) Create a focal objective for larger scale and casual RvR IV) A new critical keep shows up 30 minutes after the previous one was captured |
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I would like to say that I think removal of charges/pots from RvR would not be a good solution. It would be comparable to what they are doing with Tajendi which upset a lot of players that put a lot of time and money investment into items specifically for their effect in RvR, only to then be told all the plat and time investment was a waste. Making it more widely available for a casual player on the other hand might devalue the worth in plats of a template, but not the utility of it.
The idea of having a buff NPC that charges bp's for buffs would also be a good idea. Make it affordable and that way if you don't want to run w/ high end charges you still have options that allow you to compete, although this also brings to point the devaluing of buff classes, but we can't have it all. The fairest way to handle this would be to implement SI as soon as possible so the items that have these charges and are so costly would be much easier to farm. I still think when SI gets implemented and if BP recharge stones could come back then the buff problem solves itself. There is tons of items w/ all the charges needed and all are pretty easy to obtain. |
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Above all of this, I prefer having features we should have implemented and functioning before having attention diverted to a complex RvR system.
Sorry, I tried to keep this short. I) Issues 1. Lack of importance/incentive for obtaining and maintaining keeps. 2. Disinterest for Casual RvR Players. 3. Travel time sinks. II) Typically, keeps are taken with little-to-no resistance. Players do not bother upgrading the doors or the keep itself because there is no real benefit to it. About the only event players do upgrade structures is to make it an attractive target of RP’s for the enemies and the defenders. If the structure is not set to a high level, which is a rare occasion itself, it’s usually kept at level 1 or not even claimed at all. The only reward for taking a keep currently is really only being to access Darkness Falls, which is more of a PvE or Solo-SmallMan incentive than an RvR one. III) A system that allows players to teleport if requirements are reached. Repurposing Keeps, making them of greater importance should entice the casual players to participate in RvR. Inspired by the NF system. However, even though we do not have towers, I suggest making the keep-teleport system work through the level of the keep. The secondary RvR zone keeps will be the focal point of the teleport system. Here is the system I had in mind: ______________________________________________________________________________ Conditions: 1. You can not teleport to a keep that is under attack or unclaimed. 2. You can not teleport from the keep you are if it is under attack or unclaimed. 3. Unclaimed keeps are worth "0" points toward this system. Claimed level 1 keeps are worth "1" point. 4. You can only teleport to or from "normal" frontier keeps. Meaning you cannot teleport to or from Boarder Portal keeps or Relic Keeps. --- Ex 1.) Teleporting to or from Druim Ligen to Dun Bolg would not be possible. --- Ex 2.) Teleporting from Dun Ailinne to Dun Bolg would be possible. So, if you wanted to use a teleport, you would first have to move from your Boarder keep to an actual frontier keep. If your realm owns at least "20" points, while owning and having claimed Dun Ailinne and Dun Cruachon. You would have to first walk from Druim Ligen to Dun Ailinne and from there teleport to Dun Cruachon. (Points explained below) Here is a diagram to help understand. 1. In order to activate the teleport system to be able to teleport from one secondary tier keep to another secondary keep in that frontier, then the upgraded levels of all keeps in that realm must add up to at least “10”. *Note: Unclaimed keeps are worth "0" points toward this system. Example: Hibernian Keeps Dun Cruachon : Owned by Albion Dun Bolg : Hibernia, Level 4 Dun na nGed : Hibernia, Level 2 Dun Crimthainn : Hibernia, Level 3 Dun da Behn : Hibernia, (Unclaimed) Dun Ailinne: Hibernia, Level 1 Dun Scathaig: Hibernia, (Unclaimed) The total levels sum up to "10". Even though there are two other Hibernian keeps, that could sum it up to "12", they are unclaimed and therefor will not factor into the sum. As shown, the level "1" claimed keep does factor in. ______________________________________________________________________________ 2. In order to activate the tertiary or primary tier keep teleports, then the primary tier, secondary tier, and tertiary tier keep’s levels in the frontier you are in the the Realm level-points must add up to at least “20”. *Note: Unclaimed keeps are worth "0" points toward this system. Example: Hibernian Keeps Dun Cruachon : Hibernia, Level 4 Dun Bolg : Hibernia, Level 5 Dun na nGed : Hibernia, Level 6 Dun Crimthainn : Owned by Albion Dun da Behn : Hibernia, (Unclaimed) Dun Ailinne: Hibernia, Level 6 Dun Scathaig: Hibernia (Unclaimed) The sum adds up to "21", passing the minimum requirement of "20" so these players are eligible to teleport from one Hibernian keep to another Hibernian keep as the other conditions are met. Two unclaimed keeps that could instantly add in another two points into the system if guilds claimed them. ______________________________________________________________________________ 3. In order to be eligible to teleport to a keep from one frontier zone to another frontier zone (As in, Hard-Load from Hibernian frontiers to Albion frontiers), then your realm must meet the requirement of added levels of “10” in not only the frontier you are in but must own keeps that add up to “10” in the frontier you are teleporting to. *Note: Unclaimed keeps are worth "0" points toward this system. Example: Hibernian Keeps Dun Cruachon : Owned by Midgard Dun Bolg : Hibernia, Level 6 Dun na nGed : Hibernia (Unclaimed) Dun Crimthainn : Owned by Albion Dun da Behn : Hibernia, Level 4 Dun Ailinne : Hibernia (Unclaimed) Dun Scathaig : Hibernia (Unclaimed) Midgard Keeps Bledmeer Faste: Hibernia, Level 6 Nottmoor Faste: Owned by Midgard Hlidskialf Faste: Hibernia, Level 2 Glenlock Faste: Owned by Midgard Blendrake Faste: Hibernia, Level 2 Fensalir Faste: Owned by Midgard Arvakr Faste: Owned by Midgard Minimum requirement of 10 Hibernian keep levels, and minimum requirement of 10 Midgard keep levels. So both ports throughout the frontier and hard-load ports are allowed. ______________________________________________________________________________ 4. In order to be eligible to teleport to primary or tertiary keeps in enemy frontiers then your realm must hold at least a total of “20” levels of keeps, in addition to “20” levels of keeps in an enemy frontier. *Note: Unclaimed keeps are worth "0" points toward this system. Example: Hibernian Keeps Dun Cruachon : Hibernia, Level 2 Dun Bolg : Hibernia, Level 8 Dun na nGed : Hibernia (Unclaimed) Dun Crimthainn : Owned by Albion Dun da Behn : Hibernia, Level 4 Dun Ailinne : Hibernia, Level 6 Dun Scathaig : Hibernia (Unclaimed) Midgard Keeps Bledmeer Faste: Hibernia, Level 6 Nottmoor Faste: Owned by Midgard Hlidskialf Faste: Hibernia, Level 2 Glenlock Faste: Hibernia, Level 2 Blendrake Faste: Hibernia, Level 2 Fensalir Faste: Hibernia, Level 8 Arvakr Faste: Owned by Midgard ______________________________________________________________________________ IV) Other Notes / Suggestions: 1. Enemy relics must be stored into a normal RvR keep, like the NF system. Only 1 Relic per keep. Your realm’s own Relics are still to be stored in its Relic Fortresses. (Strongly recommend this one) 2. Perhaps make owning an enemy’s keep worth double the points? Let’s say your realm has a total of 20 in levels of keeps in their home realm, and own just a level 10 keep in a tertiary RvR zone. That Level 10 keep would be worth 20 points and therefor you are eligible to teleport to/from that keep. 3. Implement the NF Door-Upgrade system. Keep Doors will level with the Keeps’ level automatically. Nobody wants to invest time and money to upgrade doors; however people are usually willing to repair them. Raise the keeps Bounty-Points cost per hour to compensate for this bonus. 4. Give more bonuses for maintaining higher level keeps, such as: - Slightly higher RP/BP reward for defending - Reduced crafting times (enough to make it viable to leave the main cities) - Add hookpoints to access more craft tables or merchants at certain levels - XP bonus for fighting at or around the keep - Level 8+ keeps eligible to teleport to only other level 8+ keeps under attack 5. Teleport NPC’s are placed inside the ground floor of the keep’s inner tower. Teleporting to a keep will randomly place you in 1 of the 4 corners in the courtyard. 6. Teleport Scrolls/Medallions require Bounty-Points to purchase. 7. Remove the Horse Routes from the frontiers. 8. Incorporate the Herald Map in-game, or make it so when you type the command “/realm” you can tell which keeps are under attack. ~ Currently the only “real” RvR Uthgard has is the usual frontier roaming to have 8v8 fights in open field with the occasional Zerg warfare. Casual players are attracted toward the Battleground-Scene. At level 50, keeps are the closest thing to Battlegrounds. So making keeps more desirable for your realm should attract these players to come out and participate in the frontiers. Setups and skills can be a factor, but numbers are usually the primary factor on whether a realm successfully defends a keep or not. With more fights happening at keeps comes more RP’s for taking/defending, a fight isn’t over when you kill 1-2 players because Healers are usually positioned in safe areas to keep the battle going. On top of that, keeps should be of more higher, varying levels . Implementing this system should encourage more playstyles to participate in RvR. Last edited by _Oglop_ on Jan 15, 2014 14:25, edited 6 times in total.
"It's not fair unless I'm winning!" |
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+1 [3:10pm] <myrmidon^> You have to be a c*** to be awesome at daoc
[3:10pm] <myrmidon^> that's what I learnt [3:11pm] <Frosty_> then why does austerim suck
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