RvR - Your ideas appreciated

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svperstar
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Postby svperstar » Jan 15, 2014 07:29

_Oglop_ wrote:Above all of this, I prefer having features we should have implemented and functioning before having attention diverted to a complex RvR system.


I agree with some of what you said. In game herald is great.

However the teleport system you are talking about is overly complicated. Making teleports require BPs just makes it so casual players, the ones we are hoping to get in Emain won't be able to use them since BGs/Keep takes don't give BP.

Also I still don't understand your hatred of horse routes. Just a couple months back you said hastners should be enough to get anyone anywhere and now you are proposing a complicated teleport system.
There will be a group of people out there who will want this realm to be entirely Mythic-like. Exactly like vanilla, drop rates/xp rates, basically everything and you will not be able to please them unless it is exactly like vanilla.

These people have their nostalgia goggles on so tight it's cutting off the bloodflow to their brain and they believe that vanilla was perfect and nothing was wrong with it.


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_Oglop_
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Postby _Oglop_ » Jan 15, 2014 07:32

svperstar wrote:
However the teleport system you are talking about is overly complicated. Making teleports require BPs just makes it so casual players, the ones we are hoping to get in Emain won't be able to use them since BGs/Keep takes don't give BP.

Also I still don't understand your hatred of horse routes. Just a couple months back you said hastners should be enough to get anyone anywhere and now you are proposing a complicated teleport system.


Really, the system is all about the sum of keep levels. Totals of "10" for secondary zones, totals of "20" for tertiary and primary zones. If the BP fee for teleport is about 10 per ticket it's entirely possible for anyone to obtain a ticket(s) just by participating in a few runs.

As for the Horse Routes, they only really benefit solos. A teleport system benefits everyone, and should make keeps an attraction for all playstyles.
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svperstar
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Postby svperstar » Jan 15, 2014 07:38

_Oglop_ wrote:
Really, the system is all about the sum of keep levels. Totals of "10" for secondary zones, totals of "20" for tertiary and primary zones. If the BP fee for teleport is about 10 per ticket it's entirely possible for anyone to obtain a ticket(s) just by participating in a few runs.


Primary, secondary, tertiary, 10, 20.......yadda yah.....

Too. Complicated.

How about you can teleport to a claimed keep but not one next to the relic keeps?

Simple.

_Oglop_ wrote:As for the Horse Routes, they only really benefit solos. A teleport system benefits everyone, and should make keeps an attraction for all playstyles.


I've been in plenty of groups that have used horse routes. Just because you play a speed 6 class and despise solo players doesn't mean horse routes are "bad" or that people who like to group will get no benefit from them,
There will be a group of people out there who will want this realm to be entirely Mythic-like. Exactly like vanilla, drop rates/xp rates, basically everything and you will not be able to please them unless it is exactly like vanilla.

These people have their nostalgia goggles on so tight it's cutting off the bloodflow to their brain and they believe that vanilla was perfect and nothing was wrong with it.


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_Oglop_
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Postby _Oglop_ » Jan 15, 2014 08:21

svperstar wrote:Primary, secondary, tertiary, 10, 20.......yadda yah.....

Too. Complicated.

How about you can teleport to a claimed keep but not one next to the relic keeps?

Simple.


Here is a diagram. The system is not just about Teleporting, it's about making keeps more attractive to more players and playstyles as well ad reducing travel times. Rather than people complaining "BooHoo" you snipped Hibernia's teleport system and we gain nothing while also losing potential action.

I might also add, all keeps can be candidates to teleport to or from with the system I provided.

svperstar wrote:I've been in plenty of groups that have used horse routes. Just because you play a speed 6 class and despise solo players doesn't mean horse routes are "bad" or that people who like to group will get no benefit from them,

In short, it's to create a greater importance to taking and maintaining keeps.
Last edited by _Oglop_ on Jan 15, 2014 08:52, edited 1 time in total.
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Jingo
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Postby Jingo » Jan 15, 2014 08:33

RonELuvv wrote:I would like to say that I think removal of charges/pots from RvR would not be a good solution.


But there is the complaint that you have to have these in order to solo, and that requires a huge time/plat burn to obtain and then you have to pve to farm gold in order to maintain your full buffs.


Here's a further idea:

I) Hardcore players have lack of inc, casual players have low incentive to join RvR, 43-49 exp bonus from holding old Thid keep is removed, players sit around grinding gold after lvl 50 instead of participating in RvR.
II) Put a HUGE exp and gold bonus for capturing Dun Crauchan, Beldmeer Faste and Caer Benowyc. The exp will be equivalent to Summoner Hall raids, and the gold would be equivalent to DF dia farming. Also put an increase to exp and gold for defending these keeps. During off peak hours, only Dun Crauchan has this bonus.
III) For players between 43 and 49, the best form of exp on the server will be participating in RVR in these primary zones. This will push action towards keep control. Casual RvR players will benefit from a focal point and easy to join RvR activity and also will have a way of earning gold other than grinding mobs post-50. For the hardcore RvR people this will provide a target rich environment.
IV) This is an excellent idea.
Last edited by Jingo on Jan 15, 2014 23:34, edited 1 time in total.

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svperstar
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Postby svperstar » Jan 15, 2014 08:52

_Oglop_ wrote:
Here is a diagram. The system is not just about Teleporting, it's about making keeps more attractive to more players and playstyles. Rather than people complaining "BooHoo" you snipped Hibernia's teleport system and we gain nothing while also losing potential action.

I might also add, all keeps can be candidates to teleport to or from with the system I provided.


I agree it is lame for hibs if they can only port to the one keep. I can see the logic behind it tho. It makes that keep a constant focus for action. You can be sure hibs will NOT want to lose so will constantly be fighting to keep it/take it back. Hence more action.

What you are saying its kind of a neat idea but would take much longer to code/implement then just "you can port to any claimed keep that isn't next to the relics". It would take the coders almost no time to implement that compared to the method you are suggesting with the added benefit of not being confusing as to which keep people can port too.

_Oglop_ wrote:In short, it's to create a greater importance to taking and maintaining keeps.


No it is not. It is just your latest attempt to get horse routes removed from the game and trying to come up with some kind of logic to do so. You don't care how or why you just want horse routes gone and will grasp at anything for some kind of justification for it.
There will be a group of people out there who will want this realm to be entirely Mythic-like. Exactly like vanilla, drop rates/xp rates, basically everything and you will not be able to please them unless it is exactly like vanilla.

These people have their nostalgia goggles on so tight it's cutting off the bloodflow to their brain and they believe that vanilla was perfect and nothing was wrong with it.


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_Oglop_
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Postby _Oglop_ » Jan 15, 2014 08:59

svperstar wrote:
_Oglop_ wrote:Above all of this, I prefer having features we should have implemented and functioning before having attention diverted to a complex RvR system.



It appears we have made a circle.
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Force
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Postby Force » Jan 15, 2014 10:42

Fix defense penetration.

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Foneb
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Postby Foneb » Jan 15, 2014 11:38

although havent tested the new porter mechanics yet. am i guessing correct that it ports you inside of the keep on the same spot every time? please consider somewhat of a savezone for ported / imunity. im allready seeing FGs of Infis/Sbs standing there just f8paing everybody that ports to the keep.
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Morgainia
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Postby Morgainia » Jan 15, 2014 12:28

Don’t do half stuff
1. If you change something, include all factors.
2. E.G.: Recharging Items: There were the custom items: recharge stones. There is no implementation of alchemists being able to recharge crafted items. As long as the stones existed its fine. As soon as you remove the recharge stones this missing feature has to be implemented at the same time.
3. Get some player council and ask them what they think of the changes and what they dislike about them.

Gups
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Postby Gups » Jan 15, 2014 14:32

I know this is not in the correct format and will get deleted however I am at work and have not got much time.

Get more people from the server to the forum. Involve the players more.

I just see the same people posting day in day out and its not 400 different people....

If you want a better picture of what people require ask them all nothte forum trolls.
Gups - Midgard

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Rayfs
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Postby Rayfs » Jan 15, 2014 14:33

I need a working necro so I can have fun with my two handed paladin again :oops:
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Yondai
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Postby Yondai » Jan 15, 2014 15:44

Gups wrote:Get more people from the server to the forum. Involve the players more.

I just see the same people posting day in day out and its not 400 different people....

If you want a better picture of what people require ask them all nothte forum trolls.


As you can see we are working on that. ;)
But how do you get more people to use the forum over the long term?

Samirane
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Postby Samirane » Jan 15, 2014 16:20

a first start would be f.e. using Facebook a bit more.. ok this day you do it. But normal all News etc dont appear on your Facebook Fanside. Is a pretty inactive Side, and with 2.592 likes you can reach a LOT of ppl.
Do some Votings there and keep up the Side would be a start or not?

Today 90% from all Players use Facebook, or what do you think why you get so many Likes in a relativ short time?
The 1000 Likes was as far as i remember only one year ago, and today you got 1500 more

this would for sure be, what i would do to reach more then a handfull ppl who are willens to use this board.

The day where you implement the Housing Rent Changes, i postet it on your Fansite too, because i hoped i will reach a lot Player who dont check board every day, and who thought "my house is fine with 5 p in CM"
so why does this not come from staff?

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holsten-knight
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Postby holsten-knight » Jan 15, 2014 16:44

I) Start off with the variable that influences RvR-activity (problem/idea):

Player behave against the Serverrules. Those intentionally making it hard for new, casual, and lowrr player to have fun in endgame RvR.

II) Explain your variable

Every day situations everywhere on Uthgard:
- Player pull out of fights to let their chanceless low rr realmmates, that added the fight, die.
- They arrange fights via IRC, even at prime time.
- Two realms organise RvR against the 3rd realm, as soon as they think one realm does not play according to their selfmade rules.
- AMG is a pure 1vs1 duel zone, with players of all 3 realms watching every fight without interfering, at least 10 hours a day. Every not know player of the "inner circle" that shows up gets ganked instantly.

This is not how daoc was designed. The Uthgard rules marks this explicitly as forbidden. And it's the number one fun killer for new or casual player in rvr.

III) State how to positively influence this variable (solution for the problem)

For example enforce Rule §3.3 "Cooperation between players and realms" more strict again, like we had it 3 years ago. No longer allow duelling or arranged 8vs8 fights. Maybe shut down Uthgard IRC for some time.

IV) further comments - you can write whatever you think needs to be said

First you would need to announce clear rules, for example: what is considered an arranged fight.
Then you need to enforce the rules sensetive. Explain to the people what they did wrong, listen to their responses. Admit when you judged a situation wrong.
Give out a warning, another warning, a 3rd warning, a 3 hour ban, another 3 hour ban, a 3 day ban....
This will be a LOT of work for the GM's.

Maybe this will scare away even more player at first . But in the long run casual and new player will finally have fun in rvr, and rvr population will increase.
Last edited by holsten-knight on Jan 15, 2014 16:51, edited 2 times in total.

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