Dieing in BGs -> release to bind point and not keep?
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I've thought about this for a few days now and I've come to the conclusion that we should encourage the use of the Battle Grounds and creating a custom change to allow players to release back into the battle grounds is a QoL change that won't affect the over all player experience in a classical 1.65 setting and can only enhance the community experience over all. All in all, many DAoC players just want to RvR and allowing them an easier ability to do so early on would be a unanimously appreciated gesture. Outside of this, but related to it, I would like to invite some people I know to try this game but I have no intention of doing so when I can't give them the RvR experience reliably as well. Yes, I could probably have them play the Live server with a free trial to get that experience but it's not the game we will be playing with the added races, classes, and interface/zones. I've tried it and it's frankly horrible. We need the early battle grounds to become more active so people can reliably experience the RvR scene, both new, and old players alike. I don't see how time is really going to change this situation, outside of giving people more coin to constantly report back to the BG's after they die (and die they will). Please consider changing this. This is BETA, a great time to do a custom change like this and gain feedback. Thanks! |
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BG's were created out of necessity and demand on live. They were successful. The interesting thing about Uthgard is 1.65 code was not created with a fresh launch server in mind. The rules in 1.65 were based around an aging player population that got tired of grinding to 50 every time they wanted to rvr among other things.
You are essentially shoe-horning a rule set on a player population in a state that does not fit the rules. I hope it works out but I also hope dev is watching and is open to doing things to maximize player retention. The BGs are a fun diversion on the way to 50 and a way to get some RR skills to help the leveling process. I think it would be too bad for them to be nonviable unless you already have as existing 50 (which was the case for most of the population when they were implemented). Remove the /rpoff or expoff/ (can't remember which one existed) so folks just can't linger there if that is a concern. |
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Come correct with a group capable of keeping you alive then. Brutally Familiar
Depth || Depthw || Depthww |
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Your advice is well intentioned, but we both reasonably know that there aren't going to be population levels enough to support each time zone enough to build proper groups with each. Especially with slow XP rates that ensure it takes longer for people to work up alts. |
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You act like everyone playing this game has never played it before. Plain and simple, you are wrong. Most everyone playing on Uth has SOME experience with DAoC and many were playing back when patch 1.65 was rolled out. The person a few posts back was correct. Once people get established with their "mains" then they will start gearing up alts to dick around in the BGs. Right now it isn't a good allocation of time or money to go to the BG. Member of Vanquish
Midgard Tristan from day 1, now a Hib (the pacifist realm) :P |
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I think longish time between ports
a) do encourage players to organise a group before going into a BG, b) make the BG's play more like big RvR, where death/wipe means considerable recovery time, c) will discourage solo stealthers kamikaze-killing a caster in a group before getting killed themselves and d) make ck takes more meaningful All good in my view cheers |
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I noticed your list doesn't have any pros for people who like to solo. |
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that is true, its basically hard to solo .. and should be ... was a Hunter on GOA servers, solo in BG's was hard ... but extremely rewarding if you managed to get someone and not get killed |
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I personally loved the BGs on 1.0, but as of 2.0 the time/money sink just isn't worth it when you can focus on getting to 45+ where RPs will flow in and you can work on building your wealth/template.
I stopped leveling my first char @ 24 in the anticipation of some thid action in the first few days, but this never happened. We went in and roamed around as 5-6 and rarely found people to fight that weren't just solo coming in to check it out. Also, guards were crazy buggy, respawned instantly, and shot through walls/ceilings so I really didn't want to deal with this nonsense, but I would have dealt with all that if I didn't get sent outside, have to spend precious money on a neck and wait way to long to port back in. Hib - Falken (BM) / Sneakster (NS) / Kalfen (Enchanter) - Currently Inactive
Alb - Djfalken (Minstrel) - Inactive Mid - Tooeasynothanks |
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its beta remember? put your issues on the tracker to get them fixed, don't expect 'normal' gameplay in beta ... |
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its easy:
even if a small zerg comes across in thid, which happened even on uth 1.0 from time to time, you now have the possibility to raid the ck once you managed to wipe the guys who outnumber you. and whoever wants to claim that 50´s wont go to thid with their twinks: ever played uth 1.0? i personally dont know a single player who skipped even Braemar. they just went there fully equipped. at least, now all the YOLOOOOO-stealther solos wont be that successfull anymore. but ppl already claim that players will log out because they got killed in bg and have to port back. rofl. |
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Everybody uses the "beta" as an excuse. Prior to an open beta is typically a "closed beta" and even before that is an alpha testing period where a lot of the bugs and major issues are ironed out. I am not saying that this is a bad beta, but there were glaring and obvious issues that clearly weren't fixed prior to open beta (i.e. epic quest lines implemented for all classes seems pretty glaring to me). Hopefully live/launch isn't rushed and we actually hammer out the issues (mob spawns in frontiers, loot table issues, group xp issues etc...). Hib - Falken (BM) / Sneakster (NS) / Kalfen (Enchanter) - Currently Inactive
Alb - Djfalken (Minstrel) - Inactive Mid - Tooeasynothanks |
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I think beta is a very good excuse, it is exactly what is says on the label. It seems you are not aware that this is not a paid developer team/studio producing with a huge budget? Uthgard is a small team of dedicated fans of DAoC who put their own time and money towards their vision of a classic DAoC server. So be patient and help ... or don't help but be patient anyway ![]() cheers |
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I'm not sure what you mean. Regardless if the player is experienced or not, getting killed when running around solo after 10 minutes of no action for the first time only to find you NOT in the TK will put most players off. Player who are aware of this, will probably not be running around in BG's solo, at all. So, the only way to really enjoy the BG's with this setup is to run around in a pre-made FG (because you wont find players to group with in the BG..), and after roaming for 10 minutes with nothing to kill, that FG will probably take the CK. That might trigger a responce from the enemy realm, and it might not. Probably the latter. I my experience, BG action grows from a seed. In this case, the soloers. But they wont be there. I for one am fine with the strict 1.65 ruleset, but i dont consider this a ruleset ![]() |
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So the answer to not being killed by a solo stealther is to bring a group? The stealther was just an example. I have made a few solo kills in the BG myself, a few mind you, because the number of enemies have been few. Those i killed did not return. However, if they would have respawned at the TK they would have returned, im sure of it. The killing back and forth would spawn more people, and the seed of the BG action of the evening would be planted.............. |
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