My thoughts about Old RA's

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Sonic1982
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Postby Sonic1982 » May 09, 2011 20:53

Zetetic wrote:Since we are voicing our opinions I will add mine with the Old Frontiers and Old Realm Abilities voices. I think new frontiers and too homogenized and I see no point in boats. Fights are much better with the old frontiers keeps / terrain. Towers were also pointless drudgery, glad to have them gone. The game fits much better with the lore being in old frontiers too. I always thought the old realm abilities were fine and have always been puzzled why they felt the need to change them.

Thank you for bringing sanity back to Dark Age of Camelot Uthgard!

And thank you for allowing me to express myself here.


Why they changed them ? Quite simple, ToA Items like Cere Bracer with 5min timered mezzshield and stuff that is low timered and equal to a 30min timered ability was reason for the change to new ra. Now we have a new balance that is called active ability on level3 (charge3, purge3 and so on) but without toa items this create a hard gap to a balanced gameplay. Here does a charge3 high rr tank kill every target, without styleabsorb or phaseshift, zephyr, grapple, bodyguard there are too many ra's that are "overpowered". But things like that also happend on live, reaver bomb actions as example. As long they get fixed its ok :) else a lot of ppl may quit like on live, or join the fotm faction.
"Lieber stehend sterben, als auf Knien leben". - Dolores Ibárruri Gómez

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Rufus_The_Hermit
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Postby Rufus_The_Hermit » May 10, 2011 03:44

Zetetic wrote:Fights are much better with the old frontiers keeps / terrain.
"FIGHTS", you say. If you prefer that open field game then it might well be true. But when it comes to sieges, NF area is way better then OF. What siege is supposed to happen in those OF keeps? the only way to enter is through gate and there is no LOS in front of gates from anywhere in the walls. The best siege engines that can be used are STATIC rams. The siege in OF is actually having keeps as meeting points for adversaries, there is no actual attacking or defending of those keeps. The closest to siege that you get is stepping outside of keep and fighting them adversaries on the open.
Staff (apparently) knows this and said that they will make OF keeps more attractive. Lets see what they come up with, but I do not have much hopes that it will be as good as NF area as those OF keeps will never be attackable from 1000+ (no LOS because they are atop of hills), the walls can not be destroyed, there are no places on walls to position ballistas... that is all siege-like stuff that OF keeps will never have, I am certain.

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Sonic1982
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Postby Sonic1982 » May 10, 2011 08:59

Rufus_The_Hermit wrote:
Zetetic wrote:Fights are much better with the old frontiers keeps / terrain.
"FIGHTS", you say. If you prefer that open field game then it might well be true. But when it comes to sieges, NF area is way better then OF. What siege is supposed to happen in those OF keeps? the only way to enter is through gate and there is no LOS in front of gates from anywhere in the walls. The best siege engines that can be used are STATIC rams. The siege in OF is actually having keeps as meeting points for adversaries, there is no actual attacking or defending of those keeps. The closest to siege that you get is stepping outside of keep and fighting them adversaries on the open.
Staff (apparently) knows this and said that they will make OF keeps more attractive. Lets see what they come up with, but I do not have much hopes that it will be as good as NF area as those OF keeps will never be attackable from 1000+ (no LOS because they are atop of hills), the walls can not be destroyed, there are no places on walls to position ballistas... that is all siege-like stuff that OF keeps will never have, I am certain.


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216 (9:00am), 1000+ attackers if you are able to show me more than 2 grps attacking a keep i may start thinking about this argument. More than one attacking grp is a big surprise imo. How to defend an old frontierkeep? If you are unable get out with your grp and rush the enemy down you can wait inside or jump out when they come in and inc them from behind. (there are enough good ways to defend a keep). These stupid, i'm a <class without range> i build a <siegeweapon> fix a key and wait for my rps is boring :D.
"Lieber stehend sterben, als auf Knien leben". - Dolores Ibárruri Gómez

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Tankqull
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Postby Tankqull » May 10, 2011 09:37

Rufus_The_Hermit wrote:
Zetetic wrote:Fights are much better with the old frontiers keeps / terrain.
"FIGHTS", you say. If you prefer that open field game then it might well be true. But when it comes to sieges, NF area is way better then OF. What siege is supposed to happen in those OF keeps? the only way to enter is through gate and there is no LOS in front of gates from anywhere in the walls.


that is a problem of the uthgard keeps not of the OF keeps them self, i had several hours of keep defending and raiding in OF on live but never faced such a creepy los performance like the keeps used here have.
so its not to blame the OF-Keeps but the ones used here.

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Rufus_The_Hermit
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Postby Rufus_The_Hermit » May 10, 2011 23:18

I think it is a good Idea to define what I understand as SIEGE. Siege is a kind of game that you use the structure of a keep as MAIN part of the way in which attack the adversary and defend yourself. If you just step out of the keep and skirmish in front of it then it is NOT siege. IF you claim a keep this way, then it was not an ACTUAL siege, you just did open field battle and then bashed doors and lords while the adversary group did not return.
Yay, true, there are places where LOS IS NOT WORKING, but that can be fixed. I mean that in most of those keeps it is MEANT NOT TO HAVE LOS in many areas :arrow: they are atop of those hills and if you move more far then 1000 then THE TERRAIN obstructs sight, the ground stays between the char's eyes and the keep's walls, you can only actually see the walls again when you go 2600+ from them, thus out of range for anything. Also, in most of those keeps you CAN NOT SEE at all a ram atacking the door, for instance, from a wall. And from inside the second inner door you can not see people attacking the inner door too. Then you have to exit the place and face them and that is not using the structure of the keep.
I did not understand Sonic1982. Did you agree or disagree?

raccone
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Postby raccone » May 13, 2011 20:53

A question on old RAs.
I've read the list and i've seen taht there is tireless on 5 level, the ability that now is free granted at level 15. But tireless RA at level 5 it will be better than actual free tireless. It will remain the level 15 tireless, if someone get level in the RA they will stack together? I haven't found nothing on this argument so i ask.
thx for the reply, bb.

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RonELuvv
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Postby RonELuvv » May 13, 2011 22:26

Tireless and regeneration are abilities you have to spec into to gain. You will gain life at a small margin while in and out of combat, but will need regeneration to keep that lvl at a respectable amt. Tireless 1 is about equivelent to what we get now for spec'ing a mele at lvl 15, but you MUST spec into tireless or you will not generate endurance in battle.

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