[Discussion] RvR Teleport - work-around

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Sethor
Alerion Knight
 
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Postby Sethor » Apr 18, 2010 22:51

Hello,

I would like to discuss the following idea. If you have carefully read the forums and statements of the staff you eventually have found out that the removal of instant teleporters has been a part of the road to a full preToA/NF DAoC, meaning that instant teleports (except out of main city/housing) will most likely not be implemented again.

The logical way, in order to shorten the waiting time, would be some kind of work-around. It probably could even be custom (gosh, hang him he said custom!!11), as long as it provides both, the players and the staff with a satisfying solution. While players simply want an improvement to the waiting time, the staff actually is in need of a solution that most likely helps to reach a critical mass of players in order to deliver a decent RvRexperience.



Defender: Teleport-Line in home frontier
Enables defending players to quickly approach an opposing realm within
their home frontier. Teleport Lines do only work in a players home frontier
between claimed keeps of a certain upgrade level.

Enable teleport within home frontier by ...
- Claiming a keep
- Upgrading a keep to lvl5 or higher
- Small gold fee for the teleport (~10g?)


Intruder: Bind at TeleporterKeep
It is the answer to the teleport-lines. While a realms "magical influence" is
too weak to setup teleporter lines in a hostile frontier, players may still bind
at their TeleporterKeep.

- Bind at your realms TeleporterKeep in an opposing frontier
- The bind remains until you leave the frontier
- Mediocre fee (~50g)

alternative:

Enable bind at your Telekeep in a hostile frontier by ...
- Owning the hostile keep in the TK-zone (Emain = DunCrauchon)
- Claim and upgrade the keep to lvl5
- Mediocre fee to bind (~25-50g)



Intruder/Defender: Portable Bindstones
Portable bindstones offer, as their name already states, the possibility to bind
at any given location within a frontier (not homezone!). Bindstones are visible
and destructible objects in the gameworld. There are 3 different types of portable
bindstones:

SinglePlayer Bindstone (only the player setting it up may bind)
- Cannot be setup near keep structures or milegates
- bind duration 60minutes
- size: approx. 1/2 to 3/4 size of a tall ogre/troll/firbolg
- hitpoints: ~5000HP, 50%res, if attacked player receives message
- build: purchase a "{realmname} Standard" at bounty point merchant (100bp)
- enchant: enchant at borderkeepNPC (250gold) - You receive a "Standard of the {realmname} Intruder"

Group Bindstone (only players of an "existing" group may bind - leaving the group unbinds)
- Cannot be setup near keep structures or milegates
- bind duration 60minutes
- size: approx. size of a tall ogre/troll/firbolg
- hitpoints: ~10000HP, 50%res, if attacked players receive message
- build: purchase a "{realmname} Standard" at bounty point merchant (100bp)
- enchant: enchant at borderkeepNPC (1250gold) - You receive a "Standard of the {realmname} Raid"

Realm Bindstone (the whole realm may bind)
- Cannot be setup near keep structures or milegates
- bind duration 60minutes
- size: approx three times greater than a tall ogre/troll/firbolg
- hitpoints: ~25000HP, 50%res, if attacked players receive message
- build: purchase a "{realmname} Standard" at bounty point merchant (100bp)
- enchant: enchant at borderkeepNPC (12500gold) - You receive a "Standard of the {realmname} Invasion"


These solutions would suit for almost every playing type. Singleplayers, groups and even invading groups/battlegroups would have the possibility to setup a temporary frontline that may be countered by opponents by simply destroying it. Additional gold costs to the given BP base price function as limitation in order to not seeing these portable bind stones being spammed within the frontiers - the idea is to have a temporary, strategical and counterable advantage.


Kind regards,
Sethor
Last edited by Sethor on Apr 19, 2010 10:52, edited 1 time in total.
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Neju
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Postby Neju » Apr 18, 2010 23:05

like the idea of bind stones in keeps.

don't like the idea of portable binds
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Splamo
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Postby Splamo » Apr 19, 2010 01:17

I like the first two. The personal bindstones, not so much.

Zarkor
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Postby Zarkor » Apr 19, 2010 02:11

Wow, the good thing about having ports is that you can't get re-rushed again and fights get a little more meaning. Killing your enemy will mean that you won't be troubled by him for at least some time.

With personal/grp/realm binds it becomes one massive zergfest that never ends.


Ports to keeps is ok, but will probably never see the light since staff already said they wouldn't do that.

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Sethor
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Postby Sethor » Apr 19, 2010 02:45

Do you really think so? The usage of personal bindstones single/group/realm could easily be limited by pricing, duration and eventually a global timer like for example maximum 1 realm bindstone per day. I see the potential in these stones, offering new strategical possibilities that enhance especially sieges.
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Zarkor
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Postby Zarkor » Apr 19, 2010 02:58

Sethor wrote:Do you really think so? The usage of personal bindstones single/group/realm could easily be limited by pricing, duration and eventually a global timer like for example maximum 1 realm bindstone per day. I see the potential in these stones, offering new strategical possibilities that enhance especially sieges.


You know that they will just be used to powercamp AMG right?


If you're going to implement such a huge feature, expect it to be misused as much as possible.

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Sethor
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Postby Sethor » Apr 19, 2010 03:17

Yep, I'm aware of that. That's why such a feature would definitely need some restrictions. However, even DAoC could need some new gen MMO features especially regarding the size of its rvr zones. It would be a welcome blessing for those venturing deep into an opposing frontier (if they can and want to afford) as well as a strategical beef-up. In preNF times a relic or keep raid often was over after one wipe. A temporary personal bind would offer further chances to attack and allow an exciting keep or relicfight to endure for a certain additional time.
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Lintu
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Postby Lintu » Apr 19, 2010 03:20

Zarkor wrote:
Sethor wrote:Do you really think so? The usage of personal bindstones single/group/realm could easily be limited by pricing, duration and eventually a global timer like for example maximum 1 realm bindstone per day. I see the potential in these stones, offering new strategical possibilities that enhance especially sieges.


You know that they will just be used to powercamp AMG right?


If you're going to implement such a huge feature, expect it to be misused as much as possible.


You think the stones will be used to camp some spot? I worry more about the stone will be camped by others, especially stealtherzergs.
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Zwikki
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Postby Zwikki » Apr 19, 2010 04:51

Isnt this a bit much aion style for daoc :D

I like the teleporter ideas.

These portable bindstones are senseless when u build in

Defender: Teleport-Line in home frontier
Enables defending players to quickly approach an opposing realm within
their home frontier. Teleport Lines do only work in a players home frontier
between claimed keeps of a certain upgrade level.


and

ntruder: Bind at TeleporterKeep
It is the answer to the teleport-lines. While a realms "magical influence" is
too weak to setup teleporter lines in a hostile frontier, players may still bind
at their TeleporterKeep.


this booth will gives every realm fast acces to the main spots so no need for the stones anyway, which dont fit so good in daoc rvr system imo.

But however, how big is the chance that something like this would be build in !? I mean REALY ^^ this will never ever come even when all players on uth make a vote for it. Thats for sure.

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Gil
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Postby Gil » Apr 19, 2010 06:26

I like it all. However there would have to restrictions on the personal bindstones such as they cant be placed within a certain distance of a milegate or keep.

nixian
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Postby nixian » Apr 19, 2010 08:30

Defender: Teleport-Line in home frontier
Enables defending players to quickly approach an opposing realm within
their home frontier. Teleport Lines do only work in a players home frontier
between claimed keeps of a certain upgrade level.

Enable teleport within home frontier by ...
- Claiming a keep
- Upgrading a keep to lvl5 or higher
- Small gold fee for the teleport (~10g?)


Intruder: Bind at TeleporterKeep
It is the answer to the teleport-lines. While a realms "magical influence" is
too weak to setup teleporter lines in a hostile frontier, players may still bind
at their TeleporterKeep.

- Bind at your realms TeleporterKeep in an opposing frontier
- The bind remains until you leave the frontier
- Mediocre fee (~50g)


I like - however I think its still too easy to get a free port

maybe if you add this to the bind at teleporterkeep:

Have a keep claimed in the enemy zone at lvl 5+

it would sound better to me..

personally I think you should need an effort if you want to free port to your enemy land.. I mean.. its not your land

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Gil
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Location: Denmark

Postby Gil » Apr 19, 2010 08:51

nixian wrote:
Defender: Teleport-Line in home frontier
Enables defending players to quickly approach an opposing realm within
their home frontier. Teleport Lines do only work in a players home frontier
between claimed keeps of a certain upgrade level.

Enable teleport within home frontier by ...
- Claiming a keep
- Upgrading a keep to lvl5 or higher
- Small gold fee for the teleport (~10g?)


Intruder: Bind at TeleporterKeep
It is the answer to the teleport-lines. While a realms "magical influence" is
too weak to setup teleporter lines in a hostile frontier, players may still bind
at their TeleporterKeep.

- Bind at your realms TeleporterKeep in an opposing frontier
- The bind remains until you leave the frontier
- Mediocre fee (~50g)


I like - however I think its still too easy to get a free port

maybe if you add this to the bind at teleporterkeep:

Have a keep claimed in the enemy zone at lvl 5+

it would sound better to me..

personally I think you should need an effort if you want to free port to your enemy land.. I mean.. its not your land


Well, It's not the other realms homeland were porting into. It the frontier and if we have a keep ANYWHERE in the frontiers, then it IS our land.

nixian
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Postby nixian » Apr 19, 2010 08:52

well then adding "owning a keep in the enemy zone" would be a good addition to the conditions right? ;)

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Sethor
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Postby Sethor » Apr 19, 2010 10:49

Yes Zwikki it is a bit Aion, but it is one of the convincing features.

Our main RvR zone is facing two big problems. The first is the fact that the zones are vast and inherit a lot of travelling time - especially when you are for example solo. The logical ways to solve this problem would be to limit the size of the zones or to offer such personal bindstones. The second problem is the needed time to rejoin the rvr action. Both problems could be solved by implementing a combination of the listed features while the combination is needed to solve these two problems for every type of player (Attacker, Defender, Soloplayer).


I like Nixians idea. Even if you hold your Telekeep (a keep that cannot be lost!) it is the raidable keep that is more or less defining the dominance of a certain realm in a given zone. So, if you hold it your realms dominance ensures a safe return to your TeleKeep. Further discussion on this, please.

@Gil: added the restriction "cannot be placed near keep structures" to personal bindstones. Good point.
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Zarkor
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Postby Zarkor » Apr 19, 2010 14:12

Even the ideas that bring Uthgard CLOSER to classic live have a REALLY hard time (my suggestion about lowering the BGs, luring more people in OF etc) to get considered or even accepted by the staff.

And now (even tho I see the positive side in all this) you believe a change like this will ever be looked into? Give me a break.



PS: So called 'restrictions' to extreme advantages like these will NEVER restrict the people that want to have the best possible situation for them to RvR in, which is pretty much everyone in end RvR since you can't survive without such a mentality. The only thing such 'restrictions' will do is grant yet another advantage to older, more advanced players that can easily farm themselves out of those restrictions, while the players new to end RvR will see the gap between them and those players become even bigger, leaving the new player influx in end RvR to dry out even faster.

Also these 'restrictions' will mean nothing but a new obligatory grind, just like the immense cost of charges for instance, it will bring NOTHING but annoyances to the players because they want the advantages, but don't want to sit in DF farming seals 3hrs a day to keep it up.

Then don't farm you would say? Hell no, sure they will farm, cus they can't afford to let such advantages slip away.

Oh what's that? Yet ANOTHER incentive for people to PvE instead of RvR when they're actually ready for RvR?
Exactly, we do not need this, at all!



In fact these 2 arguments (increasing new vs old player gap + more senseless, but necessary farming) are the reasons I really don't think this is a good idea, even tho it might sound good.






Here's how it is: end RvR is currently a deathzone for everyone who is not pretty much hardcore from the moment he leaves thid. This is partly because of thid itself, but mainly because there is no middle ground between BGs and end RvR, which allows for players WITHOUT lvl 50 4L+ SCed toons to go out in OF and have a good time improving their characters. Encountering enemies is then a secondary step, which will be inevitable when you want to go out to the frontiers from lvl 40 to 50. However meeting enemies will happen only occasionally (unless you intend to), which will give u the chance to slowly get used tot their strength, tactics and behaviour.

THE most important factor to get people to enjoy End RvR more (which is the most important factor to get more ppl in end RvR) is to have a way lower standard when it comes to RvR. Meaning RvR vs unSCed grps lower than 50 shouldn't be too uncommon if you know where to look, so that people are not forced to fight RR8+ players the moment they enter OF. (Of course those RR8+ players will be able to do so aswell, but as long as they can find similar enemies, the majority will not bother to travel for their RPs)

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