Current State of RvR - Feedback to Devs

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Voloxy
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Postby Voloxy » Jan 07, 2011 05:27

This is some feedback to the devs based on my experience of end-game RvR.


1) Item Charges + Buff Pots
- Plays a large factor in deciding who wins in 1v1 or 2v2
- Players are reluctant to fully buff and leave the PK because he/she might get zerged by a FG or stealth zerg
- This results in fewer people in RvR, because after getting zerged, players not only lose time by having to wait for port, but also $$$ for buff charges and pots


2) Envenomed Weapons for Non-Assassins
- Broken and unfair: RR9 Minstrel using Lifebane and S/C debuff on RR4 Skald
- Will not be long before Zerkers/Mercs/BMs run with snare poisons on their weapons for 8v8


3) Port Timer
- Players are reluctant to leave the PK and run around in emain without a solid FG because dying would mean re-equiping a necklace twice and waiting 1-7min for port
- This is a cumbersome process and if removed would make it easier for players to get back into the action


Feel free to add on.

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Seyha
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Postby Seyha » Jan 07, 2011 06:07

* Keep sieges in OF are boring, frustrating, and largely ignored by the community

-Terrible keep designs make it extremely difficult to attack, or defend, or both

-The disconnected, expansive nature of OF zones means that RvR groups almost never answer a call to defend because port and travel times are too long

-Removal of siege weapons and oil means that non-ranged classes have nothing to contribute until the doors are down

-Loss of war map has removed a critical rallying tool for off-peak RvR

-Tower sieges were the main RvR event during off-peak time. Now all we have for inc is AMG/Emain. Every. Single. Night.
Last edited by Seyha on Jan 07, 2011 10:54, edited 1 time in total.
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Maidrion
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Postby Maidrion » Jan 07, 2011 10:43

- Mobs at annoying locations significantly reducing the playable area. Like the Breifine trench where at one point you got like a 4k unitwide gap where you can pass/fight.

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Astealoth
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Postby Astealoth » Jan 07, 2011 10:56

i am losing interest in this discussion. same stuff everyone complained about since day one and no staff reply.

doing a rat race around emain for hours on end is not everyone's idea of rvr. keep fighting is what made this game so great.

it's why i beg for /rp off command in 3 threads per month. its pretty frustrating to pve a level 30 char every couple weeks because staff wont implement 1 line of code. i wont play in the frontiers because the keeps are senselessly bad and the only other thing to do is camp and burn buffs on my sb until 3 ranger find me or run in a circle between mmg and breifine with a pug who probably gonna get run down by 3 fg who got a stealth crew stalking them to add on everything.

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Seyha
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Postby Seyha » Jan 07, 2011 11:24

Every time I think about the fun we had with NF sieges I... I can't even think of a word to describe it. Its a mix of disappointment and frustration. It really is baffling to me that the staff could spend so much time and effort to make their server worse with these awful OF zones and their obsolete, poorly designed keeps. It's such a waste.

I understand the reasoning of having OF RAs on a server with no ToA bonus. I don't agree with it, but I understand it.

But why OF zones and keeps? How are they in any way better than Agramon/NF?
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Melodexx
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Postby Melodexx » Jan 07, 2011 12:48

Seyha wrote:Every time I think about the fun we had with NF sieges I... I can't even think of a word to describe it. Its a mix of disappointment and frustration. It really is baffling to me that the staff could spend so much time and effort to make their server worse with these awful OF zones and their obsolete, poorly designed keeps. It's such a waste.

I understand the reasoning of having OF RAs on a server with no ToA bonus. I don't agree with it, but I understand it.

But why OF zones and keeps? How are they in any way better than Agramon/NF?


:( :( :( :( :( :( :( :( :( :( :(

its cuz they live in the past .. remembering good old times..8 years ago or something oO

i dont miss only agramon...
but different rvr zones...tower captures that u can also do solo ..
bridge fights .. funy days when the main zone is near bledmeer cuz hibs can port there ...

those 1000 people that joined for yes i voted for OF wru.. now?

ana
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Postby ana » Jan 07, 2011 17:51

Maidrion wrote:- Mobs at wrong locations significantly reducing the playable area. Like the Breifine trench where at one point you got like a 4k unitwide gap where you can pass/fight.
Fixed it for you, you're welcome.

That's a nice little list you have there but it's obviously from a solo pov. There are way more important things that should be done like fixing the countless bugs this server still has. But besides not commenting on issues on their boards, they apparently rather focus on changing the setting over and over again.

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Trishin
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Postby Trishin » Jan 07, 2011 19:37

But besides not commenting on issues on their boards, they apparently rather focus on changing the setting over and over again.


If we were to comment on every single thread here we would have no time to create solutions.

And we have read thousands of posts regarding what is wrong with RvR and our server. However everyone seems to forget we are already working on solutions and that we do this for free in our spare time.

Why not give us some credit for acknowledging that there is issues and give us some respect for trying to find a solution instead of calling us lazy.

Thank you.

Trishin

ana
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Postby ana » Jan 07, 2011 20:01

Trishin wrote:If we were to comment on every single thread here we would have no time to create solutions. And we have read thousands of posts regarding what is wrong with RvR and our server.
That's not what I mean. I myself can't stand all those count- as well as pointless "I know how to make it better"-threads which is why I'm not referring to them. I was referring to bugs when I wrote "issues" in my post. And that's actually not that much asked. A short reply whether or not a bug was known or some basic information on its priority. That would probably be enough to keep people satisfied and not lose faith in the bugreports section.

Trishin wrote:Why not give us some credit for acknowledging that there is issues and give us some respect for trying to find a solution instead of calling us lazy.
Who says I called you lazy? Who says I don't give credit to certain people? Blue for example just took on the interrupt system and provided an acceptable fix within few days and I think that's awesome. You're just making up stuff in order to have a point or post something or for whatever reason. Unlike most others in here, I actually had my own freeshard and I've also helped in many other ones. So yes, I do actually know what they're doing and I know the kinda work it is. But what I do critize is the priorization. Just take a look at the changelog in regards to the many bugs this server still has. I can simply not understand the way the things you work on are picked, I'm sorry.

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Eclipsed
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Postby Eclipsed » Jan 08, 2011 01:25

I do miss NF RvR. Not much on Agramon, but the keep sieges where fun and i preffer the origenal NF bridges. I hope there solution to fix OF will make things more fun. But i dont think they should implement the /rp off, or at least in the current situation. If they did there would be tons of lvl 49 players on the server in thid. Why would anyone want to turn off there RP, if not just stay in the BGs, which is why i believe the staff wouldnt want that, just yet.
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Eclipsed
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Postby Eclipsed » Jan 11, 2011 16:13

One thing i do think they should do, with the Pot/Charge buffing changes, if they do one. Is this.

1. Change the fallowing values of Pot Buffs, to be inline with lvl 30, Like how charged stats are inline with lvl 40.

Str Pot = 34
Dex Pot = 32
Con Pot = 29

Str/Con Pot = 45
Dex/Qui Pot = 51

2. Keep the current value of charges the same.

3. Limit the use of only one Buff Charge and one Buff Pot at any time. (Long Duration Buffs) This would include.
- Str/con
- Dex/Qui
- Haste
- Spec AF

4. On the above charges and pots, increase duration from 10 Min, to 20min.

I believe that if you limit the number of buffs one can get, not from there own spec, and increase the duration. It would allow people to feel more conferable to use such buffs and enter RvR , knowing there enemy can not have more extra buffs then them and if they die, it is less costly to them. And such a limit with extra buffs, would make unique enemys, where one may choose more damage over defense ( dmg stat vs health/AF ). Or one may choose Dex/Qui over haste and so on. But you will also need to raise the above pots so that the potions are actually contributing more and worth the value of what has been lost, by the limit. Also the increase in pot value for base buffs helps those classes who get a spec buff by way of spec line, but can only benefit from an extra 20 to there damage stat, while others can get a chance of 57/63 buff to increase there damage. For example a champion who specs for str/con buff, only can increase there damage by base pot of 20. While a hero can get a str/con charge and pot to increase his. Also the increase str/con pot, lowers the gap, for those who got the necklace from legion or other rare drops. Which some sell for like 50 plat in hib, just for a charge on an item.

Im not sure what the staff has in mind for a charge / Pot change, but here is what id think would help. Many will disagree. As many still believe they are in need of buffs to compete with buffed specced classes. Which was all discussed before, and will not need to be run though all again.
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lightb
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Postby lightb » Jan 11, 2011 22:26

Why is everyone so against buff pots?

On live you had 3 options: Buffbot, buff potions, or die horribly (unbuffed). Since we've already got a custom solution (no buffbots), and nerfed buff potions already, why is everyone so against them?

_EVERYONE_ on uthgard has access to buff potions - every single player. If you don't invest the time to make an alchemist, and you dont invest the time for the money (they're not _THAT_ expensive at a cost/charge) then go out unbuffed and tough it out.

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Seyha
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Postby Seyha » Jan 11, 2011 22:29

It has more to do with the expense of maintaining 4-6 buffs on 10 minute timers, on a server where buffs are often trumped by zergs.
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Blue
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Postby Blue » Jan 11, 2011 22:57

Interesting thing here, now its the keep fights which are the most interesting thing for some in DAoC. In NF I got repeatedly told that keep sieges suck and are not important at all. There are always two sides and different roles of players with different needs. We can't make it right for everyone.

Its not the zone that is a problem, its more or less the concepts that are behind. The zone itself is layout and graphics, nothing else from that point of view. We lack some new (customized) concepts for OF due to the need to stay original as possible there. In NF we customized it a lot with try & error.

Btw the keeps in OF don't play the role they should. There are missing concepts too to make it worth to fight for keeps. Also the warmap is still missing on the herald.
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Jonah
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Postby Jonah » Jan 11, 2011 23:51

Blue wrote:
Its not the zone that is a problem, its more or less the concepts that are behind. The zone itself is layout and graphics, nothing else from that point of view. We lack some new (customized) concepts for OF due to the need to stay original as possible there. In NF we customized it a lot with try & error.



Why do u need to stay original? U still tried different port timers and u added horseroutes thats not livelike. Not even the horse on the route behave like live as u can be hit to the ground from em and not on live.

So the only custom change u really done is to make easy rps for griefers hiting unbuffed semiafk ppl from horse. Albs and mids can just port and be afk at pad while waiting. Only fair thing would be to add a port to the hib owned keep nearest emain.

I say albs having the same problem getting passed amg, but atleast they can buff up and be ready for a fight.

From a hib point its in many cases futile leaving hpk anything in a opted set group. Its easy to ragequit after getting killed from horse three times in row by a high rr mincer with venomed weapons. No point try to find the campers either bcs of the huge zones. Ride buffed? no thx, cost to much. Run? ye really fun spending 8mins+ running just to get to the outskirt of the fighting zone when mids and albs have a afk port wait of around 3-4 mins in average.

Really good customisations of OF combined with the old ra´s with some minor tweaks would be awsum for a server with this population.

The classic feeling is just a bunch of old memories from ppl not even playing on the server anymore. I say dig in and tweak to make the game interesting again.

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