statement from uthgard staff on relics OF please
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ok now we are all playing OF for some days now
we all see that the relic system is not working no warning till the lord dies - no chance to defend - lvl 10 doors np for small grps so relic cannot be deffed OF layout was created back in the days with a diffrent server setup in mind - most important HUNDREDS of players MORE than uthgard can have so if we run this setup on uthgard it cant work - there is no possibility for noone to defend their relics so lease uthgard staff answer to us : is this problem seen as a problem ? do you think its working as intended ? please give some info to us Aemonchichi |
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Make proposals if you see problems.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later. "It is an inescapable law of nature that the amount of satisfaction one gains from achieving something is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure." Blue says, "you used macro tools or macro keyboard" Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand" [Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????" BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..." |
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Please give OF some time and the system some time to settle in
sure there is issues and things that needs to be looked at, but right now is not the time to discuss it or asking for staff comments I am 100% confident that staff are looking at how rvr is working out and what is going on in /broad and in general what players do in rvr and will take notice and discuss what needs to be looked at and done so I beg every player out there to give OF more time than a few days / weeks give it at least a month or more who knows, maybe in 1 week players find out relics are boring and no one ever do relic raids again give it some time please before judging whether something needs fixing or tweaks ps. I know blue said come with proposals, but keep it to a minimum demanding stuff or being suggesting too big changes, would be bad if tweaks happen to fast and we later find out it wasn't what was needed |
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well relics are definitley never boring they are the heart and soul of this game ^^
actually i can give you my sight into this: - like it is now it cannot and will not work, i will destroy the spirit for RvR soon cause if you strife hard to gain a relic and loose it while taking a dump 20 mins later it will at some point break the moral of the RvR players - the solution is simple i think: you do not need to tweak at npcs or doors thats ok as it is BUT you need to give the defending player an option to KNOW their relic is in danger - atm the only warning u get is the dying relic keeper and that means 120 sec after this warning your relic left the building and is gone without the chance of gathering a defense force so how can this prob be solved ? i think what we need is a kind of earlier warning - we disussed that in guild yesterday and many options were named : from a warning at the first hit on a gate to npc that spawn. run to a border keep with speed 6 and a warning then, and many other proposals we also thought about the attackers and their chances that should also be fair so we came to the conclusion thats a warning if the second outer gate or the inner gate is attacked would be the best timeframe - for deffers and attackers equally fair - but that are just our thoughts on the issue maybe someone else has a better idea ? but it cannot stay as it is atm if it stays like this the relics will just permanently go to the realm with the highest pp and stay there and the rest of the server will dry out and die that is no horror scenario - we all lived through this many times on many live servers defenders and attackers both need their chances - if they use it well thats their decision BUT loosing a relic without the chance to invite ppl for a group to def - thats not an option i think Aemonchichi |
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I am sure that years ago on live, there where patrolling guards around the relic. When such a guard got killed, the whole realm got informed about this.
I remember that, because one strategy was to send warriors to the patrolling guards with their active-blocking-ability on. This way they didnt get killed and didnt send a message to the realm. And the relickeep could be attacked more silently. |
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yeah, the missing realm message seems a bit more like a bug than an intentional feature
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thats right but more important you had about some hundreds of players per realm
![]() ![]() yesterday we lost to relic while 38 mids online ![]() |
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a little off topic... nice reli raid today (boring as hell till we got the relict 'cause of the things aemon mentioned, but very funny after). At least the third party has the chance to build a "defend" force in time.
Too bad for the albs just 2 out of the zerg noticed and attacked me while rushing through the whole zerg ![]() |
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How about solving the problem as OF did it?
Named guards for each keep expect the merchant keep. That makes 6 named guards in front of the the 1st gate. and 6 named guards in the courtyard. Those guards were very strong and fast respawning. That is why u had to take some keep in the enemy territory to be able to take a relic. The guild who claimed a keep will get a message once one of their guards is killed. Another thing i noticed is that RK doors are as week as normal keep doors. In OF the relic keep doors started at rang7 - normal keeps at rang1. rang 7 doors and those very hard to kill guards will prevent every small group for getting the relic too fast. But this small group can easy get the relic if they take the keeps first. Another old feature that you might want to add: For each enemy relic you own, the amount of named guards will be decreased by 25%. So it is almost impossible to own all 4 enemy relics. Both things i stated are part of US server OF. |
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I did about other things OF affected, like general RvR situation and impact. I hope you have read the post I am talking about. |
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Yes I've read and noticed that you mentioned Uthgard population as a difference to consider. But please stay ontopic here. Btw the mentioned changes above won't scale good with lower population I guess. Relic raids could get mission impossible. I agree that some type of warning must come in some form. It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later. "It is an inescapable law of nature that the amount of satisfaction one gains from achieving something is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure." Blue says, "you used macro tools or macro keyboard" Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand" [Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????" BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..." |
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i think the fairest way would be to install a warning mechanism to counter the low pop of uthgard compared to OF live servers - and when setting these changes in effect also resetting the relics
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yeah next relic gone without warning
i upped the doors and payed 7p out of my own purse for it i logged my runie inside the keep to def if need be and what ? the relic is gone and the warning helped nothing thanks this is sooo much fun *beeeeeep* *beeeeep* you *beeeeeeep* |
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Yep, i'm sorry to wander off-topic there, but I do agree with the OP and thank you for your understanding. A middle-way inbetween too hard to take and too hard to defend should be looked for. I think though that we can be generous with warning messages, you should keep in mind OF is a huge place and not as easily and quickly crossed when the need is high as it was in NF. |
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OF is a big success IMO, server numbers are increasing and many players enjoy rvr again, that didn't before. Nonetheless, there are some major issues that should be looked at to further improve the system:
1- reduce server lags, many people have lagspikes now, even though the lagometer is all green, yesterday for example enemies and mobs popped up on about 600-1000 range 2- further increase the server cap, if the server can take it (see above), the goal should be 1500+, to accomodate the many players that are switching from live to uthgard these days 3- re-implement the mythical slot for necklaces, saves people that annoying switching, and everyone I talked to was happy with it, any annoyed with its removal 4- implement keep-under-attack system messages, like in NF so that there can be more interesting keep-defence action 5- give an underdog realm xp-bonus, if one realm performs badly in rvr and has too few players give a higher xp bonus (i.e. alb atm) to help balance things out that's my 2 cents about OF, as I said 2 months ago, it's gonna be a hot winter on uthgard if everything works well ![]() Last edited by zubasa on Nov 17, 2009 06:11, edited 2 times in total.
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