The Real Overhaul this server drastically needs. ;)
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When you have it easy you don't care about who to invite
![]() it's not a community issue |
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Oh mid is a lot easier. Only people who say otherwise are ones who play ONLY midgard.
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well then the question is: how do we create balance without moving away from the classic setting of 2002-2003? to me going and picking out changes from later patches is not an option as this to me seems like going away from the main source of this servers success.. however personally I would rather see some custom balancing things instead of going for already "livelike" new things.. this would make the server what it is.. custom classic server.. such things could be: add spell % powerpool % to NF RAs this would make it "easier" for casters and make the balance between casters and tanks "better" however I would really not want the community to decide what needs balancing but the staff - and I highly doubt this kind of balancing will happen until major base mechanics are working (bolt calculations in example and CC / immunity issues are sorted out) |
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Just for clarification, the balance on uthgard doesn't even resemble 2002-2003 live daoc one bit, the only similarity is the landscape. Any changes done wouldn't be "moving away" from any livelike classic because uthgard is completely custom. Classic sure, no MLs/CLs/Toa bonuses etc. But definitely not livelike when it comes to classes and balance.
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Just a clarification: I never said it did.. I simply said that the state of live servers on 2002-2003 is what kind of classic we are talking about.. classic could also have been: first day - no patches done all before toa all before DR all before lab all before cata all before SI I was simply stating that when we talk about a classic server we talk about a simulation of something similar to the feeling of how daoc was in 2002-2003 - not the actual setting of 2002-2003 as that will never be possible to achieve due to a number of reasons some of them being: not possible to test / find out not same state of mind in players more knowledge to MMOs |
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Could have just made a classic server like classic live servers. Pretty much the same as uthgard, only 2 differences are classes were balanced there because of no patch limit and the existence of catacombs classes which nobody would want or miss on uthgard anyway.
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Make bugreports for it. Uthgard is definitely not completely custom and its not the goal at all to be custom all over the place. If you see bugs report them. Old RA vs NF RA could be your only argument. Livelikeness to the deepest formula is important. To make it clear Classic doesnt mean Mythics "Classic" labeled servers. Classic means taking a copy of a DAoC server around 2003/2004 (before ToA release) and run that. You will propably understand that this goal means lots of work and there can be things which can't be reached and workarounds have to be introduced. 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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They already exist, some have for months or years. I understand your point and what you're trying to achieve. However, you're wrong on a few things. Mythic classic servers WERE a copy of DAoC before ToA release with the exception of after toa class balacing patches and new frontiers. If you had played live before ToA, and if you had played classic servers, you'd realise that uthgard resembles those servers much more than it did daoc before ToA, especially because of the RA template and until recently the NF zone. Not to mention that it would make everyone's, especially your job a hell lot easier if we could test spells and abilities as they are instead of browsing ancient forum posts for proof on how this or that worked at a certain point in time, even then it's often discared by yourself as "unreliable" information, which it can be time to time. Don't get me wrong, but you're only making your own voluntary work harder by pushing things back rather than forward. |
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there was a lot of things on the live classic servers i would NEVER call classic
1. archery 2. catacombs / lab / dr still being there 3. celerity on all realms 4. DD styles 5. much more most likely so saying "go as for how live classic was besides the expansions" is imo not a viable solution |
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Enable /rp off... and Thidranki will be much more fun ;>
I was very sad when i reached the Thidranki RR cap (first with my SB, after that with my Ranger). I spent some days in Emain with both Chars, but it was nothing but awful because of massive Stealther Zerg/Adds while Odins was empty. I consider to start a third character for Thidranki. |
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Well depends on how one sees classic. I see it as daoc with pre-toa mechanics with up to date class fixes. You see it as an imbalanced bugfest, with the only borderline being a single point in time when the game was still under development. Last edited by Toblerone on Feb 15, 2010 14:38, edited 2 times in total.
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sooo.. the problem your REALLY asking for a fix for.. is not /rp off.. but to fix OF so YOU can have fun.. now.. what was wrong with it besides the odins is empty and emain is full? what makes thid so much fun? |
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What about read MY post? Damnit I worked it all out just to see a mod ask the questions I already answered in my OP. ![]() No wonder these forums are spammed with repeating bullshit most of the time, making it really easy for the devs to respond to something completely irrelevant to avoid touching the actual topic and problem, which is of course what is happening now. |
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I did read it - however I don't think that is all there is to it.. and i def. don't believe that what you are suggesting is the best way to achieve more fun in the normal rvr zones |
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Wrong again, you are saying this because you don't want to think outside the box. /rp off only makes the current problems even worse.
This is wrong. New players will still encounter the same activity at level 1 - 20. After that they will have the chance to get their first RvR experience in the BGs, go out as a very squishy target in the frontiers or chose the safety of the mainlands. /lfg and /b still work as normal. Nobody will have a harder time finding other players than they do now. In fact, it will only improve because there will be vastly larger amounts of players going to end RvR or PvE in the frontiers, which results in more interaction between the actual lvl 50s and the ones still leveling, which is vital to establishing end RvR connections and currently simply inexistant.
What are you trying to say? That zerg-RvR is coming at the cost of xpers? This is of no relevance to the issue because the zerg RvR needed for such an impact is a relic raid, which in the end is all about the realm and the amount of players it can mobilise. The fact that such a zerg drains players from PvE is not a problem because relic raids are so rare.
The "PvE zerg" will not be of the same size as a relic raid and will never drain enough people from actual PvE to make it have any significant impact. Those zergs will be a rather constant thing and you either join them or not, it's like saying BGs will drain from your PvE population. Of course it will slightly drain, but it won't harm the PvE population enough to make it redundant because it's sort of a constant possiblity for everyone, making it way easier and likely for players to not pick that option at a certain time because they can always do it later if they want to.
Finally, some rational and constructive input, thanks. I don't think it would exclude too much players from RvR experience since having RvR in the frontiers (hunting solo/smallman 50s with a FG of lvl 40s or just hunting other xpers for instance) means that it's easier for players to join in on RvR action, regardless of level and skill, since numbers are more important to increase your chances of success. Of course they will barely be of any importance when fighting a strong lvl 50 smallman grp, but at least they will get invites and will be part of the occasional victories. For end RvR, it would even do all but exclude people, it would open up a lot more possibilities for everyone.
I disagree, however I have been doubting about this for a while. While it is true that being able to get 4L0 or 4L2 before having to go out in end RvR to get higher RR is 'easier' in some way, it also has its negative sides. For one, it will effectively decrease the action in the frontiers to about half it could be because why would you want to risk RvRing ..or hell, why would you even want to risk PvEing in the frontiers, when you can get rather good XP AND RR by just going BGs untill you cap out? That's right, you will just stay in the BGs untill the cap level, resulting in (again) a near to dead frontier zone. The other effect this has is already seen now. The standard for RvR will remain as high as it is now. If you are 48 and get a pug invite by chance, you will just as good be told to go XP and come back at 50. However by removing the possiblity to reach such a standard so easily, you will also remove the need for one to a certain degree, thus opening up a lot more possibilities in end RvR for everyone. Easy ways to improving your character to be 'ready' for end RvR (late BGs) will only cause the NEED for it to actually have a chance to join end RVR, which really is a big part of the current problem. Another aspect caused by this standard is that this will ironically lead to an RvR environment where lvl 50 RR4 who's used to BG RvR is almost always your lowest and thus weakest possible opponent. If you remove that standard, you will also add a lot more potentially weaker and easier opponents, which results in more chances on finding a fight on your own level in end RvR as a casual player. This aspect is currently completely missing, which is harming the actual RvR population drastically.
This is part of the problem, but this one's solved by fixing the RAs instead of reforming the BG and frontier setting. However, this is of course also very very important, which sadly has not yet gotten through to our precious devs... Just like what I'm pointing out here will just go by as if it were a request for Catacomb classes. ![]()
Then take the effort to think through what is still missing and at least show where you are going with asking those questions. You're just deriving off-topic for no reason if you don't. And feel free to tell me how you would solve the issue we have now then. Unless of course you don't think there's an issue at all. ![]() Btw, your "just go to another zone to populate them" argument is completely flawed and irrational. If that's your solution, then I suggest you stop contributing to this topic, because you're doing more harm than good. |
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