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nixian
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Postby nixian » Apr 18, 2010 13:39

Toblerone wrote:P.S. by aiding gameplay I mean making it less dull, not easymode. Useless and pointless timesinks do not make the game any harder, only force us to spend more time on the same task (and since there's no monthly fee for playing uthgard, what is their actual purpose?).


using that kind of thinking I would like to propose:

insta 50
insta templates
insta RR13
insta all titles

I mean.. what is the purpose? its just time sinks that makes us play this game longer :roll:

Braxis
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Postby Braxis » Apr 18, 2010 13:52

Image
I hate to use it, but the situation warrants it. :wall:

Toblerone
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Postby Toblerone » Apr 18, 2010 14:47

nixian wrote:
Toblerone wrote:P.S. by aiding gameplay I mean making it less dull, not easymode. Useless and pointless timesinks do not make the game any harder, only force us to spend more time on the same task (and since there's no monthly fee for playing uthgard, what is their actual purpose?).


using that kind of thinking I would like to propose:

insta 50
insta templates
insta RR13
insta all titles

I mean.. what is the purpose? its just time sinks that makes us play this game longer :roll:


Yup, the teleporters in starting towns or making crafting less tedious (like it is on live now) surely compares to i50 and insta rr13. Your sarcasm attempts fail as do your attempts to have a clue.

I don't have anything against doing some work, but there is a line between working for something and useless time sinks.
[23:53] <@ref^> i once hugged a girl you know

[20:03] <@ref^^> I AM NOT STUPID
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Madro
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Postby Madro » Apr 18, 2010 15:06

Kill Pots!

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Sethor
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Postby Sethor » Apr 18, 2010 15:16

Ever thought about the greater purpose of playing a MMO, Toblerone? MMOs are games that let you evolve your character - experience wise AND item wise. A dragon/shark/taj2 equipped player will for example always be superior to a DFequipped new player.

The reason why is, because that greatly equipped player invested time to improve his character and to do so, socialized with other players in order to be able to beat certain boss monsters offering the possibility to run around in a full capped equipment setup. The str/con charges however a bit different. Yes, they do effect rvr/pvp as a player owning a str/con charge item is going to have more HP/Atk rating. However, these items are rare optional items - eventually the most shiniest of shiny items that if received will cast a smile onto the face of a player. The funny thing is - if those mourning about charges had one, they would all of a sudden stop to mourn :wink:

DAoC is not and has never been a game that is trying to enforce equality. There will always be situations which you believe to be unfair or uneven and yes, maybe you are right, but that is how the game has always been intended to be alike - from its very beginning on.

Actually I have always been against nerfing or removing certain features that have been a part of the game on live servers - this also goes for charges. The point is that every single member of this community, no matter if staffmember or player, has got a very own idea of balance. While claiming their balance, most ignore the fact that a certain feature simply is live-like and while following their idea of a balancing-crusade, they simply forgot what it meant to play DAoC in the very first years.

Bottom line - charges are a part of the game and such being, they simply deserver no further nerfing or to be taken out of the game.


Kind regards,
Sethor

PS.: Toblerone, if you want to know what a real timesink is, feel free to experience AION endgame content. Of course charges force a player to invest some time, but they simply are an achievement offering you something like an additional skill-line (buffs). For that huge benefit a price has to be paid. Same goes for crafting (you stated it as timesink). Having a legendary armorcrafter is an achievement. Especially impatient players will most likely have one.
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Maidrion
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Postby Maidrion » Apr 18, 2010 15:31

Let me explain what the difference between a timesink and workign for something is to me. Gathering some people and killing hard mobs multiple times to farm a good item is working for it. Atleast you are actively doing something. Standing 5 minutes on a pad to be ported to tnn/camelot/jordheim is a timesink. It's boring, it's pointless, it's not fun.

Comparing stuff like an instant port to main cities with free rrs/items/whatever is just dumb and shortsighted.

Toblerone
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Postby Toblerone » Apr 18, 2010 15:33

Sethor wrote:Ever thought about the greater purpose of playing a MMO, Toblerone? MMOs are games that let you evolve your character - experience wise AND item wise. A dragon/shark/taj2 equipped player will for example always be superior to a DFequipped new player.

The reason why is, because that greatly equipped player invested time to improve his character and to do so, socialized with other players in order to be able to beat certain boss monsters offering the possibility to run around in a full capped equipment setup. The str/con charges however a bit different. Yes, they do effect rvr/pvp as a player owning a str/con charge item is going to have more HP/Atk rating. However, these items are rare optional items - eventually the most shiniest of shiny items that if received will cast a smile onto the face of a player. The funny thing is - if those mourning about charges had one, they would all of a sudden stop to mourn :wink:

DAoC is not and has never been a game that is trying to enforce equality. There will always be situations which you believe to be unfair or uneven and yes, maybe you are right, but that is how the game has always been intended to be alike - from its very beginning on.

Actually I have always been against nerfing or removing certain features that have been a part of the game on live servers - this also goes for charges. The point is that every single member of this community, no matter if staffmember or player, has got a very own idea of balance. While claiming their balance, most ignore the fact that a certain feature simply is live-like and while following their idea of a balancing-crusade, they simply forgot what it meant to play DAoC in the very first years.

Bottom line - charges are a part of the game and such being, they simply deserver no further nerfing or to be taken out of the game.


Kind regards,
Sethor

PS.: Toblerone, if you want to know what a real timesink is, feel free to experience AION endgame content. Of course charges force a player to invest some time, but they simply are an achievement offering you something like an additional skill-line (buffs). For that huge benefit a price has to be paid. Same goes for crafting (you stated it as timesink). Having a legendary armorcrafter is an achievement. Especially impatient players will most likely have one.

This:
Braxis wrote:Image
I hate to use it, but the situation warrants it. :wall:


Maidrion put it well and simple, hopefully simple enough for you to understand.
[23:53] <@ref^> i once hugged a girl you know

[20:03] <@ref^^> I AM NOT STUPID
[20:03] <@ref^^> but i am retardd

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Dragoonn
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Postby Dragoonn » Apr 18, 2010 15:42

i dont think people will leave the game ONLY why remove pots and charges buff...

but cuz first u nerfed, then u nerfed again, then melee renger > all....

and now? u want to nerf or remove buff charges again... BUT WHY?

the only question is why?! there is no logic for that sincerly!

i think this server is ok, but there are 1000 thing to be fixed or implemented, and u are losing time talking about remove or nerf buff charges -.-

omg, buff pots and charges are ok!

Braxis
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Postby Braxis » Apr 18, 2010 16:10

Toblerone wrote:Maidrion put it well and simple, hopefully simple enough for you to understand.

And I agree with what you all said.

My post was aimed at Nixian's comparison.

nixian
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Postby nixian » Apr 18, 2010 16:12

People always ask me if I have no humor.. I guess this just proves that my humor != your humor and we just misunderstand each other..

this is why I try to avoid humor on the forums..

oh well..

Toblerone
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Postby Toblerone » Apr 18, 2010 16:35

Directing me to an instant-everything server because I promosed some useless timesinks (for example standing on a telepad is hardcore skill gaming omgz!) to be lessened is somehow supposed to be humorous ?

I don't think anyone understands that type of "humor" tbh :)
Last edited by Toblerone on Apr 18, 2010 16:37, edited 1 time in total.
[23:53] <@ref^> i once hugged a girl you know

[20:03] <@ref^^> I AM NOT STUPID
[20:03] <@ref^^> but i am retardd

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vangonaj
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Postby vangonaj » Apr 18, 2010 16:36

guys stop flame^^

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Sethor
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Postby Sethor » Apr 18, 2010 17:00

Maidrion, I do know what a timesink is so, no further explanations are needed. In my posting I addressed buffcharges and not teleporter waiting time. The problem is that due to lazyness or a lack of patience many players, including our croatian demotivational poster spammers, are heading for the easiest solution - a solution that would totally work against the idea of having a preNF porter platform that unfortunately is including a short waiting time.

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. The funny thing is that by asking over and over again for those instant porters, the staff is most likely only going to be shirty. 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)


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)
- 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)
- 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)
- 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 18, 2010 18:00, edited 1 time in total.
Characters:
Midgard: Nothing atm
Albion: Nothing atm
Hibernia: suxx ^^

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catania
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Postby catania » Apr 18, 2010 17:10

in my view pots and mostly charges are the most usefull for stealthers. someone above made a statement he need them to be able to fight 2 players at once...

sorry but as a stealther you can allways choose if you attack or not (with a few exceptions). since a stealther got a choice of attacking or not, and allways should have "first stricke" with buffs this is just unfair against those classes that have selfbuffs at costs of abilities. i dont think there are to few sneaks out in rvr, but i think there are not enough: warden, champions, thanes, friars and other classes that actually are punished because of the availability of pots and charges.

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namine
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Postby namine » Apr 18, 2010 17:29

i got a champ and without charges he would be gimp he 100% need haste charges without he hit that slow that you can delet your champ if he isnt grped or 1h ^^

Really nice idea Sethor :) i really hope that something like that will be implented:)

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