RvR: What do You think about the new RvR areas?

Talk about your RvR experience here

What do You think about the new RvR areas?

I like it!
35
26%
It's too big for the population of the server!
35
26%
It's better open only Agramon area!
38
28%
Back up to Emain!
27
20%
 
Total votes : 135

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Musikus
Phoenix Knight
 
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Location: Achau (bei Wien)

Postby Musikus » Mar 14, 2008 23:09

its funny as it is...i like it more now than emain....i do not want any change for now...give it a chance

and less levelspots...wonderfull...so no more free RP for level-group ganger.
i miss my Lady....

Demiurgo
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Postby Demiurgo » Mar 15, 2008 01:35

I didn't play much in it, but I like that area. If there is no action you could put another keep in agramon center, or put in agramon zone a 10% rp bonus.
Anyway I find this zone with right size for server population, of course there is a need of more soloer/small/full groups running around so we won't have to fight always vs the same groups

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DrunkSooner
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Postby DrunkSooner » Mar 15, 2008 05:26

So sad. I make a class specifically for emain as it was. I just get to where I can spy for the realm and ocasionally win a fight. And boom... I feel like it is Mythic all over again. The best part used to be that I could get back into the fight in a reasonable amount of time. And since I am in the USA the zone was nice and small so there was always somebody online to fight. Now we have this fantastically big pig. No speed whatsoever to get around. Maybe, just maybe it will be OK if we are allowed to have the highest speed mounts. But when I am on and only 65 are online the chances of me finding action are slim to nil. And if I do find it and loose a fight it will be 15 to 20 minutes to find a fight again.
Whats funny is that the Game Devs @ Mythic made the same exact comment as the GMs here when they made that zone. Shocked that people fought around the keeps and just ran through argamon and then ignored it when the boats came online. Travel and time between fights kills rvr. How hard is that to comprehend. We are here to kill each other and chat w/ our friends. We are not here to /follow or autorun for 15 minutes between fights. Now that you have worked so hard on the code to get this implemented anything negative that is said will be attacked and make you bitter towards the speaker. Sorry. But do not forget the basics. We want to fight. Not enjoy the scenery. Every time you make it bigger we can not fight. Let me repeat. WE WANT TO FIGHT!
We work for days xping and farming and crafting to make our toons to fight. NOT TO TRAVEL!
Even Mythic does not get why some of us loved classic Emain. ONE MILEGATE PER REALM! DUH! If you do this then stealthers can have a nice place to kill each other/2 mans. Make a real choke point.

So, since I do not want to complain w/o solutions... here they are.

1. Give all 45+ the ability to have a speed 3 mount in RVR.
2. Close one mile gate per realm preventing travel from either direction.
3. Make the PK the 3rd tower or closest tower to the beno/crouch/bled.
4. Eliminate the control need for towers to port into the keeps to keep the fights hot and fun and active if it is your home keep you are trying to defend.
5. Give us boat routes.

Peace thru murder,

Parker of Nornen
Stykxheala
Fitzbush/cheney

PS. WE WANT TO FIGHT!

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Weia
Myrmidon
 
Posts: 188
Joined: Jan 12, 2008 01:00

Postby Weia » Mar 15, 2008 12:53

DrunkSooner wrote:...
2. Close one mile gate per realm preventing travel from either direction.
3. Make the PK the 3rd tower or closest tower to the beno/crouch/bled.
...


Just read this, and really, combining 2. and 3. already results in an elegant and simple way to help with some of the more annoying problems:

Close one milegate by placing porterkeep Realmguards all over the wall.
Then add a porter NPC to each borderkeep that allows porting to the room above that wallgate.
This results in only one chokepoint per realm for stealther/solo-action, and a agramon traveltime reduction all in one.

Might even be worth thinking about letting each realm not own the wall closest to it's realm, but switch them around, to reduce traveltime
even further.

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DrunkSooner
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Postby DrunkSooner » Mar 15, 2008 17:11

We had 1fg. We had Skald speed. We traveled from MPK to the closest alb tower. And with all the common game lags and loops nesissary, redoing of buffs, etc. it took us 25 minutes to get there.

25 minute travel time on skald speed.

So we trip into a alb force that just retook a tower, they got the mez off and killed us.

So now what. Group up and run 25 minutes to redo this joyful experience.

All they talk about in /b is where to go play now.


Get a clue. We want to fight and die and kill as fast as possible. Anything you do to change that is NOT an improvement.

Somebody in my guild send me an email when they fix this foolish crap.

Bye
Parker
BOOMER SOONER

Demiurgo
Phoenix Knight
 
Posts: 1499
Joined: Mar 11, 2007 01:00

Postby Demiurgo » Mar 15, 2008 17:16

I heard many people really bored for this "larger" rvr zone. I think we could find a solution without rebuild the whole zone.
Problem 1
People need much time to travel through the rvr zones, the zone is too much big
Problem 2
People say everyone is camping
Problem 3
There is only zerg from when this frontier opened

My solution would be boats (livelike too :D) from the teleport keep to the agramon zone
1- The effective rvr zone will be reduced to agramon island (like many people wanted) because none will pass from homekeep. Also the low used zone (odin, hadrain and emain) could be used for soloer/small group, while bigger groups could run in agramon
2- Even if people camp towers/keeps they will be far from the effective rvr routes
3- there is no solution for this. It isn't the zone which zerg you, but enemy. I saw zerg also with old emain so the problem is to ask players to don't zerg, at least untill the server players didn't get used to play in this new zone


I don't see any other problems :O

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Raton
Myrmidon
 
Posts: 196
Joined: Mar 03, 2007 01:00

Postby Raton » Mar 15, 2008 17:27

Another problem is:

It's too easy for defensers to defend several keeps at a time. Just teleport from one keep to another and you have your defense team ready for any keep.

For instance, this afternoon we could stand up against a alb fg attacking Benowyc and a mid fg+ attacking Bledmeer without much problem.

i don't think it should be that easy.
<img src="http://metty.the-bart.org/other/daoc/sig.php?name=Ratonne&s=29"><img src="http://metty.the-bart.org/other/daoc/sig.php?name=Ratempo&s=29">

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Jonty1983
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Postby Jonty1983 » Mar 15, 2008 17:33

they even had the wrong tactic. they just attacked central keep instead of killing ports with getting tower first.

we did the same this morning with beno. it was claimed by albs so we raided quick a tower, defenders got in the keep but they did nothing against the towerraid
so we finally killed the possiblity to port and got the keep.

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DarkRef
Gryphon Knight
 
Posts: 412
Joined: Jun 27, 2007 00:00

Postby DarkRef » Mar 15, 2008 17:47

DrunkSooner wrote:We had 1fg. We had Skald speed. We traveled from MPK to the closest alb tower. And with all the common game lags and loops nesissary, redoing of buffs, etc. it took us 25 minutes to get there.

25 minute travel time on skald speed.

So we trip into a alb force that just retook a tower, they got the mez off and killed us.

So now what. Group up and run 25 minutes to redo this joyful experience.

All they talk about in /b is where to go play now.


Get a clue. We want to fight and die and kill as fast as possible. Anything you do to change that is NOT an improvement.

Somebody in my guild send me an email when they fix this foolish crap.

Bye


25 minutes?

It took me and MORTRON :D:D:D 10 mins to get from crau to odins gate with theurgist speed.....



I think we should have personal mounts in RvR zones anyway.

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Raton
Myrmidon
 
Posts: 196
Joined: Mar 03, 2007 01:00

Postby Raton » Mar 15, 2008 18:08

Jonty1983 wrote:they even had the wrong tactic. they just attacked central keep instead of killing ports with getting tower first.

we did the same this morning with beno. it was claimed by albs so we raided quick a tower, defenders got in the keep but they did nothing against the towerraid
so we finally killed the possiblity to port and got the keep.


Quite right, maybe that's why defending seemed too easy. :mrgreen:

Well, I will have to try defending once more with the hope they will raid the tower rather than the keep.
<img src="http://metty.the-bart.org/other/daoc/sig.php?name=Ratonne&s=29"><img src="http://metty.the-bart.org/other/daoc/sig.php?name=Ratempo&s=29">

Demiurgo
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Postby Demiurgo » Mar 15, 2008 18:08

Raton wrote:Another problem is:

It's too easy for defensers to defend several keeps at a time. Just teleport from one keep to another and you have your defense team ready for any keep.

For instance, this afternoon we could stand up against a alb fg attacking Benowyc and a mid fg+ attacking Bledmeer without much problem.

i don't think it should be that easy.


I though if keep was under siege you couldn't teleport. I think it must be so, in this way it will be much harder to take furthest keetps, and much easier to defend nearest keeps

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Blue
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Postby Blue » Mar 15, 2008 19:56

You must first take the tower to prevent teleports and getting campers out of the keep. This change to the rules was made yesterday. As long a realm got the keep and both tower it can port there. Only way to prevent porting is taking a tower first.
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 ?????????"
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DarkRef
Gryphon Knight
 
Posts: 412
Joined: Jun 27, 2007 00:00

Postby DarkRef » Mar 15, 2008 20:02

Actaully the main thing I dont like now is the fact that there isnt a "main" TK. People will die, then teleport to the relevent keep which could be 1 out of 4 keeps, then wait for sickness there.

Now poor darkref has no social meeting place! Where are his friends? :(:( . The old TK was a place to meet and group together and talk.

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svad
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Location: Tir Na Nog

Postby svad » Mar 15, 2008 21:52

/agree Jonty
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Demiurgo
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Postby Demiurgo » Mar 15, 2008 22:19

Anyway you need too much time to cross odin (or emain or hadrain) and the whole agramon island to look for enemy. Also, you are not sure you will find enemy. If i cross from odin to hadrain and then someone tell me fg enemy in emain it's terrible

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