Agramon seas
17 posts
• Page 1 of 2 • 1, 2
|
Now that there is a way to open the gates with seige. Why not close the way for other to run around the oceans to the other realms milegates. Stealthers will have to sneak in the MG when the gate is opened or get a group to take the MG keep. No need to put guards out there to make it safe for xpers. If the other realm takes the MG tower then your out of luck but to allow players to run around the milegates is feeding them rps on lower players.
Thanks for listening. I enjoy your input and flames ![]() |
|
hib/alb access is kinda easy , can go through solo ,but you need a couple players to get to the midside by sea .
[x] no . if you spend 15minutes to swim then you deserve some easy rps. |
|
agree...its like fighting through df to reach lvlers
|
|
Sorry folks.. It won't happen. The reason is Megalodon.
|
|
Blue said once that it could be considered as bugabuse to use seaways to get behind milegates...but like in df you just fight some mobs to reach the other realm zones. So my question is: is it allowed or not?
|
|
It's just a bit difficult for the midside to reach megalodon - they're the only ones who have to open Milegates or fight through endless mobs to be able to go there.
<img src="http://www.fallenearth.fr/daoc/daoc2.php?player=Thraxia" />
|
|
its not that terrible to fight those mobs thraxia. If you want to raid megalodon
there should be no problem in finishing off those mobs. |
|
Stealthers get too much rps from lows.
|
|
Mythics terrible Buffbot Balance takes away alot from stealthers on non BB Shards. If someone decides to swin stealthed over the seas it's fine with me. As far as I can see we have to stick with the actual situation cuz' there is no way to change it without barring major gameplay.
Swimming to another realm isn't just a "fun side trip." Try it for yourself ![]() |
|
offtopic, but:
Stealthers, especially assasins, are much stronger here than on most other shards, because!!! we have no Buffbots here. |
|
I see it the other way. Buffbots did not come from normale RvR Groups or Solo players on live. They are an invention of some shadowblades that felt themselves gimped. Without Buffbots stealthers weren't much of a thread on live. I could kill SB's and Infis with my nature druid even if pa was successful. That was before SC
![]() |
|
different situation on uthgard, we have buffcharges/potions for example.
ok, thats not a big problem, cause everyone can use them. But 2 points here that make assasins very strong: 1. Viper(viper only for nightshades as active RA at classic times, same realm as nature druids^^) extremly powerful against non buffed enemies 2. evade rate looks a bit too high. Played a rr6 shadowblade on live at classic server sometimes(not my sb^^) and i was happy about 2 or 3 evades per fight. my infil at uthgard evade like hell, i know many fights my enemie wasnt able to hit me until he dies, cause i evade every hit. Dont think that its work like it should. |
|
hib<->mid: very hard i could not pass with my minstrel in stealth (mobs seem to have detect hidden since they uncoverd me for over 1500 units).
mid<->alb: hard for nonstealther, easy for stealther..very less mobs (with no detect hidden since i can pass them within 1000 units range with my non stealth-capped minstrel) alb<->hib: easy as pie..even a level 1 can make its way through..only equipment he need is nereid potion to be able to dive to see the mobs earlier and be able to avoid them (simply change divedeep and you are able to advance in a straight line from alb to hib). i dont even need stealth and can use speed the hole time with minstrel. the so called mobs to make that passage harder are nearly non-existent.. an idea: place near the coast of albion to hibernia mobs...neutral to albion, neutral to mid, agro to hib place near the coast of albion to midgard mobs...neutral to albion, agro to hibernia and midgard place near the coast of hibernia to albion mobs...neutral to hibernia, neutral to mid, agro to alb place near the coast of hibernia to midgard mobs...neutral to hibernia, agro to midgard and albion place near the coast of midgard to both other realms mobs...neutral to midgard, agro to hibernia and albion those mobs should have following requirements: Level 70+ (the one who can beat them deserve the reward of access to other realm), detect hidden, not CC-able, very high agro range (like sting rays, AND MOST IMPORTANT..they should protect the hole coast. with this way midgard is able to reach megalodon i miss my Lady....
|
|
I won't touch viper as long as we've not decided about about OF RA which would make most changes in the current RA system pretty much obsolete.
For the mobs with aggression to specific realms.. that is a good idea. But as far as I know it would need a certain amount of coding (dunno how far mob factions are atm....) I'll check that out. If we can do it fast we might consider it a solution. For the spawn we currently have there is no way to change anything. Several GM's already checked the seas last week. The irish sea is easier to pass because of Megalodon. That mob is hardly visited and we cannot bar the passage to him any further. The situation is bad enough already and needs some attractiveness. |
|
about not touching viper:
http://uthgard.the-bart.org/modules.php ... pic&t=7777 according to this thread there is a bug concerning viper. There was no reply sofar so i guess no one looked at it recently. |
17 posts
• Page 1 of 2 • 1, 2
Who is online
Users browsing this forum: Google [Bot] and 27 guests