What would make you play in Agramon?

Talk about your RvR experience here
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Ithiggi
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Postby Ithiggi » Jan 03, 2009 15:34

What would make you play in Agramon?

That is the title of thread.

Most posts are from players who already play in Agramon.

Why do they troll a post that has nothing to do with them ?

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Cespx
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Postby Cespx » Jan 03, 2009 15:45

Actualy i wanted to see ideas how to solve "underpopulated Agramon problem" which happens all the time but winter^^ So please hold and think a bit before posting another "flame" post:)

As it seems the main reason why ppl dont want to join Agra is because they dont get a grp soon enough so they simply log out. It's unfortunately connected with lower population so i dont see any quick and easy solution. Maybe you will find it?

Another problem is created by zergs. You see, many ppl need time to relog and to organise a "counterzerg". When they finally make it, it appears enemy zerg already logged off... I belive it's also connected with Agra ck which is really difficult to defense.

I have a few ideas which may help here. Please post your opinions how do you like them.

1. I know it's not possible to add Agra ck walls atm. I advice to add side doors at least. It will be still hard to defense against zerg but even a small help could give a time to create a "counterzerg".

2. Add teleport possibility to Agra CK if you own your MG Tower. It's been added to realm keeps and i realy like this idea. It wont change a lot but at least CK-owning realm will be warned "there is someone trying to take CK". (of course when they decide to take MG Tower first). If not, defensive grp can be still set up much faster in CK with a little help of teleporter^^

3. Change DF points for Tower/Agra CK. I also liked the idea of fighting in DF. It of course could also lead to another populations split but let me explain. Maybe it's worth trying. My idea is to give Agra CK 4 DF points and 2 points to Agra Towers. So:
It would be possible to open DF for 2 realms when 1 realm owns CK and 2nd realm owns 2 towers. Result: If you want DF only for your realm, fight in Agramon...


That's all. I know all of the ideas have their pros and cons but it ask you if it's at least not worth trying?:)
Cespx

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tazok
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Postby tazok » Jan 03, 2009 17:26

good ideas Cespx, it will all help to lenghten the fight for agra keep and make counterszerg possible.

Thxs for the input.

Taz
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Postby Happuch » Jan 03, 2009 18:15

Cespx wrote:3. Change DF points for Tower/Agra CK. I also liked the idea of fighting in DF. It of course could also lead to another populations split but let me explain. Maybe it's worth trying. My idea is to give Agra CK 4 DF points and 2 points to Agra Towers. So:
It would be possible to open DF for 2 realms when 1 realm owns CK and 2nd realm owns 2 towers. Result: If you want DF only for your realm, fight in Agramon...


That would be a nice change.
It would make fights for CK much more important.
But if two realms have DF at the same time, there will be a increased problem with stealthers^^

With this system it would be enough to take agra-keep.
The situation in Agramon itself wouldn't change that much, except of the fact that keeps and towers would be more important.
But maybe it's a base for creating bigger RvR-grps.

Nice ideas :wink:

lg Happuch

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Elaeli
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Postby Elaeli » Jan 08, 2009 13:57

Leveling takes a long time, those not dedicated to playing on this server ("casuals") won't reach 50 in a reasonable amount of time and stick to BGs.
-> Speed up leveling, at the same time, increase money drops to keep the same ratio, so you don't have to farm more for your SC at 50 than you have to now.

Low RR's don't stand a chance against established groups in Agra. Key RAs are almost certainly missing for new players, like det, dex or mana-regen.
-> Increase RP gain until RR5 by a lot in Agra (talking about values like x5 - x10), and something like x2 until RR7.

DF is not important when you get twice the xp in Agra 40+. There is no reason for a lvl 40+ to raid a keep/tower. Lvl 50 players don't need DF access either, save the odd Legion raid.
-> Agra bonuses should apply to DF, too. Increase money drops on high level mobs, so lvl 50s can use the dungeon to quickly farm money.
-> Make doors usable in combat to encourage defending. A 10s reuse timer should be a good compromise if thats possible to code, else no restriction.


Well, those were general reasons. Why I get frustrated with Agra is the overpoweredness of tanks. Charge simply is too strong without Bodyguard or Speedwarp. There are virtually _NO_ casters in Agra. Celerity is king. Weapon styles are not balanced across the realms.
1.80 or not, classic or not, throwing balance out of the window for the sake of some stupid philosophy is not acceptable IMO. There were a lot of great changes post 1.80, mainly styles and adding missing abilities to realms, as well as buffing useless classes/lines, and some of the pre 1.80 changes are clearly made with ToA in mind. Especially the new RA system.
-> I'd like to see the old RA system and the revised style lists implemented. Things like having a back-snare in every(?) specline to help peel or having castspeed (AND NO CHARGE) would really help to make casters more viable.

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Postby Benzo » Jan 08, 2009 15:37

i'm playing on uthgard since 2006

time playing on agra : less than 3H
time playing on bg : about 3H by day

number of lvl 50 : 0
char for thid : 4
char for wilton : 3
char for braemar : 2

so why i don't go agra ?
it's simple , pve is bored hiting a rabbit or a snake to win low xp don't care about that, i like rvr and play daoc only for that, i have some fun on bg not all the day but sometimes it's funny, and when i start to play uthgard you can up you char only going to bg and have fun, killing xp was good enought. for my thid char i just xping until lvl 25 easy and quickly to that lvl and then going to braemar and up 2L2 just enought fun and time to up lvl 33 +.

remove xp bonus to bg was the worst thing to do i think, cause if you want to play 1 or 2 hour on daoc you don't want to use this time to go hit a bear a snake or any other animals for win some xp , that's bored and you have no fun, you just want to go and have some pvp and get some xp , when i want to have pve i log on WOW.

when i start to play uthgard i come with some friend we was 7 players, we have some fun on breamar quickly and then wilton, but now i'm the only one who playing again here, all other say me : too long to up char. I know uthgard it's a classic serv and don't ask to have a xp boost, just think about that guys who play casual certainly want to have fun on braemar and xp / rp there than going to salsibury and kill squelletal for 1Hour.

for agra i've played there sometimes with my 48 char, it's funny and i like this rvr, that's remember me live serv, when you are low rr it's hard to win on agra for sure, on live it's hard too you've got hight rr too, but just keep something in mind, on live you've got like 5000 player on spike hour, on 5000 player like 1000 are on rvr , on 1000 player about 20% are hight rr so like 200 player are highter than you , but still 800 player you can kill that's give you a chance to have fun. uthgard you've got 350 player on spike hour, like 50 75 ? are in agra max
on this 50 guys half of them are hight rr , and the half of half are stealther so what chance of killing some one and have fun do you have when you start there ?

that's not easy to find a way fo all player have fun, we can't say high rr can't kill low rr , it's war ! maybe having a boost of rp for low rr can be good but hight rr say : he i don't having a boost when i was low! and that's true so isn't possible to give it now, that's unfair.
i think the better way to help solo / low rr player it's the rp kill task like live you can win some rp by taking a mission on you're realm guard like kill 20 enemy of you're realm (for infi it's a good way to have some rp more) or taking a tower and win some rp (good for small grp ) or taking a keep and have a rp reward for all the grp who have this task in quest book.

i finish with that : more quickly player can be 50 more quickly player going to try agra or hight rvr, and casual player don't want to go 4H on df to win 1 lvl , they want to log on , /who bg , /send toto hi some inc there ? ... ok i come . and have some fun and xp .


PS : sorry for my bad english i hope it can be understand by all .

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Zippity
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Postby Zippity » Jan 08, 2009 16:16

/salute benzo


I would also add to this discussion that I would like to see other incentives for doing realm duties like defending towers or repairing gates and walls. Maybe offer RP bonuses if you are inside a tower/keep and kill an enemy realm member that is in the area of the tower/keep. Perhaps also add an even bigger bonus if you are defending an alliance member's keep/tower. Additionally, realm points and experience could be given for successfully capturing a tower/keep.


I'll use the example of mythic's 1.81 patch to illustrate some targeted things that could be explored to encourage defending, repairing and taking keeps:


http://www.camelotherald.com/news/news_ ... oryid=2274

- Realm points will now be awarded for successfully repairing a door or outpost piece. You will receive roughly 10% of the amount you repaired in realm points.


- Breaking an object (Not just destroying it) will also be worth realm points now. Previously walls and doors were not worth realm points for this reason.

- Re-breaking an object which was previously broken, and only repaired up to roughly 25% should result in a reduction in the overall realm point value of the object. (To roughly 1/4 what it would have been worth at full health.)



How this could transfer into uthgard rvr scene would be to assign a specific value to a gate/wall section and then base calculations off of that. For example if a wall is assigned 1000 realm points. In this example it is completely destroyed and it takes 20 repairs to bring it back to 100%. At each repair, the player receive 50 realm points. Since it takes 20 seconds to repair, this would be over 6 minutes to repair the section.


Breaking an object could use the same principal but the division of the realm points is based upon how much damage that each character has individually contributed to the destruction. For example a player that does 100% of the damage gets 100% of the realm points. If the player has only done 1% of the damage then they only get 1% of the rps.




RVR Realm Point Bonus Accural System




1.47


http://www.camelotherald.com/news/news_ ... toryid=250


GUILD BONUSES AND KEEP CLAIMING


Guild Bounty Points

Guilds now have a pool of Guild Bounty Points (GBP's) that it can spend on the claiming and upgrading of claimed keeps. Guilds will earn one GBP per Bounty Point each player in the guild earns.


GUILDS CLAIMING Frontier Keeps

Player guilds can now claim a frontier keep for their guild.

How to Claim Keep:

1) you must be of a guild rank that has claim permissions.
2) you must be in a full group with 7 other members of your guild.
3) your guild must have at least 500 Guild Bounty Points. (see below)
4) You must be standing next to the Keep Lord of the keep you wish to claim.
5) no other friendly guild can currently be owning it.
6) your guild must not currently own another keep.
7) after all these conditions are met, type /GC CLAIM

A message is printed to the realm that currently controls an outpost when it is claimed or released. Only realm members of realm level 10 or higher see these messages, or those that belong to the guild.

To retain control of your keep your guild will be charged 50 Guild Bounty Points per hour for every upgrade level of the keep. The upgrade level is 1 by default when the keep is claimed. When your guild runs out of bounty points, your claim on the keep is released.

A guild can "step up" the number of GBP's they spend per hour to upgrade the various NPC's of their Keep. The guildmaster (or anyone of a realm rank that has Upgrade permissions) can use the /GC UPGRADE command to upgrade the keep's level. Each Keep will have an "upgrade" level from 1 to 10. Depending on the Keep's upgrade level, the guards, archers, patrollers and keep lord have their combat strength upgraded. An upgraded keep costs additional GBP's to support - 50 per level of upgrade. Thus, the guild will spend from 50 to 500 GBP's per hour.

To release a claim on a keep, a guild member who is of a rank that has Release privileges can use the /GC RELEASE command (from anywhere in the game). This will stop the hourly charge on your Guild Bounty Points, as well as allow you to claim a new keep.

Benefits of Owning a Keep:

- When a guild has claimed a Keep - all members of that guild and all allied guilds will gain certain bonuses when in PVP combat.(see section on Keep Bonuses, below)

- Each Keep has a 'difficulty' rating from 1 to 5. Those keeps in the guild's home frontier close to the home zones are the lowest difficulty (1). Those keeps deep within enemy territory are the highest difficulty (5). The low difficulty keeps will give very few bonuses. The high difficulty keeps will give the most bonuses.

- The guild earns (1000 * Keep Difficulty) GRP's per hour that they hold the keep

- When a guild owns a keep - all guards who spawn in that keep will spawn with the guild's emblem on their cloaks and the tagged with the guild's name.

- A banner will be placed on the keep with the guild's emblem.








Keep Bonuses:

We've added bonuses to PvP combat directly relating to the ownership of the various Frontier Keeps. All of these bonuses, as well as bonuses for the Relics, can be viewed by clicking the Bonuses button on your character sheet (this used to be the Resists page).

These bonuses only affect PVP melee damage, PVP spell damage, realm point accrual and bounty point accrual. They are:

- +1% per enemy Keep conquered by your realm in an enemy realm

- +2%xDIFF if your guild is currently holding a keep (DIFF is the outpost difficulty level 1 to 5)

- +3%xDIFF if you are defending a keep that your guild alliance is holding
For example, if your realm has conquered 5 outposts in other realms, you'll always receive a +5% bonus no matter where you are. If in addition you are in a guild holding a difficulty 3 keep just across the border, you'll get an additional +6% (total of +11%) bonus no matter where you are. If in addition you are fighting in the name region of your held keep you'll get an additional +9% (total of +20%).


Listing of Keep Difficulty Levels:

Note that each keep's difficulty is relative to each Realm. Here is a listing of the keeps and their difficulties.

Albion Keeps:
Caer Hurbury: Albion=1, Midgard=5, Hibernia=5
Caer Renaris: Albion=1, Midgard=5, Hibernia=5
Caer Boldiam: Albion=1, Midgard=4, Hibernia=4
Caer Berkstead: Albion=1, Midgard=4, Hibernia=4
Caer Erasleigh: Albion=1, Midgard=3, Hibernia=3
Caer Sursbrooke: Albion=1, Midgard=3, Hibernia=3
Caer Benowyc: Albion=2, Midgard=2, Hibernia=2

Midgard Keeps:
Fensalir Faste: Midgard=1, Albion=5, Hibernia=5
Arvakr Faste: Midgard=1, Albion=5, Hibernia=5
Hlidskialf Faste: Midgard=1, Albion=4, Hibernia=4
Glenlock Faste: Midgard=1, Albion=4, Hibernia=4
Nottmoor Faste: Midgard=1 Albion=3, Hibernia=3
Blendrake Faste: Midgard=1, Albion=3, Hibernia=3
BLedmeer Faste: Midgard=2, Albion=2, Hibernia=2

Hibernia Keeps:
Dun Scathaig: Hibernia=1, Albion=5, Midgard=5
Dun Ailinne: Hibernia=1, Albion=5, Midgard=5
Dun Da Behnn: Hibernia=1, Albion=4, Midgard=4
Dun na nGed: Hibernia=1, Albion=4, Midgard=4
Dun Bolg: Hibernia=1, Albion=3, Midgard=3
Dun Crimthainn: Hibernia=1, Albion=3, Midgard=3
Dun Crauchon: Hibernia=2, Albion=2, Midgard=2



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panachier
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Postby panachier » Jan 08, 2009 17:19

Breaking an object could use the same principal but the division of the realm points is based upon how much damage that each character has individually contributed to the destruction. For example a player that does 100% of the damage gets 100% of the realm points. If the player has only done 1% of the damage then they only get 1% of the rps.


so you have to implement lifter :D

come on... let's be serious, you can't think that people would get RPs for breaking a door at 5AM when server is empty...

and you can't encourage people to camp keeps/towers. at least that's my opinion
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Zippity
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Postby Zippity » Jan 08, 2009 17:34

panachier wrote:
so you have to implement lifter :D

come on... let's be serious, you can't think that people would get RPs for breaking a door at 5AM when server is empty...

and you can't encourage people to camp keeps/towers. at least that's my opinion



Lifter is in, or havent you noticed? =)


Breaking the structures weakens the enemy's ability to hold on to it. Even if a player is doing it solely for rps, they are still benefiting their realm by making it easier to retake the tower/keep later on in the day when more people are around.

I think people should be encouraged to explore all aspects of rvr, no tjust group vs group or zerg vs zerg. Adding small benifits like this would of course get folks to care about their towers/keeps and be willing to defend them when needed. If they want to wait 20 hours in a keep for one person to come by then that should be their choice. They could probably make 200x more rp by roaming around but hey, its their time!

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panachier
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Postby panachier » Jan 08, 2009 19:52

if somebody spend his days counting how many pieces are in pack of coffee. let them do... but don't pay them 1€/hour cause you'll get people that will do it all night long.

even if it's them time , you can't encourage people to do stupid things...
when they'll be old and close to die, they'll damn you when they'll think all this hours lost front of them computer without having fun, just to see a number going higher... you can be addicted to game , sure , but only till you get fun...
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monty
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Postby monty » Jan 08, 2009 20:01

maybe a rp penalty for high rr that kills low rr,
it's not motivating at all to go to agra with low rr and knowing your very strong ennemy is getting stronger every time he kills you, it would be nice to know he's not getting a lot of rp's and motivate to go back again, also would take the fun out of farming level grps in agra and DF

just my 2 cents

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Zippity
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Postby Zippity » Jan 08, 2009 20:25

monty wrote:maybe a rp penalty for high rr that kills low rr,
it's not motivating at all to go to agra with low rr and knowing your very strong ennemy is getting stronger every time he kills you, it would be nice to know he's not getting a lot of rp's and motivate to go back again, also would take the fun out of farming level grps in agra and DF

just my 2 cents


/agreed

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Postby Benzo » Jan 08, 2009 21:09

mmm destroy wall or door giving rp that's useless i agree with pana, you've got some no life who going to wait late in night just for open all door in all bg and get some free rp.

but , giving a rp bonus to crafteur who build the ram used to open door why not, he must up his craft and be there when player take keep, he make a contribution to his realm and without a crafter for build ram no keep can be taken so it's natural he got a bonus for that. And on a group , if you've got 6 hight rr , they certainly let the lowest rr build ram they don't care about 1000 rp bonus but one low rr that's a not so bad bonus for this little job.

killing task can be good too i think, specialy for solo player, like if you kill 20 enemies of you're realm on agramon you've got a 20% bonus of total rp you learn, so what happend? if you' go kill xper on agra you learn like 500 rp max for a kill caus low lvl low rr and usualy loose life by mob so 500 * 20 = 10 000 rp , 20% of thats 2000 rp bonus. if you kill 20 highter rr or same rr than you you've got like 1100 rp by kill, 1100 * 20 = 22 000 rp 20 % of 22 000 = 4400 that's a good boost and you've got some challenge to win it .

you can have some différente quest like a quest with 20% reward for rr5 and lower, a quest with 15% reward for 5L1 to 7L , and no more quest possible when you are 7L1

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Cespx
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Postby Cespx » Jan 08, 2009 21:44

Zippity wrote:
monty wrote:maybe a rp penalty for high rr that kills low rr,
it's not motivating at all to go to agra with low rr and knowing your very strong ennemy is getting stronger every time he kills you, it would be nice to know he's not getting a lot of rp's and motivate to go back again, also would take the fun out of farming level grps in agra and DF

just my 2 cents


/agreed


I dont:)

You shall not punish ppl because they are higher rr or something...
Try to encourage ppl to explore all aspects of RvR as Zippity has said. I would gladly see more ppl taking towers or breaking gates. It means RvR. If someone attacks a towers at 2am there will be also someone who can defend. Even if there is noone to defend i'm still happy cause another guy on Uth has fun. And it's all about fun isnt it?
The only thing i find wrong is this Agra CK rp bonus. I mean it could stay but with much smaller value. Atm ppl who farm "lowbies" get ultra rp bost and what's where their advantage is being created.

Maybe i've already said so but for me best solution is to help new "Agra members" and not to punish "the old ones". If a rr3 guys kills rr8 guy and gets double rps amount he wont stop playing. Belive me. If a guy sees zerg in Agramon with tower bonus he will think "hey, i can always take a tower with a few friends and wait for a zerg to come so we could all have fun". You see my point? Just give ppl more possibilities and all of them will find their place which is not possible atm with "hack&slash in the middle of agra" playing style.

So at the end:
Strong YES for kill tasks and livelike ideas from Zippity
Last edited by Cespx on Jan 08, 2009 21:47, edited 1 time in total.

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Ithiggi
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Postby Ithiggi » Jan 08, 2009 21:46

- Realm points will now be awarded for successfully repairing a door or outpost piece. You will receive roughly 10% of the amount you repaired in realm points.


- Breaking an object (Not just destroying it) will also be worth realm points now. Previously walls and doors were not worth realm points for this reason.

- Re-breaking an object which was previously broken, and only repaired up to roughly 25% should result in a reduction in the overall realm point value of the object. (To roughly 1/4 what it would have been worth at full health.)



The way this works is pretty simple on live there is 400 rps for each piece (door, wall section or siege engine) if you are the only one destroying said door you will get 400 rps for a door no matter what lvl the keep is.

How do I know this ? well I used to play a kobbie sniper with fools bow and I took out many many doors. and my Thid twinks would get 400 rps for destroying a wall section say at Nottmore pretty much instant 1L4 and ready for Thid. Another thing in BGs there is no Rps for doing any of this, only in NF does this RP bonus apply.

The breaking part is simple 400 rps divided for the % of damage you did but repairing is not so simple.
On live you do get more RPs for defending and repairing vs. destroying and taking keeps.
eg. (400 rps for destoying a single door on a lvl 1-10 keep) now if I repaired that door I could get over 1k rps for a single repair if it was high lvl door but this also uses much more units of wood vs. a lvl 1 door that uses 1 rowan.

I really don't remember any numbers an estamation is like 50rps for lvl 1 door/wall and 1k rps for lvl 8 door/wall and this amount is per repair not for the whole keep piece. On live there can also be as many players repairing as are there with the skill to repair. Here you can only have 1 person repairing a door or wall.
Seems like the rules in RvR here tend to give attackers the advantage. Hard to get in to defend, can't repair inner gate while outer gate is attacked only one repairer per piece. On live you can repair a piece of the keep if that piece is not being attacked even if other piece/s is/are being attacked.

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