New RvR System (English)
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I lack a healty gameplay time, i have a job i have a life. I wish i could spend whole day playing games but i cant anymore. Thats the difference between a 15 years old and me, This should not be a disscusion over ages and other non-important issues. Let's concentrate on the topic. |
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hm i don't like the idea with blocking ip's or wait half a day only for changing the ream. I play in hib, and if we take a break in rvr i log my albchar and level it further. And after the break we go on with rvr.
Really, i dont't want to wait half a day only to log in another realm. 10-15 minutes should be ok but half a day is just too much. .....my opinion. and yeah i have a job too: so my time is limited Last edited by Dialia on Feb 16, 2009 17:15, edited 1 time in total.
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12 hours at least would be just perfect
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I saw something very nice for XPing. Its now a bonus from 35th-50th where it was starting at 40th before. Thats huge.
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Lots of good stuff, hope to see it soon:)
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Looks great! I can't wait to start RvR!
@ the debate before: Even if those Hibs and Albs had a 10% bonus over me, there's no way I would change from Mid! |
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I just hope this new system don't foment zergs more(and I think it does
I agree with Zip and Salbei, think uth is enough umbalanced(cause of the population) as to umbalance it even more with that sort of bonus. Anyway it's a great job from the staff to implement all these, just maybe it is a bit in the wrong direction. |
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Great job! Great Ideas
Only 1 request I have: DON'T give too many rps for tower/keep taking!!! (dol official server players already know...) |
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I've been playing on Uthgard for about 2 weeks now, so take my argument with a grain of salt. I come from Tristan on live, having played a Friar to 47 before Catacombs and ToA, quitting right after Gaheris was implemented (all realm, coop-PvE).
I agree with having tangible bonuses for Relic capture etc (stat and dmg buffage) provided there is some way to 'reset' RvR with regularity. For example: Hib captures both Alb and Mid relics on 3/1/09. They get the bonuses for 3 weeks, until relics reset on 3/22/09, and relics are returned to their owners. 3 weeks was just used as an example timeframe. I think this would mitigate the Uber-realm problem, while still maintaining the relevance of RvR. Discuss! And thank you to the Admin for maintaining Uthgard! |
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It is much easier to recaprute a stolen relic than to steal it from a realm. The captured relics are stored in the homekeep of the realm that took it. That's a level 6 keep with ordinary guards at the highest level. That can be done by 1 group.
We decided to decrease the 75% Agramon experience gain bonus for the following reasons:
* There is a new 10% Bonus for the zones around Agramon in which you should be able to level for a vast longer time, even if there are enemies in Agramon. Regarding the relic bonuses: I don't estimate one realm to often have both relics for a long period of time. First of all it takes a long time to capture a relic and bring it into the own homekeep and additionally you will get into the center of attention if you offend both realms, so you won't be able to use the bonus for other purposes than rvr. As Mercury mentioned before, we had long discussions about that. Of course we can't guess the perfect solution without seeing the system being used. If we recognize enormous imbalances or other problems being caused by the relic bonuses, of course we will rethink the issues again. |
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My opinion is that with more focus here being put on Keep taking and Keep defense the not being able to enter a keep door while under attack has to be changed.
This gives a considerable edge to Hib for example as a few animist can lay a pile turrets around and no one is getting in that keep. where as if VS Alb or Mid if a bunch rush for the door every person has to be targeted and attacked so at least some are going to get in. Where as the turrets can just be layed out and can do their thing. I think Animist class give Hib a big edge in keep defense anyways especially on low Population servers like ours, but that's a different discussion. I understand partly the door thing can be exploited by people popping in and out and bombing or such, but maybe some sort of time can be put in like a 10 sec delay before you can re-enter a keep door if you just exited. This would prevent the exploitation if that is the concern. |
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yes, shrooms are an advantage in keeping people from entering the keep. but PBAOE (or rather any AE) works fine too.
NF keeps and towers have a backdoor, and the attackers have to monitor both front and back door, they can't possible stop the defenders when entering with an evenly sized group/zerg. If the staff choses to change it so you can enter a keep/tower when in combat, they should also fix PBAOE hitting through walls/doors. Henrir, Hyrkon, Hrungar & Hiormon Bruagh.
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I'm going to make several points here directed and responding to a few people in this thread. The first is responding to mercury's comments, then I will offer response to swiftfist and h-mans' comments which i think deserve some attention as they bring up points of concern I made in my original reply here.
Mercury - Crossrealming Issue
Doing something about the logging between realm issue would help the 'cross realming' aspect to this problem in that someone cant learn of a relic raid on one realm then log their character for the targeted realm to help defend. I do encourage a system put in place to disencourage or prevent this type of behavior entirely but I dont think that it alone will do the job at alleviating or preventing consistant one sided fights. To stick to the point of preventing crossrealm logging, I would propose something like this: http://uthgard-server.net/modules.php?n ... sc&start=0
Swiftfist & H-man - Keep/Tower Door Combat Timer & AOE effects
I agree with swift in the serious nature of keep/tower defense with the current limitations to defending these structures. H-man points uot that one can enter the keep with a decent sized zerg but this is in itself a keypoint which highlights the problem here. Using agramon as a basis for understanding the issue, one can simply point to the MANY sieges that have gone on there which the only sensible course of action to take against an attacker on a tower is to simply build a bigger/even level zerg to fight the enemies in the open field there as opposed to using the structure for its intended purpose...getting inside and defending. This goes against logic and intuitive thinking about defense. Not being able to enter structures while in combat further harms proper defenses as people dont even bother to go help defend (even if they could provide meaningful defense if they got inside) because the simple matter is that with the current mechanics they wont make it inside period if they are flagged as in combat. I have been considered a 'tower humper' so to speak in my agramon career so i have witnessed many sieges from the sidelines and have seen how groups are able to keep out defenders by positioning a caster or someone else with an instant effect spell at the access points around the tower to keep the small bands of individuals/groups from entering the tower. Naturaly in this circumstance, this means amost assured death for those patriotic indivduals who try to do their realm duty in helping to defend. I can tell you that in a siege, EVERY defender counts, whether they are manning the oil or shooting people with their short bow/spell or healing from the interior. As for a solution, First of all i would remove the ability for AOE attacks to pass through structures/walls/gates and as for the keep door timer, I had a discussion over this a while back and I would propose something like this: http://uthgard-server.net/modules.php?n ... c&start=15
Last edited by Zippity on Feb 17, 2009 02:46, edited 2 times in total.
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Well...
all these things looks good at first look.... but will it really be good ??? some months before rvR 50 was in emain... with alot of castles.... big and etc.... was it really good ? dont think so.... For me the best RvR ever had in 50's was in agra last map.... we could fight solo and find others easy.... could group and even zerg.... first problem in RvR today is: low ppl to fight, even with 500 on server.... ppl lose the battle and leave... and there is no more option of player to call.... Btw hib look the worst realm to play, almost always with lower ppl agains other realms. So i think relic will be great to Mids..... that is always zerging and having a lot of players. The huge map will not be good.... Hib will sofer without some bard i think agra was the best place for stealtehr too i agree with most opinion of zipp. but well.... lets try.... maybe staff are right.... Anyway i gz and thanks to staff work, nice job! <IMG SRC="http://www.metty.the-bart.org/other/daoc/sig.php?name=Thrilingun&s=29">
<IMG SRC="http://www.metty.the-bart.org/other/daoc/sig.php?name=Mindest&s=7"> <IMG SRC="http://www.metty.the-bart.org/other/daoc/sig.php?name=Crixus&s=47"> |
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I believe the extremely slow and dull pve exping and unbalanced realm populations scares away some players who would otherwise enjoy playing on this server.
A suggestion is to give additional exp bonus in NF based on number off opposing players. For example if Midgard have 30 players in NF and Albion have 10 and Hib 20. Alb players should get an exp bonus based how many more players mid and hib have over alb. If you for example get 1% for every enemy player minus your own realms players then Albion players in the example above would get (30 + 20 - 10) = 40% additional exp bonus in NF. If you tweak it even higher for example 2% or 3% the weaker realms will get even more level 50 players and the realm populations in NF will become more balanced. |
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