Improving the Agramon Supply System.

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Blue
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Postby Blue » May 05, 2009 21:23

Please stay on topic.

In my concept the port would port EVERY player in a radius around the porter to the SAME random spot at once. Additionaly every player would have a short immunity after porting of about 5s-10s.
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Postby Gerbald » May 05, 2009 21:46

I Still predict, that porting to non-safe areas will bring FGs to roam the Porting Destination Area. Just because it means RPs.
So everything less than a FG will be killed fast, after the 5-10 sec immunity is up.
I am also sure, that someone is already thinking how to exploit the immunity.

My suggestion would be a small closed area to port to, like the Towers near the camps. They are closed from all sides, small and you can put a few strong guards thee, just like the old TKs in emain and everybody would be happy.

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Postby swiftfist » May 05, 2009 22:01

Gerbald wrote:I Still predict, that porting to non-safe areas will bring FGs to roam the Porting Destination Area. Just because it means RPs.
So everything less than a FG will be killed fast, after the 5-10 sec immunity is up.
I am also sure, that someone is already thinking how to exploit the immunity.

My suggestion would be a small closed area to port to, like the Towers near the camps. They are closed from all sides, small and you can put a few strong guards thee, just like the old TKs in emain and everybody would be happy.


Shroom farms come to mind, 5 to 10secs isn't much time if you port in to a field of shrooms.

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Postby Happuch » May 05, 2009 22:58

I think WITH a tower there would be less problems.
With a non-destroyable gate of course.

And you can leave the tower when your grp is ready.

To make sure that noone will camp an towergate, there could be guards (like supplyguards) and/or a balcony to kill them from above.

From there you have the ability to go everywhere, without camp spot.

Because the towers are near mgs, the soloers will meet again at mgs.

--> Problem solved

(I hope it will be that easy)

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Postby Umgssda » May 05, 2009 23:34

I agree with Gerbald here. The timed teleport is really problematic and at the same time not serving any real purpose. Leave it out. It's much simpler to allow teleport for everyone when he feels ready.

I also would not go to far into producing an inpregnable stronghold at the teleportation target. From experience with the camps we know, that this is not necessary. There it worked remarkable well. Generally the camp was save to port to, but occasionally the guards got whiped and the camp was occupied by enemies. But news of this quickly spread via broad to warn others.

I still want to point out, that the old camps were a better solution than the things that are brought up now.

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Postby nixian » May 05, 2009 23:39

I guess all who say they want old port and camp back wasnt 8v8 guilds, soloers, or in general people who was tired of people camping the camps to draw enemies into guards giving an easy kill

but hey.. thats only the reason why a lot of solos stopped playing and I stopped going to hmg

but oh well

just please dont bring old camp back staff

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Postby panachier » May 05, 2009 23:49

nixian wrote:I guess all who say they want old port and camp back wasnt 8v8 guilds, soloers, or in general people who was tired of people camping the camps to draw enemies into guards giving an easy kill

but hey.. thats only the reason why a lot of solos stopped playing and I stopped going to hmg

but oh well

just please dont bring old camp back staff


nixian , nobody forced you to camp close to camp, agramon is huge and only 1/3 of it was used for rvr when few people online.

i think a porting point camp/tower/... closer to the home bridge (around the broken tower) would a good solution.
that will allow the stealther to camp the milegates ( but they'll come closer for sure and will complain cause enemies went back in the safe spot ( do not even try to understand a stealther, that's a different philosophy))
that will split more the population ( no main mg, the 6 mg should be used the same way after some times)
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Salidor
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Postby Salidor » May 06, 2009 01:03

i've alwasy liked the gaurds...

they gave some what protection so that you didnt get ganked right away and if your solo and a FG is inc the guards will some what protect you.

I personly thought that was a great Idea.

And it seems the people that dont like it are the ones that want to gank people as soon as they logging in. or a FG wants the advantage of killing 2-3 people right away with out the discomfort of having to kill the guards as well.

all in all it brought RvR fast to the 3 realms either solo/duo or larger.

if you give a time immunity to help people that log in all your going to do there is let the person see there death coming...

if there is no safe zone. for a porting area. imo there shouldnt be a port there. Id rather run like i did before the camps where made.

if you make a port i think there should be some type of safe zone so a FG or other stealther dont camp ya as you port in. a time immunity wont work, for the solo/duos

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Postby swiftfist » May 06, 2009 01:26

nixian wrote:I guess all who say they want old port and camp back wasnt 8v8 guilds, soloers, or in general people who was tired of people camping the camps to draw enemies into guards giving an easy kill

but hey.. thats only the reason why a lot of solos stopped playing and I stopped going to hmg

but oh well

just please dont bring old camp back staff


This statement confuses me Nixian. Nobody forced anyone to fight around camp guards. I get the impression there is a few elitest types that are trying to force their view of playstyle and how RvR should be to the masses. You Elitest types are looking down upon the masses as lazy and want to fight in some weak way.

It seems to have backfired as the masses are not just going to bend and adjust and start playing your elite purist style of RvR. Now the masses are just confused and discouraged and only come out during very busy times as there is safety in numbers or just give up when they can't find any enemies.

Maybe the solution is to bring back camp but move it back away from the gate so there is less temptation to kite from the gates where a lot of the stealthers like to camp.

Myself I care little about the little details of having camp,boating, having to ride horse VS. porting ETC.

I Just want as many people out in the RvR zone having fun and giving as many options as possible to have encounters. I can adjust my tactics whether it is by a keep, by a milegate, a camp with guards, a bridge, a keep or wherever. I just want other players to have fun encounters with and not having to search for 60 minutes to have that encounter.

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Zippity
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Postby Zippity » May 06, 2009 02:11

The changes have had an effect so far, of breaking up congregations of multiple groups (aka zerg) and typical camping behavior in and around the old camps, which is a good thing in my opinion. However, Nothing has changed about the rvr locations except that people just need to take the 3 min horse ride to agramon. 3 minutes really isnt that much time. If you like gate camping, then go to your normal camping location and wait for action as before. Nothing has changed except that it takes 3 min longer to get to the destination.

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Postby Zarkor » May 06, 2009 02:35

Umgssda wrote:I agree with Gerbald here. The timed teleport is really problematic and at the same time not serving any real purpose. Leave it out. It's much simpler to allow teleport for everyone when he feels ready.

I also would not go to far into producing an inpregnable stronghold at the teleportation target. From experience with the camps we know, that this is not necessary. There it worked remarkable well. Generally the camp was save to port to, but occasionally the guards got whiped and the camp was occupied by enemies. But news of this quickly spread via broad to warn others.

I still want to point out, that the old camps were a better solution than the things that are brought up now.



Timed port indeed has no real direct use as far as I can think of.

Anyway, here's how I see it: camps like they were before were a pain to the RvR (campkite, campzerg) and supply chain because towers and keeps had no meaning at all, everyone would port anyway. Besides that, they would cripple the RvR zone and shrink it down to Agramon inside the HMGs, which is not bad in low peak hours, but in prime time actually is just horrible. Adding was daily, if not every fight. You actually had to turn and run from a fight if you were honorable enough to let a fair fight take its course.


Putting camps backwards is not a good idea because:
- guards will completely block the route to Emain / Odins / Hadrians and still lock the RvR zone down to Agramon
- supply chain will still be useless

I still think having porting with a big enough spawning area with random ports and a short immunity timer will do the trick. If you dont stand still after being ported, 5-10seconds should be enough to get you out of PA range (which should already be hard with random spawns) and other possible threats. Also, that 5-10 second timer will scare off possible campers since they'll be unable to strike back for that time should they reveil/engage.
My opinion remains that porting to Agramon shouldn't be 100% safe. If you want to know what you're getting urself into, u can also take a horse. Of course porting also shouldn't be a ticket to /rel either, which is why the immunity timer and random spawns should be there.
The biggest problem with guards and camps imo is that they lock the zone down and make sure no action leaves Agramon besides for ppl that want DF or a relic. In primetime it's just too packed.

The only real benefit I think you had from guards was that when someone killed a guard, u'd see the numbers, no matter what guild u were in. Unlike now u would know what tower is being attacked or not if they hit the doors, but u wouldn't know whether it's one or just 2 fgs. Of course this could be implemented on the towers and keeps just as good, like the first guard death will show a guard death message when u're in the RvR zone.

OR

Together with random spawning area's u'd have like 2 or 3 orange MELEE ONLY, roaming or patrolling guards, without a camp.
The number cant be too high though because it would again lock down the route to the towers. They should offer enough protection for the ones that need it, together with the immunity timer and random ports.
These guards would have the same alert function as the former camp guards, which makes it easier for people on lowpeak hours to know whether there are enemies and also whether it's worth risking the port or ride for it. I think this would be a better idea because at lowpeak hours it would still be silly to go to all the way to a tower just to show you're there. It would be best if there was a softborder between Agramon and the frontier zones so that lowpeak hours would be kept mainly in Agramon and is easily bypassable in primetime.
I can hear you say: yes camps are easily bypassable too. True, but pointless because the only incs are in Agramon AND you don't want to risk getting zerged at near camp.

As for the supply chain you could work this in nicely by making the loss of 1 tower just affect DF status, 2 towers disable Agramon porting (so that people taking DF towers don't destroy the Agramon softborder during lowpeak hours) and the loss of all 3 towers disable porting to the keeps (Crauchon/Bledmeer/Benowyc).

Now that I think of it.. I'll add this to my original post aswell, seems like it could be some sort of solution :P. Pls check it out again.

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Postby Zippity » May 06, 2009 04:06

I like the idea of making it so that you have to take 2 towers to disable realm teleporting. Df control system should remain as is in my opinion however.

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Postby Eclipsed » May 06, 2009 06:16

I think they should just keep it live like. Which you cant teleport to agramon and camp at a safe zone and come out to kill then run back lol. I do think the RvR Zone is too big though. I liked what purga did, having like the Hib frontier as the RvR Zone. That gave keep action, water action, bridge action, and even envirment action at places like the tower in the ruins. I found that fun. I find running around the same old areas, with no obsticals is kinda boring. But thats just what i liked.
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Postby panachier » May 06, 2009 11:51

@zarkor

your 2 arguments against camp are wrong :D

- it has never been able to port to camp if you were not able to port to your home keep ( missing tower/keep).

- people that are planing to take tower/keep use boats and don't care about camp. if you really want to bash doors, the situation is the same with or without the camp, except the fact that at the moment it's the funnier thing you can do in the day time
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Postby Blue » May 06, 2009 12:58

The argument for a timed port is that some players will be ported together, so that the formerly single ported player won't be alone when facing enemies at the target location. Some kind of implicite protection.
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."


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