1.70 RvR changes - oo-er...

yaruar

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Downanael said:
Well thtat patch is pure bollocks that for sure,Do mythic imagine caster's get too much rp's :confused: Outside hib that is


Fact you can join groups while they on RvR is nice tho

I suspect in frontiers casters will eventually get more rpts than fighters or at least more than they get now. With an emphisis on keep fighting and determination being nerfed into the ground and things such as static tempest *bounce* casters are going to rule in new frontiers. When a caster can hit someone with full sc at the moment for 500+ every 2 seconds or less decent caster assist groups will rule (although pbaoe boxes might be a thing of the past if people start joining my not so gimpy arsed thane with it's unresistable stun ;) _
 

Flimgoblin

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DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!

as archeon says ;)

looks interesting, not so sure about the 50% reduction after a battle-ress rather than a /release but it might work out...

it'd kill the gank groups stone cold mind you as noone would wanna play support in fg fights :p

or at all really... hrm maybe not such a good plan ;)
 

Elendar

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whos gonna play classes like sorcs now... this also opens up the possibility of chain farming, you just kill the offence in a grp then rape them every time they get rezzed and can't run or fight back

this will also make it harder to recover from losses in a fight, a snared unbuffed target is fodder

mythic are doing exactly what the said they want to stop, mindless zergs with no strategy will be the best way because it reduces chance of you dying
unless they mean by strategy people sitting away from each other so noone dies
 

Svartmetall

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If that goes live as it is, it's a huge slap in the face for low RRs, who die first and will find it even harder than it is now to get RPs.

Really, really stupid idea. Someone at Mythic set the Retard-O-Tron to Maximum and forgot to turn it off the day they thought this one up.
 
B

Ballad

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Ctuchik said:
will be the same there to tho :)
I wouldn't be so sure. Camlann has already an enchanted death penalty so I doubt they will introduce this one. Besides it wouldn't even work there. :D
 

Archeon

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Flimgoblin said:
DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!

as archeon says ;)

Pfft, some mod you are. You can't even do it right, allow me...

Doom! DOOM!! DOOOOOOOOOOOOOOOOMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 

Serdan

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Dont mean to whine, but RVR death penalty its a piece of crap. Penalty free RvR - it was from the very beginning one of the major fun factors in DAoC. To be penalized for being killed in RvR - its plain stupid. It may fix the case of suicide keep defence runs that, probably, happening now at Pendragon but will hurt all other RvR a lot.
And, as ppl already have noticed, this bat hits mostly classes that already suffer a lot from being dead most of the time, bards and druids, for example.
As for the casters - well, what use of a caster with 40% damage reduction? They will be rezzed at the very end of the queue.
That reminds me old camelot addict comic called "Dead frustration".

P.S. Invite in group while in RvR fight is nice so. :)
 

Kreig

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Iceflower said:
Doubt you would enjoy a situation where you kill enemies and not getting full rp for them, do you?


Plenty of retards that still make themselves worthless b4 coming out 2 rvr now, so im sure some ppl will still try and abuse things even with this system in place.
 

Sigurd

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Iceflower said:
<You gain less after you die?? WHY?

They stated they did that because it became unbalanced when people could continue to fight after being rezzed, get full rp from kills while not being worth anything themselves if getting killed again. Doubt you would enjoy a situation where you kill enemies and not getting full rp for them, do you?

The idea is commendable, implementation sounds like it got a few harsh sideeffect for the easy targets in groups.

To quote Homer Simpson: "in theory Communism works" there's a hundred great ideas that have no ecological validity.
 

Pin

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Serdan said:
Penalty free RvR - it was from the very beginning one of the major fun factors in DAoC. To be penalized for being killed in RvR - its plain stupid
...
As for the casters - well, what use of a caster with 40% damage reduction? They will be rezzed at the very end of the queue.
:eek6:
You do realise that we have had death sickness in the game since like day 1, and it's been a 50% damage reduction across the board that whole time, right?
Now it's a 20% reduction, possibly 40% if you are killed twice in 13seconds (with 100% rezz).

This is a reduction in death penalties for RvR, not an addition.
 

Spear

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Keep sieges will now go along the lines of:
If we don't suceed in the first attempt we won't be coming back. Cause most people will have logged off to play alts or sitting around waiting for timers to expire.

People during keep sieges now won't want to be rezzed unless its 'Perfect Rez' or they can be cured. And if it looked like the seige is gonna fail will just release and go do pve instead.
 

yaruar

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my one worry is that this can now be abused. I see the point of removing the timer for gaining rps from enemies and people have been asking for ages that rezzed enemies give rps more quickly as in long running large scale battles often most people are worth no rps most of the time. The reasoning for this was because it would be very easy for cross realm abuse. At 1krpts a kill 2 teams of an killer an a rezzer could easily just sit back and kill rez, kill other, rez, repeat and build up huge amounts of rpts over time. Remember this is why organised dueling was frowned upon back in the day. With this new system although rpts are reduced it is abusable. All you need is a friend on a differert realm and rezbots and you could easily clock up 1000's of rpts in no time.....

In one way i think this system is good, all the cries about it being lame because of the snare effect really are amusing, 30 second or so make snare for a ghetto rez is nothing and better than the current minutes wait at 50 percent conbat capability...... The loss of gaining rpts for people who have been killed could be seen to be bad, although i think this a compromise again to try to discorage exploitation.
 

Linnet

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Perfect Recovery starts to look like a very good buy ...
 

Balbor

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this is also a nerf for PvE, you get killd in RvR and deside to go PvE but you can't cause you cannpt cure your RS. If people in NF were getting 0 RP during large fights then they should of just given people 25% for RS deaths.
If just one member of your group is killed during a battle then the hole group is reduced to there speed.

A players RPs should be dependent on weither they have RS or not, so if a player releases, visits healer and ports right back they are worth full RPs.
 

enkor

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amagawd you have to wait 3 minutes to go pve, nerf!!1
 

chipper

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Realm Points and Player Deaths

- For five minutes after any death (RvR or PvE death), the player will receive a 50% reduction to realm points gained for enemy realm kills. In other words, if you have recently died, you will be limited in your ability to earn realm points. (Again, we are looking forward to player feedback, and as this is Pendragon, this is not necessarily the final system.)


right nice slap in the face for casters this its already a nightmare for low RR casters now they may as well roll tanks
seriously hope they rethink at least this section of the patch.
 

Amuse

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This is utter bullshit.

ok.. give the enemy 50% of the rps a person is worth if he has been killed recently, but fgs, the player that has been kill only gains 50%?

and they said that casters would be boosted in NF..

i now regret geting my cleric to 50.. guess it will be a PvE farm char now..
caster groups will be a rare thing.. tank groups ftw! 5 pallys, 3 cleric (low RR since theyr not fed up with the 50% less RPs during most fights) , 1 merc.. that way the clerics has enugh bodyguards to gain a decent amount of RPs...

i can imagine caste siges.. 1 person using the ram, while 20 others is siting in the back, oute of range for anything using balistas etc. maybe a cleric sneaks up once in a while to place a heal field for the poor pally using the ram..



the only good thing in this patch is the "no combat timer" no group invite part in RvR thing..


this will be the end for many of the old clerics/caster players.. SWG, i guess im heading back to you soon!
 

Balbor

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mythic obviously do not know how the trial and error way of fixing things works. You change 1 thing and see if it works, they you change another and so on until you get it right. Not lets change a load of things to fix the low amount of RPs you get durning big battes.
 

Dorin

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Amuse said:
This is utter bullshit.....
caster groups will be a rare thing.. tank groups ftw!
this will be the end for many of the old clerics/caster players..


i can feel your pain (rly) but saying that caster grps will be rare in nf IS LOL.

:touch:
 

Amuse

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Dorin said:
i can feel your pain (rly) but saying that caster grps will be rare in nf IS LOL.

:touch:

ok, alb caster groups (exept the ubha 1337 RvR guilds groups) are going to be rare, becouse sorcs and clerics are going to get 50% rps during most of the fight, due to beeing the first targets.
 

Linnet

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Balbor said:
mythic obviously do not know how the trial and error way of fixing things works. You change 1 thing and see if it works, they you change another and so on until you get it right.


That'd be why they are beta testing this then?
 

Kreig

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Doubt most tanks will have much to fear, as they will probley have Purge on some lvl at least, lvl 3 = 5mins, so u die and just purge it off not a bigie. Although it seems yet again more bias in favour of High RR players as they are more likely to have/need these skills - Perfect Res/Purge 3 etc.

Leaves a lot of scope for RA selection really espcially healer classes. What do u choose? Ghetto versions of all the good RAs? (BoF, PR, RP, Purge) Or specialize in the higher lvls on a smaller selection.

It seems to me that with ToA and NF Cookie cutter templates will be ni imposible as there will be too many things to include, which i suppose is a good thing. More of a Two-Fingered salute by Mythic to the elite/hardcore players who HAVE to have everything.
 

Lejemorder

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lol ad ppl claiming its a bad thing :) for first we dont even have NF so we dont know how thing´will be :) and for the second its on an early testing status and yes mythic say, they will see what there customers say, as they prolly know such an huge change in the RvR are just not something u do.

and i would like to know what ppl want.

-50% dmg on styles/magic for 5 min (cureble) or -20% dm on styles/magic and 20% snare for max 30 sec.??
 

Iceflower

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Kreig said:
Plenty of retards that still make themselves worthless b4 coming out 2 rvr now, so im sure some ppl will still try and abuse things even with this system in place.

Indeed, that is the drawback with competitive situations, some people (not sure they are retards though, judging by how one of my neighbours daughter struggles with life) will always find a way to twist the rules to their advantage.
 

Serdan

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Pin said:
:eek6:
You do realise that we have had death sickness in the game since like day 1, and it's been a 50% damage reduction across the board that whole time, right?

Yes, I do. :) I see from where misunderstanding came. When I've talked about penalty I meant 5 min exp penalty for being to stupid to be killed in RvR(sic!), which hits mostly classes that already get less from usual RvR then others. Point for casters was that its not really getting better for them, you still have damage penalty which can be quite a some.

Anyhow, they fixed the main concern already - read 1.70t. You now even get some exp while dead! :clap:
For casters, however, its getting worse. Probabilty to be killed twice in 1 and half minute is much higher then one in 13 sec and they will be facing 60% damage reduction quite often :(.
 

Aenir

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0_o Sputin's Legacy looks kinda uber...

Much better system now with the rps.
 

zolty mudcaster

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So they do all this to try and fix the zerg in RvR ??? Why are Mythic so clueless???

Want strategy and tactics then reward those who does just that instead imho.

Could be something like this :

If a fg (8 people) kills a player from another realm they get diff points from where the killing blow landed.

75% of the total RP if killing blow comes from front (usely does if you are zerged)
100% if on one of the sides (flanking)
125% if on the back (fleeing enemy or ambush)

Most people would want to hit stuff in the back then, and that will require tactics (oh and prolly make the bow users more wanted into grps)

Should prolly make it that if you do the killing blow between 0 and 30 secs after you come out of stealth you only get 100% just to make sure stealthers doesnt get a hughe advangtes.

I can only see problems on keep takes and defense with this but then again . having keeps allready gives bonuses if you got the most.

Have in mind that its an idea so keep the flaming for yourself :) at least I dont waste my time on mindless whining :touch:
 

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