1.70 RvR changes - oo-er...

Stinko

Fledgling Freddie
Joined
Dec 24, 2003
Messages
133
zolty mudcaster said:
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)
And who are to deside what part of a force that are the back/flank? Guess Mythic need to hire some AI Guru to implement that algorithm. And when all goes for the flank/back, what part is the front then?

I really like the new RP system with illness and so on
 

swords

Can't get enough of FH
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Dec 22, 2003
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4,337
RvR Death Penalty System - Take Two

As part of the New Frontiers expansion and based on player feedback, we have decided to change the way our death penalty works in RVR combat. The existing system (as it plays out on Pendragon with our new terrain) often results in gameplay with very little strategy, where people mindlessly fling themselves at a target over and over. Enemies are rarely worth realm points after the first few minutes, and all around it’s not very interesting or fun. The new system allows the player to make strategic decisions, gives more value to player resurrection, and provides an incentive to strategize attacks rather than relying on “the zerg rush.” We will obviously be watching the feedback closely, and we will make adjustments as necessary. There is plenty of discussion and there are varied opinions on this subject here at Mythic, and we look forward to your testing and feedback helping us to make the final decisions.

- There is a 20 second timer before a player can release (via the command /release) from an RvR death.

- If a player releases from an RvR death, a RvR Death Sickness is applied to the character. This Death Sickness lasts for three minutes and is incurable (with one exception, Restore the Soul). The player will get a 30% decrease in effective power (meaning that everything is now affected - healing, spell damage, spell duration, melee damage, etc) and a 20% movement rate reduction for each Death Sickness icon of this type.

- Please note that this is a completely separate death sickness from the current PvE death sickness, which will remain in-game for PvE deaths. And, as always, the PvE death sickness will be curable at a Healer.

- If a player is resurrected from an RvR death, a different RvR Death Sickness is applied to the character (unless Perfect Recovery was used, in which case there is no Death Sickness). The 30% decrease in effective power still applies, but there is no movement penalty of any kind. This Death Sickness lasts up to three minutes and is incurable (with one exception, Restore the Soul).

- The duration of this Sickness can be reduced by the type of resurrection spell used. Currently:

Base Line Resurrection/Egg of Youth - 2 minutes, 48 seconds
Tier 1 Spec Resurrection - 2 minutes, 31 seconds
Tier 2 Spec Resurrection - 2 minutes, 13 seconds
Tier 3 Spec Resurrection - 1 minute, 28 seconds
Perfect Recovery - 0 seconds (again, using Perfect Recovery means there is no RvR Death Sickness)

- Both resurrection Death Sickness and /release Death Sickness can be completely cured by the Master Level 8 Perfector ability, Restore the Soul.

- Multiple Death Sicknesses can stack with each other, for cumulative effects. In other words, if the player dies and releases a second time while still bearing the icon for Released Death Sickness, he will have two icons, his movement will be decreased by 40%, and suffer a 60% decrease in effective power - at least until the first icon drops. If a player dies and releases, and then dies and is resurrected while the first icon is still active, he will have a 60% decrease in effective power, but only a 20% movement penalty.

- The Veil Recovery realm ability will shorten all timers by 20% for each level of the Veil Recovery ability that you have.


Realm Points and Player Deaths

- While you are dead, you will now earn 25% of the realm points you would have earned if you were still alive.

- RELEASED AFTER DEATH - For three minutes after any death (RvR or PvE death), if the player releases, the player will receive a 50% reduction to realm points gained for enemy realm kills. In other words, if you die and release, you will be limited by 50% in your ability to earn realm points for three minutes.

- A released player will not be worth any realm points for one minute after death, and worth 25% of his total points for four more minutes after that. After five minutes, the player will be worth the full total. (As a point of comparison, on live servers, a player is worth no points at all for ten minutes after death.)

- RESURRECTED AFTER DEATH - There will be no penalty to the player's ability to earn realm points.

- Same as a released player, a resurrected player will not be worth any realm points for one minute after death, and worth 25% of his total points for four more minutes after that. After five minutes, the player will be worth the full total. (As a point of comparison, on live servers, a player is worth no points at all for ten minutes after death.) Please note that distance restrictions on realm points still apply.


Support rejoyce! you shalt gain some rps whilst eating dirt :)
 

Vaar

Fledgling Freddie
Joined
Jan 23, 2004
Messages
118
Hmmm. Hard to think of all possible consequenses, but take 2 seems like an sensible suggestion? Or...
 

Flimgoblin

It's my birthday today!
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Dec 24, 2003
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I really like take two - the first one was interesting, but take two gets rid of a lot of problems:

RP farming is hampered by the 1m timer (can only farm once a minute rather than once a ress)

support classes don't get screwed over

you can move on after ressing someone

RP WHILST DEAD!!!!1111 :D

(hurrah!)
 

Amuse

One of Freddy's beloved
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Dec 31, 2003
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Something ppl fail to see, is that with perfect recovery, there is NO penalty.. that means the 100% rezz, the 40 reju spec one..

this is far bether than the old system, as now, if a cleric rez you, with the 100% one, you will be back to perfect shape, exept buffs ofc.

and i love the RPs while dead system!
 

Darzil

Fledgling Freddie
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Amuse said:
Something ppl fail to see, is that with perfect recovery, there is NO penalty.. that means the 100% rezz, the 40 reju spec one..

this is far bether than the old system, as now, if a cleric rez you, with the 100% one, you will be back to perfect shape, exept buffs ofc.QUOTE]

Perfect Recovery doesn't mean the 100% Rezz. It means Perfect Recovery, the RA, which is available to all realms on a 5 minute timer, and only means 100% health/end/power at the third level of the RA.

Darzil
 

Spear

Fledgling Freddie
Joined
Jan 7, 2004
Messages
77
I think by 'Perfect Ressurect' they mean the RA ability tbh.
I says Tier 1 'Spec' Rez not 'Unspec' rez (which is what the first rez is).
So:
Tier 1 = 25% health
Tier 2 = 50% health
Tier 3 = 100% health
Perfect Rez = 100% heal, End, Power and no rez sick (RA ability)

Edit: bah should have refreshed before posting :)

I like take two, at least now people bashing keep doors who die repeatedly during a siege won't be releasing and giving up. And the get rps while dead should have been in DAoC from the start.
 

Amuse

One of Freddy's beloved
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Darzil said:
Amuse said:
Something ppl fail to see, is that with perfect recovery, there is NO penalty.. that means the 100% rezz, the 40 reju spec one..

this is far bether than the old system, as now, if a cleric rez you, with the 100% one, you will be back to perfect shape, exept buffs ofc.QUOTE]

Perfect Recovery doesn't mean the 100% Rezz. It means Perfect Recovery, the RA, which is available to all realms on a 5 minute timer, and only means 100% health/end/power at the third level of the RA.

Darzil


ah.. soz.. my bad.. and now, dammed you mythic! ^^

many of the changes are nice, and well in place.. but the illnes cousing you to get less RPs is bad imo.. it will encurage ppl to be carefull.. geting BG flashbacks, where no1 wanted to be the first one to run at the mids..

should be that you are worth 50% of the normal RPs to the ppl that kills you, but you stil get 100% RPs.
 

Kreig

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Spear said:
I think by 'Perfect Ressurect' they mean the RA ability tbh.
I says Tier 1 'Spec' Rez not 'Unspec' rez (which is what the first rez is).
So:
Tier 1 = 25% health
Tier 2 = 50% health
Tier 3 = 100% health
Perfect Rez = 100% heal, End, Power and no rez sick (RA ability)

Edit: bah should have refreshed before posting :)

I like take two, at least now people bashing keep doors who die repeatedly during a siege won't be releasing and giving up. And the get rps while dead should have been in DAoC from the start.


TBH lvl3 Perfect Res will be a luxury, 34 points to spend on 1 skill is a heck of a lot. Especially as healer class have so many things they NEED. For example:

PR lvl 3 = 34 points
Purge lvl 2 = 15 points
BoF lvl 3 = 34 points
Raging power lvl 3 = 34 points

Admitily u could get ghetto versions of the skills but as u can work out its imposible to get the needed skills, and thats not even including any passives like AoM, Wild Healing etc. And the ghetto version option doesnt really justify itself > 50% any time power heal for 15 points :s, 20% melee absorb :s etc etc

Basically it means that u'll have to have a few different spec healers in any grps, as theres no way you can generalise the skills needed as there are far to many. All this means good by to 2 BoFs in Alb grps, good by to 3 PRs in mid grps.

Imo anyway, you do the RA maths and see what you get...
 

Spear

Fledgling Freddie
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I agree Perfect Rezz will be the last RA any healer will get with NF. So most healers will now have to get the ML ability to be able to remove the rezsick effects.

Funny I seem to remember Mythic saying that we wouldn't need ToA to be competitive in RvR.
 

Amuse

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Spear said:
I agree Perfect Rezz will be the last RA any healer will get with NF. So most healers will now have to get the ML ability to be able to remove the rezsick effects.

Funny I seem to remember Mythic saying that we wouldn't need ToA to be competitive in RvR.

Wouldnt need ToA.. comeon.. you NEED toa to compete in any kind of RvR

and for the rezz ill cure ML abilety, it takes 50% of the casters power, and has a loooong castingtime
 

Kreig

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Spear said:
I agree Perfect Rezz will be the last RA any healer will get with NF. So most healers will now have to get the ML ability to be able to remove the rezsick effects.

Probley not the last RA but to be effective it will only be useful in open RvR fights at really lvl 2+, it seems that with the other needed RAs it would only come at relativly high RR. Again another bais in favour of hardcore/elite players, and more difficult for the more casual players.
 

Danyan

Loyal Freddie
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May 28, 2004
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47
Balbor said:
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.
Hahahahahaahahahahahahah
 

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