liloe
It's my birthday today!
- Joined
- Jan 25, 2004
- Messages
- 4,166
Why are AC raids so bad? Well, first of all I think that the whole concept of relics is badly planned, which then leads to AC raids.
Taking a relic nowadays merely means to get 3 different keeps and then take the relic out of the shrine. Sure, keeps have their own guards, but the PvE code is extremely bad in this game, thus keepguards quickly fall to an organized group. I say that AC raids are considered lame, because when few players are involved, chances are much worse to defend. How does this come? Well, the AC raids everyone talks about on the cluster is an organized group with some adds taking the relic, with a few defenders left. The point is, that the often poorly equipped defenders can never match an RR10+ group which has access to a full set of abilities. Having guards that act extremely stupid doesn't really help on that issue aswell. So for that part, AC'ing is lame because tactical advantages tend to disappear, thus negating crucial aspects of the game. The same situation doesn't occur when it's 100 vs. 100 people, cause then there will be good and bad people on both sides, seperated by walls that give a real tactical advantage in that case. In a low scale scenario, a single climb wall class healed from below can deal great havoc, whereas in a large scale scenario, the climb wall classes can just make the difference it takes to interupt/kill healers so the major forces can break in, which is more the intention of these classes I think.
Let's go on to the "it's useless anyways" point. I can agree with your there, cause most people feel it's just so useless to retake relics with an organized force, when a small number of people can just take it back in a glimpse. It makes people become more negative about the relic situation and lowers the fun for those who successfully organized the whole thing. Planning a relic raid at primetime takes lots of effort and spirit to motivate all the people and to keep them together, listening to your commands. Anybody who succeeds at this task deserves more respect than a simple nightshift and compared to OF there are much less well-known RR leaders now.
It prevents choice. Yes, it definately does. It's the AC crew that decides where the action goes next and - no offense to anyone or any guild meant - it seems to me like if albs were in that position more often than other realms. Albs are slightly more players and I think overall a more willing population to gather some numbers to actually do something. I don't think this is a special cluster problem, as I've seen this on other servers aswell, that it was mostly Albs who took the initiative. But still, no matter which realm does it most often, there will be one realm showing the direction to go, thus limiting the diversity of RvR. While I played more often on the cluster, it mostly started with Albion taking Crim, then proceeding for the relic at night. What you can see there is like a template that always repeats, which makes RvR boring, causing people to quit or going to other servers. A lot of people are tired when their bridge is the hot-spot for weeks, but there is nothing you can do if one dominating realm pushes there all day and night long. The day after the AC it's still the same thing, fights go on in the frontier of the realm that has now less or no relics anymore, making it even harder to get something started at primetime. So contarily to what you say, I don't think the hotspots move around, but they stay in the same area all the time. If you had to complete special tasks in other frontiers to take a specific relic, then this would be the case, but as it is, relic taking is too straight forward.
Imbalances from having a relic is also something that makes people hate AC raids. Like I said before, little effort is needed to get the relics, but a 10% damage boost is a LOT and you can definately feel the difference. So in that case, the work/effect ratio is just plain wrong. A small group can get a massive bonus for a whole realm and that's really not working as intended I think.
So there is the issue with people not being able to take part in late night defenses cause of other duties. While it is true that there are often situations where one can't take part in a special event, most of these events are things that can be done any time of the day. You will find artifact encounters, ML raids and RvR all day long, so no matter if you work or go to school, you can always fit something into your schedule if you want to. AC'ing on the other hand is a thing which the majority of the player base can not do anything against (or take part if you want to say so). It's an event that can't be re-scheduled, cause then the purpose would be void of course. Essentially it leave this kind of event to a few players that have no private obligations and value some relics over sleep. Sure you can say that everybody has their values, but an MMoRPG is also defined as a community which has mutual respect. If some players don't care for their health of any private things, then it shouldn't affect the other 95%+ in such a big way. There is a difference between hardcore gaming for the challenge and AC'ing relics simply because you can do it and nobody can hinder you. Ok, that point might be a bit of lesser interest some might say, but it's my personal view.
So one last thought about AC'ing relics. The big problem with DAoC is, that on the GOA servers we play in around 2-3 timezones at max. That's GMT, CET and EET. The maximum difference here is 2 hours, which is really not much. The game itself is from the US though, where the difference between the east and the west coast is 5 hours (if I'm not totally wrong). This means that the game was designed for a much more flowing chain of action, because when the late crew logs out on one side, the early crew on the other side logs in. The GOA servers thus have no means to provide a permanent flow of defenders and the weaknesses of the system are becoming very visible.
Taking a relic nowadays merely means to get 3 different keeps and then take the relic out of the shrine. Sure, keeps have their own guards, but the PvE code is extremely bad in this game, thus keepguards quickly fall to an organized group. I say that AC raids are considered lame, because when few players are involved, chances are much worse to defend. How does this come? Well, the AC raids everyone talks about on the cluster is an organized group with some adds taking the relic, with a few defenders left. The point is, that the often poorly equipped defenders can never match an RR10+ group which has access to a full set of abilities. Having guards that act extremely stupid doesn't really help on that issue aswell. So for that part, AC'ing is lame because tactical advantages tend to disappear, thus negating crucial aspects of the game. The same situation doesn't occur when it's 100 vs. 100 people, cause then there will be good and bad people on both sides, seperated by walls that give a real tactical advantage in that case. In a low scale scenario, a single climb wall class healed from below can deal great havoc, whereas in a large scale scenario, the climb wall classes can just make the difference it takes to interupt/kill healers so the major forces can break in, which is more the intention of these classes I think.
Let's go on to the "it's useless anyways" point. I can agree with your there, cause most people feel it's just so useless to retake relics with an organized force, when a small number of people can just take it back in a glimpse. It makes people become more negative about the relic situation and lowers the fun for those who successfully organized the whole thing. Planning a relic raid at primetime takes lots of effort and spirit to motivate all the people and to keep them together, listening to your commands. Anybody who succeeds at this task deserves more respect than a simple nightshift and compared to OF there are much less well-known RR leaders now.
It prevents choice. Yes, it definately does. It's the AC crew that decides where the action goes next and - no offense to anyone or any guild meant - it seems to me like if albs were in that position more often than other realms. Albs are slightly more players and I think overall a more willing population to gather some numbers to actually do something. I don't think this is a special cluster problem, as I've seen this on other servers aswell, that it was mostly Albs who took the initiative. But still, no matter which realm does it most often, there will be one realm showing the direction to go, thus limiting the diversity of RvR. While I played more often on the cluster, it mostly started with Albion taking Crim, then proceeding for the relic at night. What you can see there is like a template that always repeats, which makes RvR boring, causing people to quit or going to other servers. A lot of people are tired when their bridge is the hot-spot for weeks, but there is nothing you can do if one dominating realm pushes there all day and night long. The day after the AC it's still the same thing, fights go on in the frontier of the realm that has now less or no relics anymore, making it even harder to get something started at primetime. So contarily to what you say, I don't think the hotspots move around, but they stay in the same area all the time. If you had to complete special tasks in other frontiers to take a specific relic, then this would be the case, but as it is, relic taking is too straight forward.
Imbalances from having a relic is also something that makes people hate AC raids. Like I said before, little effort is needed to get the relics, but a 10% damage boost is a LOT and you can definately feel the difference. So in that case, the work/effect ratio is just plain wrong. A small group can get a massive bonus for a whole realm and that's really not working as intended I think.
So there is the issue with people not being able to take part in late night defenses cause of other duties. While it is true that there are often situations where one can't take part in a special event, most of these events are things that can be done any time of the day. You will find artifact encounters, ML raids and RvR all day long, so no matter if you work or go to school, you can always fit something into your schedule if you want to. AC'ing on the other hand is a thing which the majority of the player base can not do anything against (or take part if you want to say so). It's an event that can't be re-scheduled, cause then the purpose would be void of course. Essentially it leave this kind of event to a few players that have no private obligations and value some relics over sleep. Sure you can say that everybody has their values, but an MMoRPG is also defined as a community which has mutual respect. If some players don't care for their health of any private things, then it shouldn't affect the other 95%+ in such a big way. There is a difference between hardcore gaming for the challenge and AC'ing relics simply because you can do it and nobody can hinder you. Ok, that point might be a bit of lesser interest some might say, but it's my personal view.
So one last thought about AC'ing relics. The big problem with DAoC is, that on the GOA servers we play in around 2-3 timezones at max. That's GMT, CET and EET. The maximum difference here is 2 hours, which is really not much. The game itself is from the US though, where the difference between the east and the west coast is 5 hours (if I'm not totally wrong). This means that the game was designed for a much more flowing chain of action, because when the late crew logs out on one side, the early crew on the other side logs in. The GOA servers thus have no means to provide a permanent flow of defenders and the weaknesses of the system are becoming very visible.