Where direction do you want the game to go to next?

What direction do you want the game to go next??

  • Class balance

    Votes: 119 32.3%
  • RVR geography

    Votes: 94 25.5%
  • RVR content

    Votes: 68 18.5%
  • More visual clsses

    Votes: 17 4.6%
  • Group number change

    Votes: 17 4.6%
  • More stealther classes

    Votes: 18 4.9%
  • PVE expansion

    Votes: 6 1.6%
  • Nothing u are happy

    Votes: 12 3.3%
  • Other

    Votes: 17 4.6%

  • Total voters
    368

Arumos

Fledgling Freddie
Joined
May 26, 2004
Messages
1,311
personally being a fan of siege (used to be anyway).

I would like to see a more dramatic change in the way keeps are layed out. Or towers for that matter.

Working on the wooden tower, like a tempory station that is rarely used such as the 2 towers based at a distance from every main keep in the fronteirs. so therefore does not need to look like heavy guardtowers defending main keeps.

You could also improve archers by implimenting this, they could get an abililty 'flaming arrows'. These arrows burn down the wooden outputs and anyone sat inside defending (works rather like a dot maybe). the flaming arrows ability could work like a dmg add in pvp for a short period, I dunno.

Currently I am a bit fed up of the same old routine to every fooking keep there is, yeah they have a small variation in their layout but i think its pure lazyness as their differences are minimal. maybe make one keep 20 stories high that you have to scale the stairs defended by numerous guards and enemies on route? no doors or walls etc. Or a labarinth with many traps and tricks etc etc with the lord in the middle in a small tower. variation!

what about fireing people on a catapult which takes 30 seconds to fire and they take 50% or so hp when they land inside the keep :) could be fun

An ability to maybe dig a tunnel underneath the keep and get in that way, just something a little different to the 3 hour trebbing or ramming. :p

Just a bit of variation in the siege would do me, all we have currently is a ram, treb, keep gate and keep wall...after 3 years I've had enough :)
 

dante_must_die

Loyal Freddie
Joined
Jul 27, 2004
Messages
111
just an idea

:) i agry with raids opinion about agramon my little idea is to put an keep deferent from others biger with good defencive sieging capabilities in the middle of agrammon and this keep will be the key of some bonuse in rvr something like a relic that will give something that all 3 realms will want....
this way agramons that its a very good place for rvr (looks like old emain) will be a place that will have life and the rvr will be better imo.(hate water fights and abusers of water)since water came into rvr many abusing up and down in rvr fights this has to be redused ....:kissit:
 

Corran

Part of the furniture
Joined
Dec 23, 2003
Messages
6,180
raid said:
its not my run im concerned about tho...

take yesterday for example, we made grp, had no instarvr so we went agramon. roamed 20minutes, with exactly zero enemies there while there was constant deathspam from hadrians wall.

so clearly agramon could use something which would attract people there.

yes, but how will a port to milegate make the issue any better? To be honest this would make it worse as people could camp it and attack moment you appeared and you be fucked.

Getting to agramon milegate takes 30seconds, give or take running on caster speed. Not really something that should be an issue and i cant see porting that tiny bit more would actually do anything to improve the issue.

If people do not go to agramon it not the lag of port, you went there and found nothing. Maybe that is the issue? People simply don't want to attempt to go there because it is not 8vs8 they looking for, they want the easy rp else though wouldnt merely go to a dock keep and run about killing all the solo/small groups there.

This is the problem, how to make agramon more appealing?

Porting - what that achieve? Saves 30seconds tops and puts added risk - example of this risk. Mids standing in middle of port zone to a keep and farming people as they port in.

More rp's - Well this just make the stronger that much stronger. And to be honest this is against what you all say you want.. "it not about RP it the good, fair fights we want" so more rp is pointless. Infact it may be detrimental as people think "wow now i get 4k for adding, not 2.5k i go there and do that"

Putting Keep on agramon - goes against what you want it for.. you want 8vs8 so putting a keep there would go against it and turn it into a zerg/seige zone again.

Other idea? - Well to be honest i dont know what to do about it. It all comes down to simple thing. Why dont groups go there? Common thing is "Because it empty" however it empty because people aren't going there so you just compounding it. Or it could be that groups like you people think they cant beat so they keep away from the zone.

I dont know, point is it the PEOPLE that deciding not to go to agramon for their 8vs8 they claim they want but instead seek out areas they know they wont get it. So it only the people that can change this and nothing you do to agramon will make a difference.

But hey, is it good fights you want? Ones that last a long time? Well a possible idea, which I wouldnt think could be implemented or possibly some form of buff could be casted on you entering the zone that would implement it, is that while there everything works 30% less effective. That way the poorer groups dont get insta killed because they got more time to react and tactics come into the picture more so that it does come about skill and not speed. This will increase the chances of adds as fights take longer, but if 8vs8 groups are there then you wont be added on will you? If you do you got time to react and turn on adders together etc.

Ah well, im just rambling now waiting on a phonecall, but basically comes down to simple fact. People are choosing not to use a zone which has previously been specified as the place to 8vs8 and instead just farm easy rp's. So agramon is not the problem, you - the players are!
 

Shafu

Fledgling Freddie
Joined
Jan 24, 2004
Messages
224
I disagree. Agramon IS the problem. More specifically, the landbridges. Let me try to illustrate why there is a huge difference between Agramon and OF emain. Imagine if you could fly from MTK to ATK in OF emain (the same way you can take a boat around Agramon). What effect would this have?

- It would make it much easier to camp ATK.
- It would be impossible to push back the campers (for more than a few seconds).
- There would be far less travellers (going the milegate route).

That's exactly what happened to Agramon. Travelling was killed. Dead. Burried. R.I.P. Extinct. You get the picture :)

It may look like players have decided not to go to Agramon, but in fact they have been discouraged to do so (through bad design).

If the areas from Bled/Beno/DC to Agramon were enclosed just like they were in OF emain, the population in Agramon would sky-rocket.
 

Corran

Part of the furniture
Joined
Dec 23, 2003
Messages
6,180
Shafu said:
I disagree. Agramon IS the problem. More specifically, the landbridges. Let me try to illustrate why there is a huge difference between Agramon and OF emain. Imagine if you could fly from MTK to ATK in OF emain (the same way you can take a boat around Agramon). What effect would this have?

- It would make it much easier to camp ATK.
- It would be impossible to push back the campers (for more than a few seconds).
- There would be far less travellers (going the milegate route).

That's exactly what happened to Agramon. Travelling was killed. Dead. Burried. R.I.P. Extinct. You get the picture :)

It may look like players have decided not to go to Agramon, but in fact they have been discouraged to do so (through bad design).

edit: People dont want the areas enclosed and population to sky rocket if what they really want is FG fights, as if you make it old emain you make it add central and zergy again, which is against all the claims of what they want.
If the areas from Bled/Beno/DC to Agramon were enclosed just like they were in OF emain, the population in Agramon would sky-rocket.

The last time i saw anyone camping the landmass to agramon in hadrians was.... erm.... 2months ago? And that was a couple of solo people. And here is the amazing thing. IF the enemy doesnt go through the milegate and stays within the confines of the place then they wont even notice these people oO

Once again, problem is people pass the mile gate, run down the bridges all the way up to the keep and wonder "why did i get zerged/added on when i was in such a dumb place"

I dont know, I just cant figure out what peoples problem is.. Only real complaint i can see about the island is from albs that lose mezz to insta often because there not really any open field area oO

Edit: And enclosing it and making population skyrocket is not really what people want. the point is they want the main area to be used and that they want it 8vs8. Enclosing the walkway just brings all the zergers and stealthers into the area waiting to find a fight to ruin
 

Chronictank

FH is my second home
Joined
Jan 21, 2004
Messages
10,133
Bracken said:
Wrong forum - try the one titled fantasy counter-strike. This DAOC is the one that's a mmorpg with the unique realm versus realm system :)
Wrong game - daoc is whatever people want it to be, there is no set rules for how you should rvr so i dont see anything wrong with his comment on putting focus on 8v8 rvr as they have on zerg wars provided the ruleset remains as it is.
Same product different packaging etc

Corran said:
I dont know, I just cant figure out what peoples problem is.. Only real complaint i can see about the island is from albs that lose mezz to insta often because there not really any open field area oO

Edit: And enclosing it and making population skyrocket is not really what people want. the point is they want the main area to be used and that they want it 8vs8. Enclosing the walkway just brings all the zergers and stealthers into the area waiting to find a fight to ruin
If they fix the lag and terrain in agramon then more people would go there, its pretty simple really. People prefer to fg in NF because agramon is not for people with a crappy pc, you are looping pretty much every 30 seconds to a minuite to pick up people lagging behind. Some groups refuse to run in agramon because of this.
As you highlighted the second problem is all the hills, they are everywhere. There is no real arena for people to meet and fights (OF it was the Tower near APK in hib/alb mile gate/valley etc) where there is a open field to engage a fg.
Hills also mean adds, regardless of your view on adding the people that went agramon went there for 8v8 and no adds. Hills = lack of los, often i would pile into the back of a grp because thats all you saw mezzing a grp mid fight usually ends up in them losing/you demez and now they are mez immune resulting in the other grp losing.
What would be awesome would be emain style frontire
 

Chronictank

FH is my second home
Joined
Jan 21, 2004
Messages
10,133
bah edit timer,
emain style landscapes but in the agramon mapset as essentially agramon is a pretty good zone potentially
warning big images:
Agramon
new_agramon.jpg
Emain
hib_emain.gif
 

Shike

Can't get enough of FH
Joined
Dec 24, 2003
Messages
3,936
a random port to anywhere in agramon with certain aggroplaces as no-go's for whole group would be kinda funky.

Talk to porter in keep that leads to agramon (beno, DC, bled), port into agramon anywhere, roam for enemys.

Would be ideal imo since it doesnt port zergs into same places, only FGs, and you cannot camp a certain spot for easy RPs since groups pops up anywhere.

What will happen now and then ofc is that you port right into a fight which could make things abit more interesting. Putting 30s timer on combat both ways would allow ported group to move outta the way easy. Meaning, you cant kill newly ported people, and they cannot deal any damage, which I dont see any real problem with, 30s is enuff to buff up and do pets etc too.


My suggestion would make Agramon sorta like a huge arena, for fullgroupfighters, with easy and quick access for everyone who want to go there for fights. I would place one restriction on it though, stealthers porting in arent allowed to stealth for 10minutes after they ported in. Just to prevent leechers from easy access to fights they can leech on. If they wanna go there, let them walk the long way, since they only go there for one reason, to add on stuff for easy RPs. Agra is too big for stealthers to roam around in, near impossible to find a 1vs1 inthere unless you prearrange it, which is why I think like I do when it comes to just stealthers and agramon.
 

Mundokar

One of Freddy's beloved
Joined
Dec 29, 2003
Messages
571
Would be fun to see what happaens if they reduce groupsize to 6 or something :)
 

Chronictank

FH is my second home
Joined
Jan 21, 2004
Messages
10,133
Mundokar said:
Would be fun to see what happaens if they reduce groupsize to 6 or something :)
albs and hibs would whine mid are overpowered because they have healers and shamans
 

Golena

Fledgling Freddie
Joined
Feb 11, 2004
Messages
3,292
Corran said:
The last time i saw anyone camping the landmass to agramon in hadrians was.... erm.... 2months ago? And that was a couple of solo people. And here is the amazing thing. IF the enemy doesnt go through the milegate and stays within the confines of the place then they wont even notice these people oO

Here's your answer..

Shafu said:
There would be far less travellers (going the milegate route).

Because everyone can take a boat around then everyone does that "to camp the other realms milegate". Since everyone does this then when they get there there's nothing to camp.. If they don't have to pass through their own milegate to camp yours then there's very little point in camping theres. It's why NF is so badly designed.. although there's alot of space, there's no reason to go to any of it, as you can just jump on a boat to any one spot. This means the only place your likely to find people is either while jumping on a boat, or killing people jumping on their boats.

They might as well of made NF just resemble 3 docks and the surrounding 100ft.

In order to bring good rvr back you have to make people travel.. moving between 2 locations splits people up and means people have the chance to roam between the locations looking for fights.. the very last thing people should be asking for is more ports to places.. that's what caused the problem in the first place!
 

Gondath

Fledgling Freddie
Joined
May 15, 2006
Messages
121
My desire for this game is to see PvE made just as optional and non-requirement for RvR as RvR currently is for PvE.
 

Dorimor1

Banned
Joined
Jan 22, 2005
Messages
2,579
Eruptix said:
lol no pls

the reason ppl go to agramon is for 8v8,not to fight for keeps..

roleplayers can zerg keeps all they want in NF zone,but please leave agramon to the serious players :/

DAoC is a role-playing game, so infact rolepalayers are the serioues players, if we go by your philosiphy.
 

Vladamir

FH is my second home
Joined
Dec 28, 2003
Messages
15,105
This game needs less swedes and greeks, then we'd be sorted :D
 

Flimgoblin

It's my birthday today!
Joined
Dec 24, 2003
Messages
8,324
rvr content - by that I mean RvR content ;) not 45-49 bgs or 8v8 instanced pwnplaces (the agramon experiment failed)

give us some better missions that make more of a difference to the frontier/are worthwhile taking part in/more to it than just "gank XYZ enemies" - the only missions worth taking at the moment unless you're solo.

*mumbles something about enemy kill missions that complete themselves when your entire group is standing around at snowdonia*
 

Zede

Part of the furniture
Joined
Jan 30, 2004
Messages
3,584
The situation has been stale since the RP boost.

RvR is becoming more and more like WoW PvP by the day - and this is a bad thing.

Zergs are fine, so long as they have a cause. Taking keeps is great, but the masses prefer bridge & tower camping. Get boat, roam around, find nothing. After 20 mins of roaming, someone suggests in the group " go the bridge ? " Grp reluctantly agrees, knowing to well what will happen.

What each realm needs is RvR Raid Leaders - those who are prepared to organise keep takes / defences. Give an a greater incentive so people want to lead ( super war banner maybe so those in 3000 units of the leader & get perma Bof2, baod2 or x 2 rp for example) and say 10k for taking a keep, 25k for taking a relic.

Mindless rvr is shite, make people want to do something more.
 

Mirt

One of Freddy's beloved
Joined
Jan 15, 2004
Messages
1,221
I'd like to see them give VWs some proper love, kinda like that given to friars, thanes and valkyries.
 

Flimgoblin

It's my birthday today!
Joined
Dec 24, 2003
Messages
8,324
Zede said:
The situation has been stale since the RP boost.

RvR is becoming more and more like WoW PvP by the day - and this is a bad thing.

Zergs are fine, so long as they have a cause. Taking keeps is great, but the masses prefer bridge & tower camping. Get boat, roam around, find nothing. After 20 mins of roaming, someone suggests in the group " go the bridge ? " Grp reluctantly agrees, knowing to well what will happen.

What each realm needs is RvR Raid Leaders - those who are prepared to organise keep takes / defences. Give an a greater incentive so people want to lead ( super war banner maybe so those in 3000 units of the leader & get perma Bof2, baod2 or x 2 rp for example) and say 10k for taking a keep, 25k for taking a relic.

Mindless rvr is shite, make people want to do something more.

well put.

I'm never a fan for RvR for RPs sake (be it zergy, soloing or not) - it's fun for a bit but feels rather hollow after a while.

If they can put in some incentives to be an organised attack force and rewards so that it's not just zerg2win and so that there's actually a point* in trying to take keeps/towers rather than just getting irvr and farming

* a point in terms of character development - doing it for fun is good :D but ye get a bit bitter after a while when the irvr farming gets you new toys yet the playing the game to RvR gets you sod all ;)
 

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