Change is in the air

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Pitchblack
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Postby Pitchblack » May 18, 2017 19:13

Blue wrote:
Pitchblack wrote:Shortening the pad porters does nothing for RvR when the majority of the population has already quit due to grinding to 50.

About 8000 characters were grinded to 50 already. How many more would you need for action?


Your arguing that a majority of these 8k 50's quit because of pad timers?

What time zone do you play in? I encourage you to play during NA time zones when the population drops to around 475. This number during the same time was 1k+ not long ago.

People are logging off because there is no action or they are getting destroyed. No one is saying "rvr is great tonight, lots of action but that 8 min port time is too long. I'm calling it a night guys".

8k total 50's is a lot but it's clearly not enough given the state of the game. I won't address how to bring those 50s back but one thing way is to give people a reason to make Alta, finish there first char to 50, help friends etc. this is all based on exp gain.


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Uzkrak
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Postby Uzkrak » May 18, 2017 19:36

Aw I got slowly used to running to the relickeeps for mats and maybe killing a stealther on the way :D

Otherwise really nice changes, I think an incentive to actually defend keeps would be that the rp bonus you get for holding it increases over time( to a certain max value ofc, maybe maximum 10%?) this would encourage people to still upgrade doors and keeplevel and defend keeps although it kind of increases rp gain for raiding.... and not joining a "keepraidcircle" as it already happened once.

But all in all not over the top the changes , thumbs up! do not overdo the QoL stuff pls in future, I think to much QoL is not CLassic anymore ;)
Last edited by Uzkrak on May 18, 2017 19:39, edited 1 time in total.

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Blue
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Postby Blue » May 18, 2017 19:39

Pitchblack wrote:Your arguing that a majority of these 8k 50's quit because of pad timers?

No way, you misunderstood then. That was related to the last part of what you said. We will attempt to get these players back into action. But as some DAoC dev uncovered, 25% are in RvR zones 75% are doing PvE/other stuff. Not different on Uthgard.

Uzkrak wrote:Otherwise really nice changes, I think an incentive to actually defend keeps would be that the rp bonus you get for holding it increases over time( to a certain max value ofc, maybe maximum 10%?) this would encourage people to still upgrade doors and keeplevel and defend keeps although it kind of increases rp gain for raiding.... and not joining a "keepraidcircle" as it already happened once.

We have some ideas in regard to that. Attack/Defense RP pool. We are quite aware of the keep raid circle problems.
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."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

Twinbladez
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Postby Twinbladez » May 18, 2017 20:03

Daoc was always about realm vs realm fighting to take the keeps and relics.

Not about 8 man vs 8 man elite jobless bum boys .

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Tree
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Postby Tree » May 18, 2017 20:05

Blue wrote:
Uzkrak wrote:Otherwise really nice changes, I think an incentive to actually defend keeps would be that the rp bonus you get for holding it increases over time( to a certain max value ofc, maybe maximum 10%?) this would encourage people to still upgrade doors and keeplevel and defend keeps although it kind of increases rp gain for raiding.... and not joining a "keepraidcircle" as it already happened once.

We have some ideas in regard to that. Attack/Defense RP pool. We are quite aware of the keep raid circle problems.


Incentives for keep defense are vital. Otherwise the whole thing will become just another PvE event in the frontier, albeit with RP rewards. A feature increasing RP gain for prolonged defense would be nice, but right now we do need the option log characters out and back in inside besieged keeps of your own realm.
Without that you will never be able to mount a defense in time. And who wants to stay logged in on one character waiting inside a keep just on the offchance that someone might come raid it?
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Blue
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Postby Blue » May 18, 2017 20:10

Tree wrote:right now we do need the option log characters out and back in inside besieged keeps of your own realm.

That will not happen, sorry.
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."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

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Madruk
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Postby Madruk » May 18, 2017 20:25

Danke für die klasse änderungen,ich hoffe aber das,das nicht ausartet und jeder das kriegt was er will :-)

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Pitchblack
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Postby Pitchblack » May 18, 2017 20:58

Blue wrote:
Pitchblack wrote:Your arguing that a majority of these 8k 50's quit because of pad timers?

No way, you misunderstood then. That was related to the last part of what you said. We will attempt to get these players back into action. But as some DAoC dev uncovered, 25% are in RvR zones 75% are doing PvE/other stuff. Not different on Uthgard.


Got it, my mistake.

If 25% are in RvR zones and 75% are doing PvE what factors do you think are contributing to this ratio?

- some just like PvE
- some are helping friends level
- some are grinding gear for their temps
- some are leveling alts
- some do not have a decent group to run with in RvR
- some have a decent group to run with in RvR but get destroyed by high RR every night and refuse to continue
- very little small mans exist and if they do it is difficult to find comparable action
- tough to find action outside of the standard places emain (hib in general) and odins
- not "easy" to organize zergs/keep takes/relic raids unless you are a part of a larger alliance

There are many more, these are just a few that come to mind.

The first several areas above are PvE related and revolve around exp and character progression. Sure, there is always going to be a portion of the population that loves PvE which is great (leave them be). However, a certain percentage of the PvE players are only doing it so that they can get to RvR in some way (their char, their alt, their friends, their templates, etc.). Why not help this specific subset of PvE get to RvR faster, before they tap out and leave? Increase exp gains, remove a portion of the grind and get them to farming templates and gold faster. It is not like there isn't enough to do AFTER you hit 50. What is at risk by allowing players to level faster and reach RvR in fewer days /played? If the answer is... "it's classic!" then...

Regarding the RvR points mentioned above. There will always be pre-mades and high rr groups that trash everyone. That is to be expected and is part of the game. The issue is right now there is not much of an option unless you are running in an 8 man. I know this from personal experience as I have spent a high majority of RvR time in small mans on Uthgard. Of course we find fights by camping DL/FS/mile gates, which is great but very limited. Sure, we can roam around and check exp spots and all of the other suggestions that i know will be mentioned, but that is irrelevant when there are 400 ppl on the server. We need to creative incentives to bring people back and provide other options outside of 8 man.

The one suggestion I can give to fight this issue with finding action and creating action/zergs/keep takes etc. is to introduce the NF map system. Allow players to see where the fights are so they can flood out and help defend/attack. This allows for casual players to group up, create zergs, create small mans, hell...solo run to the action without being in an alliance, requiring some form of ultimate leadership. If my small man wants to go beat on a door and light a keep so we can draw ppl in to us and create our own action. This is not the first time I have seen this suggestion so I will not elaborate too much more as I am sure you get the point. Once again, what is the risk in implementing this? Is it technically even possible or is it because of "classic" mentality?

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De_Kus
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Postby De_Kus » May 18, 2017 21:19

What's the eta. for RPs for keep takes? Wasn't enabled an hour ago.
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Zerah
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Postby Zerah » May 18, 2017 21:30

I'm really grateful for this changes, thank you for implementing them.

Are the devs thinking about implementing horses (with speed 5) in rvr?
With this feature many solo and smallman groups would run in the frontiers and not get ganked easily by 8 man groups.

More players in rvr = more rps :-P

It would be also interesting to fight different classes wich don't have speed 5/stealth.

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Meander Silberberg
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Postby Meander Silberberg » May 18, 2017 21:42

Please increase xp bonus in frontier zone to 500%. Killing 3 mobs before getting killed from enemy isnt worth it yet.

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Vrock
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Postby Vrock » May 18, 2017 22:32

Thank you so much. Love the changes!

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Crucible
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Postby Crucible » May 18, 2017 23:02

Risk vs. Reward I'm afraid. Always an opportunity for a few level 50 realm mates (stealthy types) to guard you and soak up some RPs also.

Meander Silberberg wrote:Please increase xp bonus in frontier zone to 500%. Killing 3 mobs before getting killed from enemy isnt worth it yet.

playfull
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Postby playfull » May 19, 2017 00:00

@dev - i think the single thing that killed the population on the server was the removal of global spam.

would be interested to see the date the removal was implemented - and how the weeks looked after.

just food for thought...

Tohu
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Postby Tohu » May 19, 2017 00:43

Thank you for the patch notes.

Regarding:
That message is by default visible to all players in +-10 levels range. However, players may adjust this by using the following commands:

/lfg see50 - Allows players to see LFG messages from level 50 characters.
/lfg seeall - Allows players to see LFG messages from players of all level ranges.


If I use /lfg see50, how do I go back to the +-10 levels range feature?
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