Thanks For The Fun - 8v8 Community Killing Server

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Freudinio
Gryphon Knight
 
Posts: 221
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Location: Denmark

Postby Freudinio » Apr 14, 2017 02:28

Budikah wrote:
suck wrote:
Kayd wrote: This is why 90+% of current RvR is 8-man.

No, it´s because it´s 2017

It's 2017 and plenty of players on live still zerg around.

He is pretty spot on - the in game rewards for anything outside of 8v8 are dismal.

I can run a BAG and get about as many RPs all night as I would winning 1-2 8v8 fights.

1.65 is a terrible patch level for any diversity in this game. No det on hybrids, no rewards for keep takes, no rewards for keep defenses, etc.

Unless any of that changes, it's going to mostly stay within the confines of 8v8 and some occasional large group action.


Yet the elitist get offended everytime I mention that they play for points. :(
Just about done..

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Budikah
Phoenix Knight
 
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Joined: Mar 14, 2010 01:00

Postby Budikah » Apr 14, 2017 04:04

I'd say they play for challenge and good fights which is why they get angry when their fights get zerged. It's an RPG so yes points are part of it, but once your class gets it's basic RA's secured, points aren't entirely relevant aside from just another ever present carrot on a stick and getting mo'betta.

The only ones who play for points are the ones who enjoy topping the Herald charts and the points are only an incidental way of showing how much ass you kick or how underemployed you might be
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CampJR
Guardian
 
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Postby CampJR » Apr 14, 2017 15:48

Id like to point out that at least (2) 8 man groups were defending the HIB relics all day yesterday and were probably the main reason we defended the relic against albs.

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seanbud
Myrmidon
 
Posts: 166
Joined: Apr 12, 2009 00:00

Postby seanbud » Apr 14, 2017 16:29

At this point I'm ready for rewarding 1k rps per keep captured or something. Maybe more like 500? I dunno, even if a realm formed a zerg and took all 12 enemy keeps, great they made 12k-6k in a whole night. Maybe cap the rps gained from keeps to 5k a night?
Maybe after Realm Rank 3, 4, or 5, you no longer gain any rps from keep captures? Nothing too crazy, but it would give the zergs something to do instead of just roaming.

Would like to know how these numbers would compare to what the zerg guilds are currently making. If they could get 5k from taking a bunch of keeps and eventually forcing a counter-zerg to pop, then they'd have their zerg vs zerg stuff to occupy them and farm rps from as well. And maybe relics would move around a bit more.

Keith Johnson
Myrmidon
 
Posts: 133
Joined: Jan 31, 2017 00:48

Postby Keith Johnson » Apr 14, 2017 21:57

seanbud wrote:At this point I'm ready for rewarding 1k rps per keep captured or something. Maybe more like 500? I dunno, even if a realm formed a zerg and took all 12 enemy keeps, great they made 12k-6k in a whole night. Maybe cap the rps gained from keeps to 5k a night?
Maybe after Realm Rank 3, 4, or 5, you no longer gain any rps from keep captures? Nothing too crazy, but it would give the zergs something to do instead of just roaming.

Would like to know how these numbers would compare to what the zerg guilds are currently making. If they could get 5k from taking a bunch of keeps and eventually forcing a counter-zerg to pop, then they'd have their zerg vs zerg stuff to occupy them and farm rps from as well. And maybe relics would move around a bit more.


Only issue is you need incentive to defend keeps as well. I remember in the early days of Warhammer enemy zergs intentionally avoided each other and just went back and forth retaking the same keeps over and over because it yielded the best rewards for both sides to do that. Obviously that's a bit different since it gave gear and not realm points but you can't make simply chain taking keeps more appealing than actually fighting the enemy zerg.

The only thing that comes to mind that wouldn't be a huge custom endeavor is having a significant multiplier to realm points for kills around a keep while it's under siege (for both sides). That would make both taking a keep (especially heavily defended) and defending a keep much more lucrative than it already is without the incentive coming from just keep trading.

concernedcitizen82
Warder
 
Posts: 19
Joined: Apr 06, 2017 20:03

Postby concernedcitizen82 » Apr 14, 2017 23:55

zergs kill servers, they aren't needed.

Keith Johnson
Myrmidon
 
Posts: 133
Joined: Jan 31, 2017 00:48

Postby Keith Johnson » Apr 15, 2017 04:45

concernedcitizen82 wrote:zergs kill servers, they aren't needed.


I hope the 82 in your name isn't the year you were born. Would've thought anyone with this mentality must surely be in high school still.

Gulfoss
Warder
 
Posts: 20
Joined: Feb 05, 2011 05:38

Postby Gulfoss » Apr 15, 2017 05:28

zergs kill servers, they aren't needed.


Another guy who didn´t understand what PvP means :gaga:
But be sure, that if we have the chance we show you :D
Wir zergen nicht, wir legen 8vs8 nur anders aus

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concernedcitizen82
Warder
 
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Postby concernedcitizen82 » Apr 15, 2017 05:43

look at live, it is nothing but zergs and they don't even fight each other. they dodge, take keeps and roll way lesser numbers. but you trashcans that run on stick because you can't compete clearly know more then I do.

Rent
Eagle Knight
 
Posts: 607
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Postby Rent » Apr 15, 2017 08:38

concernedcitizen82 wrote:look at live, it is nothing but zergs and they don't even fight each other. they dodge, take keeps and roll way lesser numbers. but you trashcans that run on stick because you can't compete clearly know more then I do.


Lol. So always wiping in unfair fights makes them to better trashcans? 8vs8 is totaly unbalanced. I guess you´re running mostly in fgs with the same players, the same grp setting and and the same classes. Stop looking down on other players. If you´re so good, learn to kite & kill 2-3 fgs. It´s possible, but it really needs skill.

And again DAoC isn´t a sterile arena game. The interesting part of DAoC RvR is that you never know how much more enemies will inc soon. These "clean" 8vs8 fights are a special type like 1vs1 fights, which happens sometimes and should never be the main and only aspect of RvR in DAoC.
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ZaiQQ
Eagle Knight
 
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Joined: Jan 09, 2011 07:24

Postby ZaiQQ » Apr 15, 2017 08:41

Fighting multiple groups doesnt have much to do with your skill, its about how bad the 2-3 groups are more then anything.
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Keith Johnson
Myrmidon
 
Posts: 133
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Postby Keith Johnson » Apr 15, 2017 14:40

concernedcitizen82 wrote:look at live, it is nothing but zergs and they don't even fight each other. they dodge, take keeps and roll way lesser numbers. but you trashcans that run on stick because you can't compete clearly know more then I do.


You realize when the only people left playing are the 8v8 groups, you have (let me break it down to your level so you'll understand) a ded gaem.

Don't get me wrong I was an 8v8 elitist too... 14 years ago when the game was relevant. I was also a high school virgin who played 60 hours a week. But to act that way on a private server of a 15 year old game... and at 35 years old I assume? Well I guess everyone matures at their own rate :grin:

Freudinio
Gryphon Knight
 
Posts: 221
Joined: Jan 06, 2017 00:32
Location: Denmark

Postby Freudinio » Apr 15, 2017 14:42

concernedcitizen82 wrote:look at live, it is nothing but zergs and they don't even fight each other. they dodge, take keeps and roll way lesser numbers. but you trashcans that run on stick because you can't compete clearly know more then I do.


So they are like mediocre 8mans then? You know, like every single 8man on this server? :)
Just about done..

Severian
Gryphon Knight
 
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Postby Severian » Apr 17, 2017 16:18

I find it interesting that in a 16 year old game, where everyone (especially 8 mans) say that 'the meta has already been figured out long ago, hence why it is like it is', that we are still having debates on how to improve the health of RvR in this game. Hasn't all this been tested before? Don't we have plenty of trial runs and experiments with various rule sets to pull from already to figure out what works best? Whatever worked best in the past, let's do that here. Throw 1.65 out the window on this one.

I think new frontiers were actually quite nice. I wouldn't mind that being in the game, but with old RAs, despite some of them being clearly a bit OP. But that's not 1.65.
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seanbud
Myrmidon
 
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Postby seanbud » Apr 19, 2017 09:00

Severian wrote:I find it interesting that in a 16 year old game, where everyone (especially 8 mans) say that 'the meta has already been figured out long ago, hence why it is like it is', that we are still having debates on how to improve the health of RvR in this game. Hasn't all this been tested before? Don't we have plenty of trial runs and experiments with various rule sets to pull from already to figure out what works best? Whatever worked best in the past, let's do that here. Throw 1.65 out the window on this one.

I think new frontiers were actually quite nice. I wouldn't mind that being in the game, but with old RAs, despite some of them being clearly a bit OP. But that's not 1.65.

NF had some good ideas keep wise, but I hated the new zones. I don't think it was just nostalgia for me either. I much prefer the OF layout. NF has a MASSIVE river running through it taking up the exact center of the zones, and water combat was always frustrating.

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