Shattered Kingdoms

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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sat Aug 11, 2012 4:13 pm 
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Joined: Thu Jan 22, 2009 4:41 am
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Location: Witness Protection
SK Character: Cyndane - Talys
NPC wars suck, yes. But without them, there's /literally/ nothing a lot of classes can do against 1 PC warrior. And it's not exactly unusual for factions to not have a warrior in them.

We don't have the playerbase to support serious PvP, and PvP on SK has become a joke. The only interesting PK that happens is when somebody thinks they're getting to ambush someone(s) and bite off more than they can chew.

Aside from that, it's just zerg, zerg, zerg, hide until we have more PCs than the enemy.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sat Aug 11, 2012 4:17 pm 
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Joined: Sat Mar 02, 2002 4:00 pm
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I agree with syn on the NPCs. They're needed for balance right now and they make things more interesting. I could get behind some of the ideas around making it harder to escape a battle to safety, but I think tribunal NPCs add different dimensions to the tactics you can use.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sat Aug 11, 2012 9:45 pm 
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FinneyOwnzU wrote:
There are quite a few of us that simply prefer the current iteration to the proposed changes in this thread. I don't see the point in replacing one flawed system with another. It seems like a waste of time and resources.

Frankly, if Dulrik wants to encourage PK then his time would be better spent tweaking and balancing classes, removing scripted items and reviewing one-shot abilities like petrification, FoD and backstab rather then redesigning tribunals and city defenses - that if implemented as suggested in this thread would likely lead to less PK and not more.


True story.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sat Aug 11, 2012 9:53 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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My current thinking leans the other way. I'd rather get rid of the buffs and other non-class abilities that tribunals get via guards rather than stop them from having an extra body with them. However, I'd cautiously be in favor of making the guards that can accompany follow the same standards as pets.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sat Aug 11, 2012 10:15 pm 
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I hope it takes a very long time for this to make it to the top of the change list (taking away tribunal buffs). If you do get around to it, there are some spells that will need to be made available to other classes/in other ways, such as shrink/enlarge. There are very often times in the game that you can't find a sorceror for miles. And diamond, adamantite, and energy items cannot be resized by normal means.

It's the same as with the holy symbol spell - the size of the player base does not support having it be so rare (though it's good that you're decreasing the importance of holy symbols).


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sat Aug 11, 2012 10:39 pm 
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Joined: Wed Jun 13, 2012 1:14 pm
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SK Character: Sargas
FinneyOwnzU wrote:
Syn is right. Stop and think for a second about Duradune and Minos Ionia gate fights on Everwar, Sargas. They never happened unless the enemy team had enough firepower to not only overpower the NPCs at the gate, but also all of the enemy players. Otherwise, the defenders simply waited for the gates to be engaged and then steamrolled the attackers.

It would be no different on SK. No one will engage these "choke points" unless their side has enough firepower to deal with both the NPCs and any enemy players that might show up, too. This won't change anything or encourage PK. If anything, it will make PK less frequent.

This would be nothing like Minos, because gate guards in eWar actually put out fairly impressive damage.

Also: encouraging less PvP is not that bad, if the quality of the PvP improves...


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sun Aug 12, 2012 10:08 am 
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Sargas wrote:
FinneyOwnzU wrote:
Syn is right. Stop and think for a second about Duradune and Minos Ionia gate fights on Everwar, Sargas. They never happened unless the enemy team had enough firepower to not only overpower the NPCs at the gate, but also all of the enemy players. Otherwise, the defenders simply waited for the gates to be engaged and then steamrolled the attackers.

It would be no different on SK. No one will engage these "choke points" unless their side has enough firepower to deal with both the NPCs and any enemy players that might show up, too. This won't change anything or encourage PK. If anything, it will make PK less frequent.

This would be nothing like Minos, because gate guards in eWar actually put out fairly impressive damage.

Also: encouraging less PvP is not that bad, if the quality of the PvP improves...


I feel compelled to disagree. Changes of the past years have already brutalized one-on-one PK at the behest of group-oriented PK. I always loved the idea of group PK, but I'm not sure I'm okay with sacrificing the one-on-one aspects we have to get there.

I think the eWar comparison is valid. eWar's gate guards' damage/durability is compensated for in this situation by the absolutely twitchy and cheesy aspects of SK's PK. All you need from some NPCs is to hold a group in one room for 4-8 rounds of combat, and you're absolutely hosed by any number of skills/spellscabal etcs.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sun Aug 12, 2012 10:13 am 
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Joined: Mon Jun 21, 2004 12:58 pm
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Okay if you think that's that case, do you have any suggestions on how to stop the flyby ganking that happens now? Were 1v1 ganks are rare unless you are a necro with you own small army?


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sun Aug 12, 2012 1:59 pm 
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Muktar wrote:
Okay if you think that's that case, do you have any suggestions on how to stop the flyby ganking that happens now? Were 1v1 ganks are rare unless you are a necro with you own small army?


Short answer? You don't. You encourage it to be one on one flyby ganking, instead.

PK where both parties are equally prepared is absolutely impossible to expect. 1 in 100, at best, come to that standard. There's a thrill with the risk of being jumped. These are the Shattered #*&$ing Kingdoms. These aren't the Fluffy-Bunny-Rainbow-Kiss Kingdoms.

The best you can do is encourage even fights, make it easier to re-equip, et cetera, et cetera. There's a lot of conversation to be had and inspiration to pull from, but destroying the "flyby" (read: 5on1) ganking is by making it just less appealing to do.

That can come in a number of ways - really balancing out PK class by class, a positive-reinforcement system for even odds, reducing the disparity of usefulness between mediocre gear and epic gear, removing all scripted gear, yadda yadda yadda.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sun Aug 12, 2012 2:38 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Okay, now that is useful to the thread, thank you.

If eq disparity between the rare and slightly more common was decreased, will that help or hurt pk? (I know I suck at pk hence I am asking)

I totally agree with a positive reinforcement system for trying to do nearly equal battles. Not sure if it would be a buff applied after the battle or something else, even if it would be something that would directly affect the economy somehow.

I also totally agree that unless it is sacred equipment, no scripts!

As stated in another thread, fix centaurs! Fire is already the most common damage, why in the hell does someone need to get wtf owned by it?

I am still very curious on what D has plans to fix swashies, and I want an estimate on when they *might* go live!


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