Orac wrote:
This thread is stupid. Dulrik has said many times that CRS isn't going away, asking for it to be removed now is useless. In this very thread D tells us all he's put a full year of work into simply altering it already.
The only threads that should be made are threads that invite suggestions on how to alter CRS to be more fun. You'll never get rid of CRS. Telling Dulrik to take it out is pointless.
It's pretty obvious you read the first (couple?) post(s) and based your comments off of that. We
have been trying to suggest things to make it better. Feel free to make your contribution.
I do like the idea of making cabal HQs more unique again. No offense to those who built them, but a lot about each of them seems very stock. True, outside of the basic entrance and walkway to the inner guardian, you get some kind of variance, but I would never imagine occultist grounds to have a very keep-like entrance and feel to them.
I like the idea of making it a more PvP system rather than a Pv Huge effing monster that may get some help from P. And that is what taking away the gas blast is trying to do, make it more about player battles and strategies than getting rolled over by some big mean NPC.
I don't think one class should ever be able to solo these things. However, there needs to be some kind of fail safe to the system. Cabals without relics don't attract players nearly as well. Some people even think it is lame to use what they see as a cabal power, induction. So if cabal x was already hurting for players, loses its relic, now has basically NO attracting qualities, it has only the help of allies (yeah right
) or the few players that are sick and bored of winning all the time to switch factions and help them out.
This situation, which has happened more than a few times, does not breed RP or PvP interaction. In fact, it breeds just the opposite. People naturally gravitate to the winning side of things. That's the bottom line.
Something that hasn't been suggested before, and I will elaborate if anyone catches an interest, but why don't we make the "outer wall" or entrance to these things some kind of ever changing puzzle or something? Rather than have some NPC to soak damage and counter attack, have the HQ itself work against the raid and slow them down. If it is only meant to be a speed bump, then let's make it just that, a speed bump that gives defenders enough time to roll in and try and save the day themselves.