Shattered Kingdoms

Where Roleplay and Tactics Collide
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Do you like the concept?
Yes 45%  45%  [ 5 ]
I don't know 9%  9%  [ 1 ]
No 45%  45%  [ 5 ]
Total votes : 11
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 Post subject: Re: How to make CRS more PvP and less PvE
PostPosted: Wed Jan 07, 2015 11:52 pm 
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Joined: Thu Sep 04, 2014 4:30 pm
Posts: 132
Chem wrote:
skweeky wrote:
fun times. thing is, there was a lot more players back then.


Could always consolidate the Cabals down to reflect the average player base. Since right now there are too many factions spread thin usually leading to one Cabal being the more dominate of the rest player wise.


This would be the obvious solution, I think. I suggested this after I'd been back for about a month but I'm pretty sure it got shot down.

Like the only reason it seems like there's so much emphasis on coin farming, Lumiere, is because the onus is on one or two people. This was a non-issue previously (still is to me, but apparently some people still have trouble getting money). I hate to say it, but I think the splitting of the factions came a day late and a dollar short.


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 Post subject: Re: How to make CRS more PvP and less PvE
PostPosted: Thu Jan 08, 2015 1:23 am 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Besides, the real problem isn't that CRS isn't PvP enough. The real problem is that CRS isn't RP enough.

Most protracted CRS conflicts can be shamefully traced to the spite of players who have been gifted leadership slots.

I've started, won, and concluded more CRS conflict than the rest of you combined in the past year, so I think I know what I'm talking about.


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 Post subject: Re: How to make CRS more PvP and less PvE
PostPosted: Thu Jan 08, 2015 10:26 am 
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Joined: Tue May 31, 2005 9:16 am
Posts: 1567
SK Character: NA - Inactive
Lumiere wrote:
Dulrik wrote:
The key for me is a methodology which does not encourage people to log out (or avoid logging in) as a way of defending their relic.


I agree with this in theory, but the result of the current system is that people wait for enemies to log out (or avoid logging in) before they attack. I would have -liked- to be online during the attacks on my stronghold, but I wasn't.

If these attacks would have been visibly scheduled beforehand, I would have been there. I'm sure the other side can say the same thing.


I agree in that key for me is a methodology that meets Dulrik's criteria above, but also encourages invaders to attack while defenders are online, and which does not encourage people to wait until their enemies to log out before attacking to steal a relic.

Ninja-ganking relics does NOTHING to improve the PvP system.


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 Post subject: Re: How to make CRS more PvP and less PvE
PostPosted: Thu Jan 08, 2015 11:35 am 
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Joined: Wed Dec 11, 2013 8:53 pm
Posts: 503
Neither does attacking while defenders are on, despite all the complaining about ninja ganks.

1 defender that isn't a melee class, can defend an HQ against 10 attackers. Even a melee class, properly prepped, can defend an HQ.

For all the complaints about 'wah wah ninja raids'. Is one person molesting a group from a room away while they fight the toughest NPC in the game what you consider "interesting PvP"?

PvE is as much a part of the game as pvp or rp. And as staff loves to remind us, PCs mean nothing and represent nothing but a small segment of the game world who have no real power when it comes down to it, so why should CRS be purely PvP or even mostly PvP?


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 Post subject: Re: How to make CRS more PvP and less PvE
PostPosted: Thu Jan 08, 2015 10:50 pm 
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Joined: Wed Jan 30, 2013 5:55 am
Posts: 327
So role play and tactics can collide.


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 Post subject: Re: How to make CRS more PvP and less PvE
PostPosted: Thu Jan 08, 2015 10:58 pm 
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Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
I've said, In the past, that the best improvement to CRS would be a territory system.

I called it tribunal wars in the past.
But I think it could be cabal if we just changed up "who owns where."
I'll give the empire as an example.
Losache, Jade city, Seawatch, and The Imperial Palace.
These areas are revamped to be a "dungeon or instance."
You fight your way through npc's and get to a boss. Once the boss is killed, you get an npc boss that takes hold of that location.
One must wait 24 hours to take on the next raid.
The area is under enemy control until the defending team comes and takes out the new 'enemy boss.'
The next day, you take on the next dungeon and it unlocks the third. Wait 24 hours and take it on.
You have to work backwards if you're defending. (Maybe) and you re-take over your territories.

If a group can take 3-5 Ooc days and really fight through all this pve, while still defending 'their instated enemy bosses,' then they can finally attack the keep and get the relic.

This type of crs would give more time to the crs process, allowing a team to defend, eliminating quick and easy ninja ganks.

When people see their territories getting taken, they'll become more active to try and take back over their land.

Shut down this idea if you must. But I wanna see it in the next five years. Fingers crossed.


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 Post subject: Re: How to make CRS more PvP and less PvE
PostPosted: Sat Jan 10, 2015 3:28 am 
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Any gameplay mechanic with the word finally in its description is probably not the best idea.

Look at the biggest instance of the removal of finally mechanics, the targeted enchanting update, and the fact that no one has said they want to go back to the old way, as evidence of this.


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 Post subject: Re: How to make CRS more PvP and less PvE
PostPosted: Sat Jan 10, 2015 9:11 am 
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Joined: Wed Dec 11, 2013 8:53 pm
Posts: 503
Sarcasm, yes?

I don't think I'm alone in thinking the current enchant system is ungodly awful.


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 Post subject: Re: How to make CRS more PvP and less PvE
PostPosted: Sat Jan 10, 2015 2:13 pm 
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Joined: Thu Apr 14, 2011 10:26 am
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SK Character: Rolf
I think it is great for weapons.


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 Post subject: Re: How to make CRS more PvP and less PvE
PostPosted: Sat Jan 10, 2015 5:48 pm 
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Joined: Mon Nov 15, 2004 9:03 pm
Posts: 855
Opey wrote:
I think it is great for weapons.


It has wimped weapon enchanting to be honest. With the exception of speed enchantments now.

With enough patience and luck you could get some insane enchants on weapons before the change, I remember enchanting the darkie only greatsword from the ToM years ago trying to fade it and ended up keeping it and giving it to someone else after I reached +12/+12 acc/dam. Enchants these days +6/+6 is considered elite.

Not necessarily a bad thing, since weapons like that were insane in pvp.
I personally think it's the stacking system now that was the biggest wimp to enchanting.


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