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Would you like to see something similar to Trosis's idea implemented?
Yes - This is superior to current CRS 67%  67%  [ 6 ]
No - This is superior to current CRS, but there are better alternatives. 22%  22%  [ 2 ]
No - This is inferior to current CRS. 11%  11%  [ 1 ]
Total votes : 9
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 Post subject: Trosis's Idea for CRS
PostPosted: Fri Jan 09, 2015 5:00 pm 
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Location: I'm in a glass case of emotion!
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Trosis wrote:
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.


This idea is brilliant and deserved its own thread. Let me break this down. In its current form, CRS exists for the following purposes:
1) promote pvp
2) allow winning side to actually win something
3) am I missing something or is that it?

CRS fails in these two goals because people can just do ninja relic ganks, and take the enemy relic when the enemy is not logged on. This means there isn't PvP happening, and you don't have to be "winning" to get a relic. Now let's take a look at Trosis's proposed revisions to CRS.

Pros:
1) Eliminates possibility of ninja ganking relics.
2) Promotes large-scale WARFARE damnit, which is more compelling storytelling than a skirmish here or there to get the most ganks and then argue about who has actually been winning the war.
3) A back-and-forth that goes on for days at a time and strongly encourages players to log on.
4) Lets factions take over TERRITORY. Something players have been asking for the past forever, but nobody knew a good mechanism for it.
5) Done properly, only the side that is actually winning will be getting the enemy relic.

Cons:
1) Doesn't make a huge amount of sense ICly. Why do you have to take this stronghold before you can attack the one with the relic in a world with the gate spell? Where do these boss NPCs come from? How are they generated by defeating the enemy NPC boss?
2) Is that it or am I missing something?


The cons can be dealt with through creativity and maybe adding some game lore. I have a few ideas how this could be done but would be interested in hearing others' ideas first.


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 Post subject: Re: Trosis's Idea for CRS
PostPosted: Fri Jan 09, 2015 5:24 pm 
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With the 24 hour time delay, I can't see this ever going past the first stage of attack. Team one logs in, conquers said area and eventually logs out. Opposing Team logs on, takes it back while the other team is logged off. Raid has been reset. Unless of course the opposing Team is a dead faction or one with not enough players to do jack all about recovering lost land. But if both have a player base, it'll just be a back and forth between the first Tier. And eventually people will just dump the idea all together.


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 Post subject: Re: Trosis's Idea for CRS
PostPosted: Fri Jan 09, 2015 7:32 pm 
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Rebuttle:
Doesn't make sense IC.
Perhaps each HQ requires a key.
You locate the key and it's held by the first boss.
You fight through the first instance and get to 'the room with the boss.'
Right before he dies, the next boss teleports there, is given the key, and disappears before anyone can attack him.
So you locate the key again. You find it upon the next boss and begin your journey through the next dungeon. Repeat.

Not getting past the first stage:
I expect these dungeons to be equally hard for either side.
If you claim a territory, all your guards take over the locations of the original guards. These new guards have a skill set and/or level comparable to the originals. you have to kill the new boss and then your own boss will be resurrected, and the key returned.
(This is why I figured that you would have to work backwards. It someone took down dungeons 1,2 and 3, then you would have to reclaim them 3, 2, and 1.


Each of these instances should be on par with attacking a keep. Though the mechanics should be different. (Wandering/following warparties are now stationary)

...carry on.


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 Post subject: Re: Trosis's Idea for CRS
PostPosted: Fri Jan 09, 2015 7:55 pm 
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Chem wrote:
With the 24 hour time delay, I can't see this ever going past the first stage of attack. Team one logs in, conquers said area and eventually logs out. Opposing Team logs on, takes it back while the other team is logged off. Raid has been reset. Unless of course the opposing Team is a dead faction or one with not enough players to do jack all about recovering lost land. But if both have a player base, it'll just be a back and forth between the first Tier. And eventually people will just dump the idea all together.


While Chem is right that the first step would likely be heavily contested and rarely gotten past, to me, that would allow for the actual "winning" deep into enemy territory to afford some sort of awesome reward. Also, if the times the 'instances' are opened are known to all, the faction attacking will know when to go defend the entrance to the first tier 'instance' that the defender will likely be trying to take back: and therefore promote PvP. Which, to my knowledge is what CRS is supposed to do in the first place. Either way. I think the territory system is a great idea.


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 Post subject: Re: Trosis's Idea for CRS
PostPosted: Fri Jan 09, 2015 8:11 pm 
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CRS is pretty defunct now anyways, since Dulrik changed it so that you keep 3/5 abilities without your relic. Nobody will bother taking relics, and even if they do, there's now very little incentive for anybody to give a [REDACTED] that their relic is gone.

CRS modifications are best forgotten until the system is changed to reward the victors rather than penalize the defeated (which it now doesn't even really do, either).

Next thread please.

How to make swashies and scouts better.


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 Post subject: Re: Trosis's Idea for CRS
PostPosted: Fri Jan 09, 2015 8:28 pm 
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woahboy wrote:
CRS is pretty defunct now anyways, since Dulrik changed it so that you keep 3/5 abilities without your relic. Nobody will bother taking relics, and even if they do, there's now very little incentive for anybody to give a umm... that their relic is gone.


This simply isn't true. Certain cabals top two abilities are amazing. Hammer loses what makes them the only front-row capable people. MC loses a nice overall buff (if they're well geared) and their new toy. Fist lose throwing folk around and slapping people a bunch. Basically, only the Harlequins are in no danger from that change because the primary ability that everyone uses them for isn't one of the top two that can be removed.

Edit: Not sure about Cruc since I've never played one. And as for Druids I think they'd also be in the safe zone with the Harlequins if I recall their abilities correctly.


Last edited by Baranov on Fri Jan 09, 2015 8:34 pm, edited 1 time in total.

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 Post subject: Re: Trosis's Idea for CRS
PostPosted: Fri Jan 09, 2015 8:33 pm 
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Baranov wrote:
woahboy wrote:
CRS is pretty defunct now anyways, since Dulrik changed it so that you keep 3/5 abilities without your relic. Nobody will bother taking relics, and even if they do, there's now very little incentive for anybody to give a umm... that their relic is gone.


This simply isn't true. Certain cabals top two abilities are amazing. Hammer loses what makes them the only front-row capable people. MC loses a nice overall buff (if they're well geared) and their new toy. Fist lose throwing folk around and slapping people a bunch. Basically, only the Harlequins are in no danger from that change because the primary ability that everyone uses them for isn't one of the top two that can be removed.


The Fist keeps all their important skills (the auto ones), over reliance on the one semi-decent skill they lose is why most Fist-characters suck. Plenty of hammer that never use the top ability, like their current leader, who is melee.

Crucible/Fist/Harlie all in zero danger and can pretty much ignore crs now.

MC gets boned hard, since they only have one good ability anyways (admittedly it's almost hands down the best group PvP ability which is what SK is supposed to be about), and it's vulnerable to be lost.

Well-built Hammers get inconvenienced, but then if you can build a proper hammer char, a relic raid shouldn't be complicated for you.

Won't bother with the druids since they have an awful set of abilities anyways. I'd be amazed if the important one isn't #4 or 5.


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 Post subject: Re: Trosis's Idea for CRS
PostPosted: Fri Jan 09, 2015 10:26 pm 
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another garbage idea

if crs was fun and people liked it, cabal powers wouldn't have to be linked to relics to force/compel otherwise disinterested players to participate.

unlink those last two powers and u will never see another thread about crs cause it will be entirely optional - with everyone opting out.


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 Post subject: Re: Trosis's Idea for CRS
PostPosted: Fri Jan 09, 2015 11:26 pm 
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FinneyOwnzU wrote:
another garbage idea

if crs was fun and people liked it, cabal powers wouldn't have to be linked to relics to force/compel otherwise disinterested players to participate.

unlink those last two powers and u will never see another thread about crs cause it will be entirely optional - with everyone opting out.


So you don't want to improve or change crs at all? You just want to drop it completely? Pretty pessimistic view, don't you think?
Crs is here to stay. I think D might have been quoted saying that or something similar. So why not provide constructive criticism to make it something that everyone would enjoy instead of being a [male reproductive organ] about it?
You've contributed nothing. I give you zero points and may the gods have mercy on your soul.


I do kinda like the idea of making it positive reinforcement instead of negative reinforcement.
Any ideas on how to change crs to give that positive reinforcement?
What if a victory bonus granted a gold aura? Let the realma know that you're a bad [REDACTED].


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 Post subject: Re: Trosis's Idea for CRS
PostPosted: Fri Jan 09, 2015 11:48 pm 
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Trosis, he is just trolling. Ignore him.

Whatever happens to CRS I do think pretty much everyone is in agreement that there should not be any penalties, just bonuses.

ie, increases spell/skill level of abilities, or something like that.


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