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Arcsalin
Emerald Rider
Posts: 919
Joined: Mon Feb 07, 2005 12:00 pm
Location: Somewhere in Liverpool

Post by Arcsalin »

I added this stuff, most of the stuff i saw was class based so i opted for something different :-

RVR :

Do something about lag casting, I see it abused everyday

Keeps, tower and Guilds :

Quite often I see guilds claiming keeps and not looking after them. There should be a realm point penalty to guilds who do not repair their own keeps/towers or a realm point bonus given to the guild that repairs its own claimed tower/keep.

Reduce the amount of time to repair a keep. The time of repair should be more applicable to the number of people repairing and staying there over a period of time in that a capped time for any number of people repairing should stay the same ie 2 people repairing = Keep repaired in 30 minutes or less, or with 40 people repairing in 30 mins or less. Thus = the same amount of down time.

Realm points awarded to those that stay and repair towers and keeps in defence of their realm. Bonus realm points awarded to those that repair keeps/towers in enemy lands. At the moment this is pretty much a thankless task that not only costs in game money but a lot of downtime and it penalises those that stay and repair because they are not able to have any optimal rvr because of the repair.

Strafing :

Increase the chance to miss when strafing. Decrease the range to hit on players attacking while strafing. This is a general bug I see from melee classes in particular and mobs during PvE sessions that hit you when not even in close combat.

Casting :

Quickcast is just stupid at the moment - Especially in pve. The quickcast ability is supposed to enable a quick cast and then cast again as soon as mob/person is stunned. As it stands at the moment if the mob/person hits you just before you quickcast and you stun, you cannot cast again for five seconds even though it has been cast and it is supposed to be one second you can cast again. By the time you can cast again the stun is in effect useless.

Archers :

The term 'cannot get a good shot yet' should last a maximum of 2-3 seconds. At the moment this can go on permanently unless you physically do something in order to change it. This seems stupid when in instances the enemy whether it is pve or rvr is in perfect view.

Fix all LoS issues concerning archers.

Navigation of hills:

Fix all issues concerning low level hills or ditches so that you can navigate through them without being hindered. All low hills should either be raised in order to visually show that they are too steep to climb or enable a hindered motion in which you will not be able to navigate them as quickly. All flat vertical walled hills should be climbable by stealthers - after all the stealther class has this ability and should thus be able to use this ability not just only on keeps but on terrain. Introduce climbing tools of a varied sort for terrain and keeps be it ladders or something new to the game. Climbing is a natural feature of life and should also be a part of the game as it is already with classes like vampiir and stealthers in general.

Fluff :

Would like to see visual blood effects when in close combat with pve or rvr to give the game more realism. Even allow when a fatal blow occurs a severing of a body part to signify the blow and thus give more realism.

Pve :

Dungeons should be mapped and visual in game. It is ridiculous that you can see people in game on a dungeon map yet not be able to navigate the dungeon properly in order to get to them properly. This would particularly benefit those in high level dungeons such as Darkness Falls for example.

General :

While I have been roaming all parts of every realm I have found various navigational problems. There are some flat parts of the map that you cannot pass through simply because it has not been pathed properly - there is a particular example of this near Dun Scathaig.

Make trees have a circular blocking of path instead of a square, the range of navigation on them is far too wide.

Fix all known bugs and reward E&E's or anyone else in game for any faults that they find with the game and then do something about it instead of blaming the parent company for the code you are given. This measure would help the game massively.

Pets :

Fix all pathing on pets in any instance be it rvr or pve. Pathing on necro pets at the moment is just ridiculous and most other pets have similar issues. Enable the command of all pets actually 'obey' what the user is asking instead of the pet wandering off a million miles and ignoring what the user has told it to do.

Guild Features :

There should be also a penalty imposed to a guild whom does not defend its keep/tower. Too many guilds just claim a keep/tower and then forget about it. So to encourage more responsibility I would implement the following measures.

1. The guild pays a levy to another guild who repairs a keep that is not responsible to them.

2. There must be a percentage of the guild present at any keep/tower defence in order to avoid incuring any penalty given to the guild.

3. Smaller guilds given a bonus to realm points/ml xp/ experience for claiming a tower/keep and maintaining it.

4. Alliance members of any guild within an alliance given a percentage bonus of realm points/master level xp/experience for defending another guilds keep as long as it is within their own alliance.

5. Any guild taking a keep/tower that has not been defended by a percentage of the guild that owns it should be given a bonus to realm points awarded for taking the keep/tower.

Master level experience :

Reintroduce master level experience to those attackers taking a keep or tower along with the current rate of realm points.

I hope these measures would be productive to the game.

You prolly won't like some of them but I think they are revelant :p

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HappyG
Emerald Rider
Posts: 418
Joined: Mon Feb 14, 2005 9:21 am
Location: Slovenia

Post by HappyG »

Arcsalin wrote: Would like to see visual blood effects when in close combat with pve or rvr to give the game more realism. Even allow when a fatal blow occurs a severing of a body part to signify the blow and thus give more realism.
Hell yeah! Mythic shouldn't be worried about the game ratings in US (EU doesn't care anyway) :) Medieval battles were bloody, give some!
Hep, treated MMORPG addict, on the way to master his uni
Morana, one of a few Rangers, that did not Zerg. Retired for good.

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Arcsalin
Emerald Rider
Posts: 919
Joined: Mon Feb 07, 2005 12:00 pm
Location: Somewhere in Liverpool

Post by Arcsalin »

Heh, well we have blood in most games and my suggestion came from this http://www.runegame.com and this game is older than daoc, don't see what makes daoc so different, it's almost the same game game just that rune was fps :)

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OohhoO
Posts: 1396
Joined: Tue May 10, 2005 10:31 am

Post by OohhoO »

1.) Player Class Improvements (address class issues and look at ways to make classes more fun and entertaining)
Make weak/underplayed classes more fun

2.) World Bugs and Fixes (pathing, line of sight problems, etc)
Fix bugs before adding new content. Shouldn't even have to say this really =/

3.) Tradeskill improvements (C.O.D. ordering, resource gathering, additional utility in tradeskills, fun factor
Crafting seems pretty much dead in DAoC so it REALLY needs some help. Crafting should be fun & rewarding & not feel like you're doing a Community-Service punishment for some minor crime

4.) Trials of Atlantis (master level and artefact encounters, artefact system improvements, etc)
This is really a no-brainer. If ToA was fine as it is there'd be absolutely no need for the Classic servers would there?

5.) Realm versus Realm (RvR enhancements and options, such as siege improvements and more rewards for RvR participation)
Satisfying & fun L50+ RvR needs to be made available to more than the current minority of players. This is going to take a bit of explaining. RvR SHOULD be the heart of this game. EVERYONE should feel that they can enjoy RvR. I doubt ANYONE buys DAoC thinking "There's no way I'm ever going to RvR", but (although there's no way I can know this exactly of course) I GUESTIMATE that 60% of players currently don't take part in L50+ RvR AT ALL, 30% take part in L50+ RvR occasionally, & 10% see L50+ RvR as their main reason for playing. The reason being that the HUGE disparity between a high-RR character & a low-RR character effectively discourages most low-RR characters from taking part in L50+ RvR, not to mention the fact that you can't really expect to get an RvR group until you have certain pre-req realm-abilities, which you can't get easilly without a group, ad infinitum. There is no way round this problem without making the first 40-50 RAPs easier to get, either by seriously lowering the no. of RPs needed to get to RR5/6 or maybe by introducing a system similar to that in place on the co-op server, whereby a character gets 1 RAP per level over L20, independent of RPs earned.

6.) Roleplaying, Fluff, and Extras (mini games, pets, costumes, emotes, etc)
Always nice, but no one will keep/stop playing because of this

7.) User Interaction (improvements to the player’s interaction with the world and interface elements).

8.) Housing improvements (artistic upgrades, new options, improved interactions with the market explorer, etc)
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Paddock - L60 Male Man Hunter - SM Tailor
Moegren - L53 Male Man Captain - SM Weaponsmith GM Woodworker
Paddreth - L60 Male Man Minstrel - SM Jeweller GM Cook
Skyros - L57 Male Man Loremaster - SM Scholar GM Farmer
Pauncho - L60 Male Hobbit Burglar - SM Armoursmith
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Grymligast
Emerald Rider
Posts: 188
Joined: Wed Mar 30, 2005 10:16 am

Post by Grymligast »

Well classic servers aren´t that popular anymore. They were for the first weeks but not anymore.

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Heta
Emerald Rider
Posts: 1540
Joined: Thu Apr 21, 2005 10:24 am

Post by Heta »

ToA > Classic

Have gotten way to used to ToA to go back to Classic server, and specialy on US servers where there is 4 servers/cluster the artifacts are already as good as instanced, never had any problems with finding an artifact up when I have wanted to do it. ML raids are pretty fluent atm, getting to lvl 50 takes 10-24h if you PL.

The one thing I realy do hate about making a new char... is the damn Arti exp. Think its mostly cause I dont get a feeling of progress when I dont see the exp growing as I exp them, a little thing as beeing able to toggle up a exp bar for each arti would make it less painfull as then you see how it goes insted of having to delve the item all the time to see if you have gotten any exp on them.
Woho! I got a 360 \o/
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OohhoO
Posts: 1396
Joined: Tue May 10, 2005 10:31 am

Post by OohhoO »

Heta wrote:The one thing I realy do hate about making a new char... is the damn Arti exp. Think its mostly cause I dont get a feeling of progress when I dont see the exp growing as I exp them, a little thing as beeing able to toggle up a exp bar for each arti would make it less painfull as then you see how it goes insted of having to delve the item all the time to see if you have gotten any exp on them.
Good idea IMO

(Would like to add that I've never really understood the disparity between the speed at which different artes level. My Wardens Battler was L10 before most of her other artes reached L1, although they were all activated at the same time & in constant use. It doesn't seem to relate to their usefulness. I really don't see HFC or CES as being 10 times more useful than Battler =/)
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Paddock - L60 Male Man Hunter - SM Tailor
Moegren - L53 Male Man Captain - SM Weaponsmith GM Woodworker
Paddreth - L60 Male Man Minstrel - SM Jeweller GM Cook
Skyros - L57 Male Man Loremaster - SM Scholar GM Farmer
Pauncho - L60 Male Hobbit Burglar - SM Armoursmith
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Gandelf
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Joined: Sat Apr 23, 2005 11:00 am
Location: Inside Your Mind!

Post by Gandelf »

Arcsalin wrote:Realm points awarded to those that stay and repair towers and keeps in defence of their realm. Bonus realm points awarded to those that repair keeps/towers in enemy lands. At the moment this is pretty much a thankless task that not only costs in game money but a lot of downtime and it penalises those that stay and repair because they are not able to have any optimal rvr because of the repair.

I totally agree with this. When repairers and convokers are stuck in a keep repairing it, everyone else is off RvRing and getting realm points.

I would go as far to say that repairers should get a huge realm point bonus on top of what everyone is getting in RvR. This would encourage more players to stay behind to repair keeps.

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Lieva
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Post by Lieva »

or maybe even give RP/BP for repairing towers/keeps as that might be easier to work out than who has crafted the tower recently :)
Lievaordiea x Eldritch
Peonchants x Enchanter
Hibernia

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