CaptainFightyPants

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  1. Time for a new post saying what Retrograde and crew think of all this feedback?
  2. Let's look at an example. A mission for one person to do a ritual at a foundation pillar. On a home server, this is a relatively short ride through same-kingdom territory. On elevation this means getting a boat of five people together, travelling across a larger distance, through enemy-kingdom territory. On an enemy home server, it means taking the same boat even further, through more enemy territory and setting off deity favor messages letting everyone know you are there. Do you really think that the home server mission is only half as hard/dangerous/time-consuming as the elevation version? You could make similar examples for traitor missions, tree-cutting missions, etc. In all cases the missions involve considerably more risk, and often more time as well. A rational person wanting to maximise scenario points would do missions on a home server still if the ratios were 0.5/1/1.5. The ratios need to be set so that the risk/reward of running missions is at least on equal footing, but it would be better if there was a slight skewing to incentivise pvp. Currently, home server missions have the best risk/reward by far, and 0.5/1/1.5 is a step in the right direction but isn't enough to balance out the risk/reward to even be on equal terms. The valrei items given as rewards give bonuses for pvp and spells that can be useful in pvp. If a player wanting a bonus in pvp has to go to a home server and do crafting missions, something in the game design has gone wrong.
  3. Don't try to turn this into 'home server people' versus 'pvp people'. It is just about getting the game mechanics to incentivise gameplay that leads to pvp. As others have said, it is about risk vs. reward. You have agreed yourself that it makes sense for elevation/enemy missions to give greater rewards than home servers. The current proposal of 0.5/1/1.5 goes in the right direction, but these numbers need to be tweaked upwards as they still don't reflect the difference in risk. 0.1/1/2 better reflects the differences in risk. Also, about removing crafting missions - that isn't to somehow victimise 'home server people'. Those missions literally reward players for staying on deed and crafting - which makes pvp less likely to happen. Don't get me wrong - people should craft if they want to, but this shouldn't give them valrei items exclusively useful for pvp.
  4. Sometimes you disconnect because of client/internet issues (happens a lot). It's good that you are still in the boat when you log back in.
  5. Ten minutes for a tower cap is definitely too short. It makes tower capping a pve activity instead of a pvp activity, as defenders don't have enough time to respond - particularly on a server the size of Elevation.
  6. All the crafting missions should be removed. They do nothing to encourage pvp, and actually make pvp less likely as it incentivises players to be on-deed crafting rather than moving around the server. The missions that need to be removed from the home server mission pools are all the 'create 1 knarr', 'create 20 longswords', 'sacrifice 10 spindles', 'sacrifice 120 common wool hats'. All the other mission types give players a reason to be moving around the server, which puts them at risk of being attacked by any enemy on server.
  7. This revised list looks great. Just two points: Scale scenario point rewards according to mission type (sacrifice, drain, traitor, tree) then modified by whether server is friendly, enemy, or elevation (varied scenario points per part of mission, multiplied by .5, 1 or 1.5 according to server, this would mean a hard mission on a home server is still better than an easy mission on an enemy server, move timers may be adjusted accordingly) These multipliers do not go far enough. Ten home server missions can often be completed in the same time it takes to do one elevation mission. Make the multipliers .1, 1, or 1.5. Otherwise, these modifiers are not a strong enough incentive to encourage mission-running players to do missions on elevation, it is still more efficient to do home server missions. Make chaos and possibly home server merchants tauntable (perhaps require killing of all guards, or a drain similar to disintegration) Still listed as 'possibly' home server merchants. This should absolutely affect home server merchants, as they are currently used as 100% safe item banks. Using alts to store items in complete safety also needs to be addressed. Increase decay on items held by inactive/non-premium characters.
  8. Epic player here. Remove Information minister. Removing the 'so and so has entered your territory' messages is a widely-supported change, but keep the office itself. Remove all teleportation forms on PvP servers (including home servers). Very positive change. Do remove all forms of teleportation and do not leave loopholes. The worst abuses of these mechanics are teleporting into deeds to defend, and running out of local of enemy then teleporting to safety. But whenever a player moves between two places, they can be attacked. Having people travelling around the map makes ambushes and other pvp possible - those opportunities disappear when people teleport. Remove archery penalties or scale according to individual armour pieces. Widely-supported and a good change. Just remove the penalties entirely. Disable embarking on vehicles or mounts while in combat with an enemy players. Creates more problems than it fixes. As soon as the captain of the boat dies, all the passengers are dead in the water, as nobody would be able to re-embark as captain. Also, removes the ability to use backup horses. Addition of Archery keybinds. Good change. Remove stun/throw from valrei mobs. Good change. Make nolocate on bodies work similar to jewellery with power determining % blocked. Cooldowns on searching for same person. How long would the cooldown be? Around 2 minutes seems good - enough that you cannot spam locates and defeat the point of nolocate entirely. Whatever number you go with, review the cooldown time once it has been used in play. Remove disintegration requiring token drain and remove magranon bonus. Balance this by increasing the cast timer of the disintegrate spell to three minutes (same as strongwall), and increase the spell difficulty in enemy influence - so defenders have more time to react. Creation of a “verbose” combat tab option, including extra information such as Area of Effect spells, Direct target spells, karma and meditation buffs, etc Good change. Raise deed costs on PvP servers to limit expansion by simply placing multiple deeds to conquer towers If this is to stop the use of deeds to flip guard towers, then just prevent the flipping of deeds if there are guard towers nearby. If a deed legitimately wants to convert to another kingdom, they can bash the guard towers. Raising deed costs hurts legitimate deeds as much as it does these kind of exploits. Separate to this issue, there needs to be a way to conquer deeds. Currently if a kingdom is willing to keep throwing money into upkeep, there is no possible way to disband a deed through game mechanics. This is why deeds are griefed into the ground - the only way to get rid of a deed is to demoralise the mayor so much that they disband their own deed. Allow conquering of deeds through game mechanics and you will see deeds being captured back and forth more, rather than being griefed out of existence. A possible mechanic is that a deed flips to the attacker's kingdom after three consecutive drains. Scale scenario point rewards according to mission type (sacrifice, drain, traitor, tree) then modified by whether server is friendly, enemy, or elevation Good change - the modification by friendly/enemy/elevation should be quite high, not a subtle difference. Something like 100 scenario points for a friendly mission, 1000 on elevation, 2500 on enemy home server. The effect on deity move timers should be similarly scaled. Also, remove crafting missions. Even a home server tree-cutting mission involves some risk, as the player must move around off-deed. Crafting missions encourage players to stay on deed and this makes pvp less likely. Make uniques focus points of missions, or giving kingdom based rewards for slaying Uniques already give potions, rare bones, drake/scale. Why do they need to give more? Change battle rank to only be given through kills, not through missions or capping towers/camps Good change, provided rank decay is reduced. Also, reset the current ranks. Make destruction of longhouses easier, focus on less tedium when raiding and promote faster raids. Good change. Make chaos and possibly home server merchants tauntable Very good change. It is important that home server merchants are included in this, as currently they are used as 100% safe banks. Sure, merchants can be moved inside of strong deeds to add extra defence - but any deed can be raided. The other problem here is the use of 'log off alts' or 'banking alts' to store items in complete safety. Increase the rate of decay on items held by inactive/non-premium characters to mitigate this problem. Otherwise, everything currently held on merchants will simply be moved onto alts. Remove speed bonus from logged off alts on boats on PvP servers Good change. Have tower guards target whoever is trying to capture the tower. Require killing of guards before tower is captured. Assuming that being hit does not cancel the cap, then this is a good change. Otherwise it makes tower-capping impracticable. Also, increase the timer for capturing a guard tower to 20 minutes. More time for defenders to respond and travel to the tower makes pvp more likely. Shield of the gone changes It needs a nerf, but the suggestions are messy. A flat numerical nerf is a simpler and better option. Reduce the damage reduction to 35%.