Are you going to resolve the Coastguarding issue?

Started 30 Jan 2020
by Taniquetil
in Ask the Team
Hi,

Question. Do you intend to resolve the coastguarding issue?

Currently it is strategically beneficial for players to circle their own keep within the safety of the guards and trebuchets in order to earn rp when factoring things like task rp and damage rewards and keep rewards.

This results in people mindlessly shooting palintones/trebuchets (some even macroing it...(gj banning those but better to solve the issue than put a bandage on it).

Groups circling their own home keep to scared to leave or wonder anywhere, people running circles within the safety of the guards to see if there are any 'free rp's avaialble' basically the opposite of encouraging bravery and general warfare. E.g. animists planting shroom patches all in the vicinity of the home keeps because there is absolutely zero incentive not to do this, or not to play in this way. Or Albs sitting watching the dock frm the safety of the keep ready to jog down for some free rps when something happens in the close vicinity.

The result, an incredibly centralised zone of activity that results in 8mans or strong smallmans circling like vultures waiting for something to happen to jam.
Soloers getting jammed at every opportunity
No one using 90% of the available map space except skalds/mincers hunting xpers.

Recommendations:
- Similar to the previous capture the flag objectives in OF, implement an incentive for people AND groups to leave keeps. ideally in different regions/directions
- Maybe even add a Malus to hanging around your home keep too long, or a beneficial bonus to people roaming or rvring in 'off meta' areas? I dunno just some thoughtstarters.
- Implement roaming or foraging tasks, eg items around the world that can be collected. More points for NON speed classses, less for speed classes, else you encourage everyone to play mincer/skald.
- implement conflict zones or bonus rp areas. e.g. PENNINE GROUP BONUS x3 bonus for clean 8v8 in pennine. x3 Bonus for clean 1v1/solokill in Jamtland - This is an example
- Malus for just permanently mindlessly hanging around your 'home keep'

Thoughtstarters only but the general gist is. Get players away from merrily sitting in keeps for rps or circling around them and make gameplay more enticing to pplay in random areas of the map, or facicilate easier access to other areas for smallman/solos to encourage this
Thu 30 Jan 2020 1:14 AM by protege
A huge reason I tend to coastguard is because there aren't any cleaver skins for offhands... If they were implemented I would certainly go outside of my realm. I just don't feel comfortable leaving my homeland without dual wielding cleavers... I mean, would you? How am I supposed to cleave Hibs and Albs with these non-threatening LA skins?
Thu 30 Jan 2020 2:15 AM by gotwqqd
Very few full groups bother this “circling”
It’s usually a bunch of soloers or 2/3 man.

Any good 8man usually cleans up on these people with quick strikes and leave/repeat
Thu 30 Jan 2020 2:49 AM by Neso
Never saw the coast guarding as that much of a problem, if anything it creates some action for small and soloers, especially when it changes keeps/realms so often.

My only suggestion would be to prevent the home realm from porting into the task keep for it's duration. Making them have to run/boat there for credit whilst dodging/fighting things on the way.
Thu 30 Jan 2020 3:30 AM by Stimmed
I think more incentive to leave keeps and not guard docks would be great. I loved the old CTF and Hold points in OF something like those brought back and add a decent RP chunk to get some action into that area would be really nice. Actually varrying the contribution to make it worth going would be ideal and fight not just go one time get your bonus tick then out. Make it scale well within reason and cap it etc.
Thu 30 Jan 2020 8:02 AM by Wolfir666
Well actually i think its natural to stay close to a keep for a solo circling there and hoping for some RPs now and then, especially when you are not 50 yet, when you are not temped yet, when you are not suicidal enough to go away there.

I mean, what would be the other options?

1) Having to boat to a keep, where you can't teleport.. so you run to the dock, and get killed by those, camping the dock. Great fun.
2) Arriving at the boat-drop, running to the keep, getting killed by those, that camp the boat-drop. Again, great fun.
3) Running around the open map, as a soloer, getting killed by temped high RR 50s, smallman, 8man, that (and here i will quote the TO) run like "vultures" around hoping for free RP. Another moment to say, Great Fun.

Of course especially as a solo you stay close to a safe keep, to still hope for a bit of RPs, because you know, other solos will attempt to use the Attack-Task to get there, to grab their RPs as well.

I don't see any problem with that, other than that the poor "vultures" (again, just a quote) don't get fed with as many RP as there were when solos would have to *run* outside to get some RPs.
Thu 30 Jan 2020 11:21 AM by MacPrior
Coast Guarding Issue?? Really??

Next time you will try to solve issue anyone goes in FZ, which prevents your possibility to find a group in PvE.
There is no special Issue with your Costguarding, it is just a part of ordinary RvR.

On the Life Server the were Bridge Duty - soloes, Small Men have fun camping Agramon Bridge, especially if the are under 50 or unteped or have no time to build or search for group. But also the pro gamer likes them - short ways, quick actions, lot of enemy contact. There is no issue to be solved with that.

The Bay Watch to time is one of the most funny and a very popular activity in RvR.

And it is wonderful some areas are empty - we are able to find there some clean 8 vs 8 or 1 vs 1 fights without be added each time.
Thu 30 Jan 2020 1:06 PM by borodino1812
I think there are more pressing issues than this.
Thu 30 Jan 2020 11:14 PM by Taniquetil
Honestly, if you want to encourage rvr and force more fights and variety.....this is the issue that everyone should want to address. Groups, smallmans, solos or zergs. The fact that there is no incentive to leave the confines of the keeps basically creates a stalemate. So much so that this was a response.

Wolfir666 wrote: Well actually i think its natural to stay close to a keep for a solo circling there and hoping for some RPs now and then, especially when you are not 50 yet

Sorry but when you’re comfortable knowing you’re gonna be able to earn rps solo sub 50 untemplated with the playstyle it demonstrates how broken the issue is.

I dont want carte blanche to kill low ranks, i just think encouraging an environment where roaming is encouraged or 'travel' is encouraged to force fights to different areas or to help facilitate different playstyles will help and encourage more playstyles and interesting fights. It was a benefit of OF, that lots of movement was needed from all realms. yes it also had its flaws but it did get everyone moving, albeit to sometimes funnelled milegates and stalemates there (but thats kinda the same issue now with keeps, so if you didn't like milegate issues, then this is basically the same thing by another name... if not worse as at least you had to move towards a milegate no matter who you were).
Sat 1 Feb 2020 11:04 AM by Cadebrennus
Taniquetil wrote:
Thu 30 Jan 2020 11:14 PM
Honestly, if you want to encourage rvr and force more fights and variety.....this is the issue that everyone should want to address. Groups, smallmans, solos or zergs. The fact that there is no incentive to leave the confines of the keeps basically creates a stalemate. So much so that this was a response.

Wolfir666 wrote: Well actually i think its natural to stay close to a keep for a solo circling there and hoping for some RPs now and then, especially when you are not 50 yet

Sorry but when you’re comfortable knowing you’re gonna be able to earn rps solo sub 50 untemplated with the playstyle it demonstrates how broken the issue is.

I dont want carte blanche to kill low ranks, i just think encouraging an environment where roaming is encouraged or 'travel' is encouraged to force fights to different areas or to help facilitate different playstyles will help and encourage more playstyles and interesting fights. It was a benefit of OF, that lots of movement was needed from all realms. yes it also had its flaws but it did get everyone moving, albeit to sometimes funnelled milegates and stalemates there (but thats kinda the same issue now with keeps, so if you didn't like milegate issues, then this is basically the same thing by another name... if not worse as at least you had to move towards a milegate no matter who you were).

I think this is where the flag capture mechanism excelled. As much as I hate "capture the flag" mechanics in battle/war simulations, it got people moving back and forth from defending/assaulting keeps and then to open field warfare, giving many different styles of play to shine. As lame as ESO's PvP was, the necessarycapture of semi-open field targets (farms etc.) was pretty cool.
Sat 1 Feb 2020 12:00 PM by inoeth
agree with tani 100% at this issue!

its not possible to attack someone without getting jumped by 10+ ppl camping their keep.
imo guard archers are much too strong, ppl running backwards till they get in range of their home archers to let them do the job.
also melee guards are running much too fast, its not possible to escape them once they start following you.

hell there are ppl that made it to rr10 with circling beno/dc and adding every fight.

atm its much too awarding to just stay at the keep, there are also many pet class players who just position their pets on bridges, put them on aggressive and then hide in the keep. so every now and then the pet attacks someone and the player getting task rewards..... this is absolutely stupid

as much as the tasks are good to get started in rvr its also a big issue which promotes camping and adding ;(
Sat 1 Feb 2020 4:22 PM by l00ri
Switch back to OF.
Sat 1 Feb 2020 4:32 PM by necrolove1
In my experiance, the one thing that Live did that really helped out in a lot of ways was adding the box/rubble supply quests to EV towns and maze towers.


1.This took smallman/solo hunting grounds off of singular points

2. Gave people who are stuck LFG something else to do rather than just logging off.

Of course this will never fully stop 8mans from just going to these spots and looking for easy kills, but if they are spread out like they were it couldnt hurt

the quests could give, small Feather/rps rewards

Docks will always be camped its still the fastest way to get around, but it would def give alternative spots for RvR hot spots.
Sat 1 Feb 2020 5:29 PM by inoeth
l00ri wrote:
Sat 1 Feb 2020 4:22 PM
Switch back to OF.

what exactly would that fix?
Sat 1 Feb 2020 8:12 PM by Taniquetil
OF is off the table, however what they tried to achieve with their objectives in it isnt.

OF did the following well:
- big grps and zergs and powerful folk were funnelled to emain
- solos smallmans could roam in 2 diff realms, this created nice zones
- there was zero incentive or reward associated with camping portal keeps as guards would 1 shot opponents. Zero rp. Zero reward. Zero incentive.
- created movement, especially with capture the flag


Flaws:
- choke points such as milegates. Basically now the same as the home keeps and or the bridges/docks nearby
- unequal travel distances for each realm, hibernia often suffering hardest due to the emain run. Solved by keep porting equalising the travel time but reducing the combat area as a result.

Options:
- collection tasks around the region varying by group size
- encourage more ambitious travel than port to furthest keep + run to docks.
- increase distance from keep to dock or keep to bridge
- reduce guard strength. Guards currently destroy any smallman capability, or solo capability. Solos used to be able to operate inside keeps and cause chaos. Now 3-4 oj guards practically 1 shot attackers...dont quote me...but you get the point.
- reduce rewards for fights that involve keep guards or that end up in outnumbered opponents or zergs. Eg reduce task bonus based on just remaining local to the keep and leeching.
- actually hive a malus to groups of 3-4+ that gank solos in ‘solo areas’ or areas that encourage solos to roam


Why?
As long as you can earn rp by sitting at keeps and tickling opponents whilst guards do work, or waiting til something happens nearby and putting yourself at zero risk due to the high level of protection the guards give Or the sheer number of folk doing the same thing as you for unstoppable backup...why go anywhere else.

‘Why not just avoid the keep’....due to the fact that people can comfortably sit in there and earn rp there is no incentive to leave meaning there is NOTHING anywhere else, creating a vicious cycle forcing all the action to be funnelled to these zones. Creating a ‘zerg or nothing’ deal.

This was different in OF. You couldnt earn rp at portal keeps. You HAD to leave. Yes it kinda sucked at milegates but there was equal risk....or varying risk.

Now above ive tried to be as constructive as possible and as rational as possible to portray the issue. Those that agree with me, please dont say things that help dismiss the issue such as ‘bring back of’ or ‘nerf guards’ the issue overall needs addressing, not just bandages putting on.

Also if you have suggestions on how to help, throw em in to the ring, we’re all responsible for helping the growth/improvement of the server. So i dont want this to feel like bitching. This is intended as problem solving.

Cheers
Tani
Sat 1 Feb 2020 8:14 PM by Taniquetil
necrolove1 wrote:
Sat 1 Feb 2020 4:32 PM
In my experiance, the one thing that Live did that really helped out in a lot of ways was adding the box/rubble supply quests to EV towns and maze towers.


1.This took smallman/solo hunting grounds off of singular points

2. Gave people who are stuck LFG something else to do rather than just logging off.


This is great reference
Sat 1 Feb 2020 8:43 PM by Frigzy
I'm still of the opinion that OF wasn't given the chance it deserved. Staff forced their tasks onto the players from the start. We never even got to play OF without tasks at all.

Instead, we first had the keep rotation which quickly got stale and zergy. They always felt arbitrary and shallow as well. To remedy that we caught a glimpse of the impulsivity of the staff. Out of nowhere we were now funneled into an RvR experience which was just baffling. Players had to suddenly chase, catch and carry balls, fight realm monsters, capture flags,...

Staff quickly realized that the ball thing was nonsense and removed it, but kept the realm monster which nobody really touched and of course the flags where greys would port to to die and earn free task rewards for being afk.

After a few weeks of 'finetuning' what was a mess from the very start, staff pointed the finger towards OF being the culprit of the poor RvR environment and the community simply took the bait.

We never got to vote on whether the approach or the map was the issue, or whether we should consider other options that were perhaps more carefully thought through before deciding to switch. People most likely voted NF because they just wanted to get away from the mess OF had become. And you can't really blame them.

After the switch to NF we're now in a situation which is different, but in all honesty not exactly better. For one, the population has dropped significantly, which already creates an entirely different playing field. Even OF would not be so zergy with these numbers. Yet, as we're seeing, zerging in NF is strongly encouraged still and solo/smallman action is suffering because you're constantly being pushed into trying to find an area where equal minded players will be at. More often than not you end up running around finding either nothing or FGs/zergs, prompting you to simply drop the playstyle you were after and join the herd.

That being said, it's definitely not an easy task to incentivize RvR zones properly so that all playstyles get their share of the action on a consistent basis, but I would have very much appreciated a bit more reason and care about the matter. Especially since staff has announced that it's now 'impossible' to go back to OF, it just feels a bit dirty.

In any case, nothing we write here will matter much, I'm just happy to vent.. 😅
Sat 1 Feb 2020 11:50 PM by l00ri
inoeth wrote:
Sat 1 Feb 2020 5:29 PM
l00ri wrote:
Sat 1 Feb 2020 4:22 PM
Switch back to OF.

what exactly would that fix?

What Tani said.
- You would have to at least leave the save Place to get something
- You can't just insta port back to the action, surviving would be at least somewhat important
- Sure you can camp the MGs as well but at least you are not surrounded bei 10+ red Guards and there is at least a little walk with some risk

Sure, OF had its flaws too, depending on where the action is one realm would have to walk for some time but that would also increase the possibility for soloers, small mens or 8mens to find people to fight without being added or zerged down by coastguard 24/7.

Right now there is almost nothing you can do besides joining the Keepzerg or take a boat to DC/Beno/Bled and hope that someone is stupid enough to get a little bit too far from the save-spot before the rest of the Coastguard jumps you.

[Edit] Almost forgot another Option. I can die to Keeps or turn in Branches/Soil/Snow and get rewarded with RPs for accomplishing absolutely nothing. Yay

From a soloers perspective there is simply no other option here and I think OF allowed more options for every Style of play than NF does it here.
Sun 2 Feb 2020 1:43 AM by Forlornhope
l00ri wrote:
Sat 1 Feb 2020 11:50 PM
inoeth wrote:
Sat 1 Feb 2020 5:29 PM
l00ri wrote:
Sat 1 Feb 2020 4:22 PM
Switch back to OF.

what exactly would that fix?

What Tani said.
- You would have to at least leave the save Place to get something
- You can't just insta port back to the action, surviving would be at least somewhat important
- Sure you can camp the MGs as well but at least you are not surrounded bei 10+ red Guards and there is at least a little walk with some risk

Sure, OF had its flaws too, depending on where the action is one realm would have to walk for some time but that would also increase the possibility for soloers, small mens or 8mens to find people to fight without being added or zerged down by coastguard 24/7.

Right now there is almost nothing you can do besides joining the Keepzerg or take a boat to DC/Beno/Bled and hope that someone is stupid enough to get a little bit too far from the save-spot before the rest of the Coastguard jumps you.

[Edit] Almost forgot another Option. I can die to Keeps or turn in Branches/Soil/Snow and get rewarded with RPs for accomplishing absolutely nothing. Yay

From a soloers perspective there is simply no other option here and I think OF allowed more options for every Style of play than NF does it here.

They have said multiple times that not only would they not switch back they CAN'T. I don't know why people keep suggesting it, OF lost the vote for a reason.
Sun 2 Feb 2020 2:32 AM by Frigzy
Forlornhope wrote:
Sun 2 Feb 2020 1:43 AM
They have said multiple times that not only would they not switch back they CAN'T. I don't know why people keep suggesting it, OF lost the vote for a reason.

Like I said, the vote wasn't a fair representation of NF vs OF. People knew what kind of creature we were served on an OF platform and opted for NF which in most people's eyes would have a blank slate, or at least unfulfilled potential. Nobody knew exactly what it was going to be like (no details were given either, just "NF", as if to imply that this would magically solve things due to its inherent capability).

The way I see it is that regardless of which map we're getting, it's always going to be a challenge to balance it, but I personally see no reason whatsoever why OF would not be able to perform equal or if not better than NF given the right settings.

Staff saying they somehow can't go back to NF is something they never mentioned before or during the vote. Perhaps they didn't know? From the way they've communicated I wouldn't be surprised if they actually prefer it this way though...

Staff has been stumbling around this highly important topic (RvR environment as a whole) ever since Beta and then when they proceeded with irreversible changes they take their hands off the matter and use it as an argument to dismiss the whole map subject. That to me just doesn't sit right. It feels very poorly managed at best. Imo the players really are not to blame for feeling a bit cheated here.
Sun 2 Feb 2020 2:56 AM by Forlornhope
Frigzy wrote:
Sun 2 Feb 2020 2:32 AM
Forlornhope wrote:
Sun 2 Feb 2020 1:43 AM
They have said multiple times that not only would they not switch back they CAN'T. I don't know why people keep suggesting it, OF lost the vote for a reason.

Like I said, the vote wasn't a fair representation of NF vs OF. People knew what kind of creature we were served on an OF platform and opted for NF which in most people's eyes would have a blank slate, or at least unfulfilled potential. Nobody knew exactly what it was going to be like (no details were given either, just "NF", as if to imply that this would magically solve things due to its inherent capability).

The way I see it is that regardless of which map we're getting, it's always going to be a challenge to balance it, but I personally see no reason whatsoever why OF would not be able to perform equal or if not better than NF given the right settings.

Staff saying they somehow can't go back to NF is something they never mentioned before or during the vote. Perhaps they didn't know? From the way they've communicated I wouldn't be surprised if they actually prefer it this way though...

Staff has been stumbling around this highly important topic (RvR environment as a whole) ever since Beta and then when they proceeded with irreversible changes they take their hands off the matter and use it as an argument to dismiss the whole map subject. That to me just doesn't sit right. It feels very poorly managed at best. Imo the players really are not to blame for feeling a bit cheated here.

Right, the week test didn't give them any idea what they were going to have.. The vote was clear, anyone who says otherwise is just grasping at straws at this point. But either way, they have stated on other threads asking to go back that they can't and won't. I'm not exactly sure why, or if they knew before they changed to it, but bringing it up it pointless. It's not going to happen and we're better off trying to find solutions in the reality of the situation.
Sun 2 Feb 2020 5:09 AM by Kimahri
Capture the flag on OF was the highlight of this server, maybe capture the flag on NF would be just as fun
Sun 2 Feb 2020 8:36 AM by inoeth
Forlornhope wrote:
Sun 2 Feb 2020 2:56 AM
Frigzy wrote:
Sun 2 Feb 2020 2:32 AM
Forlornhope wrote:
Sun 2 Feb 2020 1:43 AM
They have said multiple times that not only would they not switch back they CAN'T. I don't know why people keep suggesting it, OF lost the vote for a reason.

Like I said, the vote wasn't a fair representation of NF vs OF. People knew what kind of creature we were served on an OF platform and opted for NF which in most people's eyes would have a blank slate, or at least unfulfilled potential. Nobody knew exactly what it was going to be like (no details were given either, just "NF", as if to imply that this would magically solve things due to its inherent capability).

The way I see it is that regardless of which map we're getting, it's always going to be a challenge to balance it, but I personally see no reason whatsoever why OF would not be able to perform equal or if not better than NF given the right settings.

Staff saying they somehow can't go back to NF is something they never mentioned before or during the vote. Perhaps they didn't know? From the way they've communicated I wouldn't be surprised if they actually prefer it this way though...

Staff has been stumbling around this highly important topic (RvR environment as a whole) ever since Beta and then when they proceeded with irreversible changes they take their hands off the matter and use it as an argument to dismiss the whole map subject. That to me just doesn't sit right. It feels very poorly managed at best. Imo the players really are not to blame for feeling a bit cheated here.

Right, the week test didn't give them any idea what they were going to have.. The vote was clear, anyone who says otherwise is just grasping at straws at this point. But either way, they have stated on other threads asking to go back that they can't and won't. I'm not exactly sure why, or if they knew before they changed to it, but bringing it up it pointless. It's not going to happen and we're better off trying to find solutions in the reality of the situation.

its because broadsword changed something on the client and therefore its not supported anymore without changing the client yourself. and they wanted to be easy accessable client wise, meaning they dont want players to download a changed client because that would possibly scare ppl off phoenix.

at least thats how i remember it.

still of sucks! im glad we have nf here.
but also has to be done now. the situation was really good for some time but now it turned to this keep camping....
Sun 2 Feb 2020 5:42 PM by Sepplord
I bet a lot of People that voted NF expected to get destructible keeps/tower a bit down the road...But I agree that it doesnt matter.

I also dont think that the issues would be fixed by going back to OF. It is very hard to find a balance that keeps players playing without making actually playing succesfully obsolete.

A few open capture Spots for smallmens would be nice (im biased Rewards smallmen though) but i am unsere how it could be implemented without being abused.
Sun 2 Feb 2020 5:42 PM by Taniquetil
This isnt a NF vs OF Thread, should focus on the coastguarding issue, and get people moving around instead.

OF isnt coming back. make peace with it.
Mon 3 Feb 2020 8:33 PM by inoeth
l00ri wrote:
Sat 1 Feb 2020 11:50 PM
inoeth wrote:
Sat 1 Feb 2020 5:29 PM
l00ri wrote:
Sat 1 Feb 2020 4:22 PM
Switch back to OF.

what exactly would that fix?

What Tani said.
- You would have to at least leave the save Place to get something
- You can't just insta port back to the action, surviving would be at least somewhat important
- Sure you can camp the MGs as well but at least you are not surrounded bei 10+ red Guards and there is at least a little walk with some risk

Sure, OF had its flaws too, depending on where the action is one realm would have to walk for some time but that would also increase the possibility for soloers, small mens or 8mens to find people to fight without being added or zerged down by coastguard 24/7.

Right now there is almost nothing you can do besides joining the Keepzerg or take a boat to DC/Beno/Bled and hope that someone is stupid enough to get a little bit too far from the save-spot before the rest of the Coastguard jumps you.

[Edit] Almost forgot another Option. I can die to Keeps or turn in Branches/Soil/Snow and get rewarded with RPs for accomplishing absolutely nothing. Yay

From a soloers perspective there is simply no other option here and I think OF allowed more options for every Style of play than NF does it here.

no OF is just shit
my rp/h increase alot since the switch to nf even with the zerg.
in of you run for hours then get killed, in nf you just join a boat go afk 3 min and be back to action. i dont want to miss that again.
nf is not the problem, its the stupid tasks that reward camping and add no matter how tiny rp for a kill given.

get rid of the automatic tasks and reintroduce task npcs which give bg, grp and solo missions. reward solo kill missions with a high bonus. then maybe some ppl think about twice if adding is cool.
therefore the action would spread a bit more because different grps would get different tasks, would attack different keeps. solo kills become more attractive. and lame play styles like planting an aggressive pet on a bridge and then go afk in the keep would bring zero income. it is really an issue that "participating" grants so much rp.
Mon 3 Feb 2020 9:48 PM by Sepplord
Hey would a solo-kill reward decrease adders?

The adder doesnt miss out on anything by adding. For the adder nothing changes. But adding would definitely cause more drama and toxicity than it already does.
Mon 3 Feb 2020 10:13 PM by easytoremember
inoeth wrote:
Mon 3 Feb 2020 8:33 PM
no OF is just shit
my rp/h increase alot since the switch to nf even with the zerg..
The amount of realmpoints you get is unrelated to the amount of fun

inoeth wrote:
Mon 3 Feb 2020 8:33 PM
in of you run for hours then get killed, in nf you just join a boat go afk 3 min and be back to action. i dont want to miss that again.
The time roving the zone made every fight and inc distinguishable events with enemies' names you were not going to forget whereas now everything is just inmemorable blur because you just teleport around or sleep on the boat rides (apart from the travel time you are completely safe, a state that should not exist outside of portal keep). Worse, the areas where most fights occur (where there are even people for that matter) are piss quality terrain + features, near predestined to being a bridge, a river bank, or the slope of a keep. Further it is more often than not to have keep/tower guards/archers dragged into fights
Emain,Hadrian's,Odin's; it's the same fucking river, docks, and keeps
Mon 3 Feb 2020 10:27 PM by Forlornhope
Stop making this about OF v NF, please. Nothing is going to get resolved with the actual issue if all you guys keep talking about is the merits of both frontier versions.
Mon 3 Feb 2020 10:43 PM by Riac
They've said on multiple occasions that they CANNOT return to of. the ppl who keep bringing this up are literally adding nothing to the conversation. if your suggestion is of, just stop posting on the forums because you have no clue what is going on and suggesting a remedy that is not possible.
Tue 4 Feb 2020 4:56 PM by inoeth
easytoremember wrote:
Mon 3 Feb 2020 10:13 PM
inoeth wrote:
Mon 3 Feb 2020 8:33 PM
no OF is just shit
my rp/h increase alot since the switch to nf even with the zerg..
The amount of realmpoints you get is unrelated to the amount of fun

inoeth wrote:
Mon 3 Feb 2020 8:33 PM
in of you run for hours then get killed, in nf you just join a boat go afk 3 min and be back to action. i dont want to miss that again.
The time roving the zone made every fight and inc distinguishable events with enemies' names you were not going to forget whereas now everything is just inmemorable blur because you just teleport around or sleep on the boat rides (apart from the travel time you are completely safe, a state that should not exist outside of portal keep). Worse, the areas where most fights occur (where there are even people for that matter) are piss quality terrain + features, near predestined to being a bridge, a river bank, or the slope of a keep. Further it is more often than not to have keep/tower guards/archers dragged into fights
Emain,Hadrian's,Odin's; it's the same fucking river, docks, and keeps

in of its the same amg every day because all other zones are empty! in nf you have the option to go to mid alb or hib and find enemys there.

still as mentioned before of is not coming back and im very glad about that.
so what can we do?

still imo get rid of the automatic task system!

btw the amount of rp is ofc related to the amount of fun. if you get zerged all the time you dont have fun nor rp
Tue 4 Feb 2020 5:06 PM by Sepplord
inoeth wrote:
Tue 4 Feb 2020 4:56 PM
btw the amount of rp is ofc related to the amount of fun. if you get zerged all the time you dont have fun nor rp

you just list one example of not getting RPs, and that example really is not fun


That said, a few weeks ago our smallmen had an evening with an RP-average of almost 15k RP/hr at the end of a 6hour playsession. Which for us is unusually high for such a playtime. But we were all surprised, because we agreed that the evening had not been that fun. We didn't die often, farmed a lot of solos/duos/trios but there was no real fight we remembered.
At a different time we were having loads of fun fights, not dieing for multiple minutes going against a guild-8man as just us four. Having really long fights VS another smallmen. In the end we only had 7-8k RP/hr which is really low as average over a long session because we just didn't win many fights. It was still a great evening.


Making a lot of RPs can make up for not having fun to some extent...but it doesn't turn the activity into fun longterm
Tue 4 Feb 2020 5:49 PM by inoeth
Sepplord wrote:
Tue 4 Feb 2020 5:06 PM
inoeth wrote:
Tue 4 Feb 2020 4:56 PM
btw the amount of rp is ofc related to the amount of fun. if you get zerged all the time you dont have fun nor rp

you just list one example of not getting RPs, and that example really is not fun


That said, a few weeks ago our smallmen had an evening with an RP-average of almost 15k RP/hr at the end of a 6hour playsession. Which for us is unusually high for such a playtime. But we were all surprised, because we agreed that the evening had not been that fun. We didn't die often, farmed a lot of solos/duos/trios but there was no real fight we remembered.
At a different time we were having loads of fun fights, not dieing for multiple minutes going against a guild-8man as just us four. Having really long fights VS another smallmen. In the end we only had 7-8k RP/hr which is really low as average over a long session because we just didn't win many fights. It was still a great evening.


Making a lot of RPs can make up for not having fun to some extent...but it doesn't turn the activity into fun longterm

you kill solos and not having fun. hmmmm could it be that killing solos with a grp is not a challenge at all? hmmmm still you do it. hmmm what i see here is two factions not having fun. see the problem? guys like you are the problem, but unlike the ones you seek fair play and get rekt all the time, phoenix rewards silly play styles....
this has to stop
Tue 4 Feb 2020 6:14 PM by easytoremember
inoeth wrote:
Tue 4 Feb 2020 5:49 PM
Sepplord wrote:
Tue 4 Feb 2020 5:06 PM
inoeth wrote:
Tue 4 Feb 2020 4:56 PM
btw the amount of rp is ofc related to the amount of fun. if you get zerged all the time you dont have fun nor rp

you just list one example of not getting RPs, and that example really is not fun


That said, a few weeks ago our smallmen had an evening with an RP-average of almost 15k RP/hr at the end of a 6hour playsession. Which for us is unusually high for such a playtime. But we were all surprised, because we agreed that the evening had not been that fun. We didn't die often, farmed a lot of solos/duos/trios but there was no real fight we remembered.
At a different time we were having loads of fun fights, not dieing for multiple minutes going against a guild-8man as just us four. Having really long fights VS another smallmen. In the end we only had 7-8k RP/hr which is really low as average over a long session because we just didn't win many fights. It was still a great evening.


Making a lot of RPs can make up for not having fun to some extent...but it doesn't turn the activity into fun longterm

you kill solos and not having fun. hmmmm could it be that killing solos with a grp is not a challenge at all? hmmmm still you do it. hmmm what i see here is two factions not having fun. see the problem? guys like you are the problem, but unlike the ones you seek fair play and get rekt all the time, phoenix rewards silly play styles....
this has to stop
hence rp earned =/= fun had
Tue 4 Feb 2020 7:18 PM by Sepplord
inoeth wrote:
Tue 4 Feb 2020 5:49 PM
Sepplord wrote:
Tue 4 Feb 2020 5:06 PM
inoeth wrote:
Tue 4 Feb 2020 4:56 PM
btw the amount of rp is ofc related to the amount of fun. if you get zerged all the time you dont have fun nor rp

you just list one example of not getting RPs, and that example really is not fun


That said, a few weeks ago our smallmen had an evening with an RP-average of almost 15k RP/hr at the end of a 6hour playsession. Which for us is unusually high for such a playtime. But we were all surprised, because we agreed that the evening had not been that fun. We didn't die often, farmed a lot of solos/duos/trios but there was no real fight we remembered.
At a different time we were having loads of fun fights, not dieing for multiple minutes going against a guild-8man as just us four. Having really long fights VS another smallmen. In the end we only had 7-8k RP/hr which is really low as average over a long session because we just didn't win many fights. It was still a great evening.


Making a lot of RPs can make up for not having fun to some extent...but it doesn't turn the activity into fun longterm

you kill solos and not having fun. hmmmm could it be that killing solos with a grp is not a challenge at all? hmmmm still you do it. hmmm what i see here is two factions not having fun. see the problem? guys like you are the problem, but unlike the ones you seek fair play and get rekt all the time, phoenix rewards silly play styles....
this has to stop

you missed the last line i wrote, and also skimmed over how fighting against 8mans for multiple minutes is also really fun. That wouldn't happen if only same size groups fought each other. As annoying as it is, being zerged can results in loads of fun and is also what makes daoc memorable in a lot of cases. Being inced by a huge hibzerg and killing pilzpower before going down is fun. Running as three man and suddenly finding yourself against 6, beating them, getting a duo add, beating them just as another 4come in and they all die...those are the moments that burn themselves into your head.
Ofcourse we also love the nights where there are actuall smallmens our size and we get addless fights VS them, but if that was ALL there is....then we would probably not play anymore, because we would just have NOTHING to fight at all in different nights because there just aren't many 4-5mans running around.
Wed 5 Feb 2020 1:11 PM by Cadebrennus
Watching inoeth and easytoremember argue with each other is pure comedy gold.
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