Solo/Small man areas tweak

Started 25 Jun 2019
by Zzang
in Suggestions
I love how Phoenix staff listened to the community and implemented a small man/solo area for those who are not interested in full group fights or zerging, however as it is right now we are seeing full groups running inside and killing every solo they can find.

My suggestion is like this:
Separate solo and small man areas
In solo area, you will not gain RPs for kills if you are in group
In small man area, you will not gain RPs for kills if you are above the designated number of players in group

Yes, there might be a few tards that will anyway go there and kill people but it will not have any incentive RP-farm-wise.

Thank you.
Tue 25 Jun 2019 9:01 PM by Deorcnes
I would have to agree.

Something that I am seeing right now, is that the small man and solo bonus locations are the same. Both are currently at Hvedungr Ruins. Which makes it impossible to solo in.

Would appreciate it if they do not over lap.
Tue 25 Jun 2019 9:34 PM by Saroi
As they have stated it is supposed to be an option for solo or small man to go there, not a "safe" zone for solo to be in that "solo" area. So the idea to make groups not get rp's if they kill solo people in that area is not good. It still belongs to the RvR zone so if you go there you always have to keep in mind to get killed by more people. I just saw a fg of mid and some groups from the Albzerg at the ruins. Forcing solo play in a special area is not a good idea and should be taken out again.
Tue 25 Jun 2019 10:17 PM by Goforit
I would appreciate a solo area with 0 rps for grps. At the moment its certainly a good spot for grps to farm solos. So you cant use it as solo at all, i guess.
Wed 26 Jun 2019 12:54 AM by Numatic
Even 0 rps wouldn't stop anyone from doing it. Maybe from farming the area but some people just enjoy killing regardless (ala grey killing).

I think an RP debuff that lasts 1 hour would work well. It wouldn't stop someone from doing it but it would have a consequence for RP gain once they got bored. This should also persist through logout. The more players you kill in that area (for example an 8man in the solo area) the worse the debuff becomes.
Wed 26 Jun 2019 8:31 AM by Lev
you guys realize that you don't have to be grouped to do 3+vs1?
Wed 26 Jun 2019 8:34 AM by Sepplord
Lev wrote:
Wed 26 Jun 2019 8:31 AM
you guys realize that you don't have to be grouped to do 3+vs1?

yes, but everyone in the stealthzerg being solo creates differences in RP gains and forces ALL of them to unstealth and fully commit to the fight before the RPs go to someone else.


I don't think an RP-penalty is the way to go though
Wed 26 Jun 2019 8:35 AM by Druth
Make a zone only for solo chars, grouped, or add and you insta die.
Put in porters, bind stones, healer, recharger and vaults.
People on OP 1v1 classes, or high RR, can farm those stupid enough to go there.

Or let 1v1 be something that happens, and isn't planned, and keep the constant risk of being zerged down.

As a mostly solo player, I prefer the later.
Wed 26 Jun 2019 9:54 AM by Kemoauc
solo areas will not work. Period.

The current implementation is a nice middle ground where it gives some incentive for people to gather but does not control the entire process.

I always bring forward how the 1vs1 tournament zone worked out during the event a few weeks ago. If you limit 1vs1 to a situation where there are no surprises the fun gets lost very very quickly. Daoc is so far from balanced in a 1vs1 setting that any such zone will be dominated by a handful of very very strong 1vs1 classes and everyone else is just there to die and will eventually leave.

Let's not kid ourselves here: the fun of playing around solo is very much dependant on the element of surprise, on opponents playing unconventional classes, on small mans that don't play optimal, on killing low rr opponents that just want to walk to the next tower raid, on adding fights and getting added on. If you remove all of that you're left with people optimising their play for exactly 1vs1 and when that happens 99.9% of the players will just get eaten because they play the wrong class or haven't min/max'ed as much.

Such a zone would be deserted within days because people that lose will not go there and make it so that it's not worth for the handful of winning players.
Thu 27 Jun 2019 4:34 AM by Zzang
Kemoauc wrote:
Wed 26 Jun 2019 9:54 AM
solo areas will not work. Period.

The current implementation is a nice middle ground where it gives some incentive for people to gather but does not control the entire process.

I always bring forward how the 1vs1 tournament zone worked out during the event a few weeks ago. If you limit 1vs1 to a situation where there are no surprises the fun gets lost very very quickly. Daoc is so far from balanced in a 1vs1 setting that any such zone will be dominated by a handful of very very strong 1vs1 classes and everyone else is just there to die and will eventually leave.

Let's not kid ourselves here: the fun of playing around solo is very much dependant on the element of surprise, on opponents playing unconventional classes, on small mans that don't play optimal, on killing low rr opponents that just want to walk to the next tower raid, on adding fights and getting added on. If you remove all of that you're left with people optimising their play for exactly 1vs1 and when that happens 99.9% of the players will just get eaten because they play the wrong class or haven't min/max'ed as much.

Such a zone would be deserted within days because people that lose will not go there and make it so that it's not worth for the handful of winning players.

While I agree that a strict solo zone where you are forced to do duels will not work I still think we need a place where soloers can go without the fear of getting permanently steamrolled by full groups. Adding a rule where a grouped player does not gain realm points for killing in that zone will not really take away the element of surprise, there might still be 4 soloers fighting 3 soloers from another realm - without being grouped.

Yes, certain classes and players might dominate but in the end it's nothing that cant be overcome by a few players tag-teaming up to take them down. Is this an optimal solution to Daoc-gameplay? Probably not but it might give some relief for those players who wants to run visible solo classes and not constantly run to places where they get swooped up by RP-horny groups.
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