Remove the new task system, revamp the old and give incentive to siege

Started 23 Feb 2019
by armath
in Suggestions
With some hours played on the new task system, bugs and crashes aside, the new system was interesting, but yet it seems like a treasure hunt adventure park for kids, and has zero connection with the origins of DAOC. Its an even more messy version of the previous task system, making people more "desperate" and scattered to try achieve the goals.

Carry ball from A to B. Go find enough squares and put them into square hole. Run there and then go there. Then wait for free RP's. Rince repeat.


This is not how the game is supposed to be played, and frankly within a week or two, everyone will be fed up with the same static rotations, even with random minors added along the way. Its too "messy", taking too much responsibillity away from the players - it is like you expect players not to be able to do things on their own, but the truth is, you give players no reason to do things on their own... Here is what you SHOULD do...

New keep and relic system
A new system revamping how the keeps work, and how defense and siege function.
- The keep value it self should be increased, both bonuses it gives and bounty it produces in defense or overtake. This should first of all be heavy amount of feathers, to already initially give incentive to go raid or defend, instead of perhaps spending 3 hours in an epic dungeon, because you need new crafted potions ... WIth this said, a keep take should not be "easy" to just do, and the effects they carry with them for holding, should be massive. RP bonus for each keep, XP bonus for each keep, craft bonus, pve dmg/effectiveness and so forth...
- To make a defense more likely from a logistic point of view, teleportation to keeps should be allowed, as long as the outer door is not down. For players who are defending their own realms keeps, there should be random spawn points added around the keep, that could be used when the outer door is down. This would make it easier to uphold balance in defense, regroup and counter attacks. If the defense was worth 2.000 feathers, a pve xp bonus, small RP bonus and/or something similar, with the possibility to port in, im sure the amount of epic keep takes and defenses would sky rocket. To make sure that it wont just be a lord rush, the doors should not close in the first 5-10 minutes after a succesful take.
- Relic value should be heavily increased. You must reinstate the original bonuses in one way or another, and give an even larger feather AND bounty point reward on take/defense. Porting to the inside of the relic should be possible, right until the inner door is down.
- Relic defense vs larger force. Lets say that 200 mids are rolling the hib keeps one by one. A smaller defense of perhaps 100 hibs are trying hard, some close fights, but in vain. The mid zerg now grows to around 300 since the relic raid is announced. All required keeps are in the mids possession, and they set course for the relics. The 100 hibs have ported in to the relics ready to defend, but we all know how this would end over time. What should be changed here, is an equalizer of damage bonus depending on numbers. These should absolutely not be over the top, but lets say its a 2% bonus damage/healing/castspeed/attackspeed, for each 10% outnumbered f.x. Also there should be the possibility for the defenders, to launch "counter attacks" with PVE guards. This would require some work and thought to implement, but imagine a bg defend leader, being able to summon 20 guards right when inner doors go down, with the underpop bonuses and then calling the counter attack, with port merchants that could teleport entire groups to different locations in the relic, to sandwich attackers, overwhelm heal spamming etc - it could give 100 well prepared defenders a proper chance vs. an unorganized 300 man zerg.

Revamp task system
The old task system wasn't bad, but the fact that it lead everyone to the same area, was bad. Instead of every realm getting the same, single task, create more tasks for each realm, with different priorities. F.x if your realm doesnt hold all its keeps, this should be a prioritized task, with a high bonus. Yet smaller tasks around the frontiers should be more plentyful. Why not implement f.x towers with doors around the frontiers, that could grant port bonus or other minor bonuses, and at the same time result in small sieges/skirmishes with purpose? Instead of spending a few hours in a TG raid, or keep take, it should also be possible to do personal bounty task for "Shards" that require 5 shards to get an orb that could buy you any feather item. It could f.x be "Kill enemy infiltrator in Snowdonia" or likewise, giving players incentive to go actively hunt in the enemies frontiers, and at the same time add some personal tasks that gives the other side incentive to go defend in these areas, f.x a flat 2 hour rp bonus that sticks when you kill 2 invaders in Snowdonia, or Forest sauvage, or Pennine.... What a way to prepare for the nights RvR right, and at the same time get solo/small man action all around the frontiers.

These are just some loose ideas about how to make the siege and task part of Phoenix work better, and more in line with the origins of the game. I have been on 3 relic raids. One of them had one single green con defender. The others litterally no defenders. Last night we sieged 4 keeps in primetime, without one single defense. There was a realm rank 1 afk in the courtyard of one of the keeps.

For as long as you insist on old frontiers, we need keeps and relics to play a bigger role surely. And to make the balance and meta in gameplay more fluid and responsive, teleportation to keeps ( towers ) is needed aswell. We dont need a "themepark" rotation task system. We need real daoc siege and incentive. It would benefit all player types.
Sat 23 Feb 2019 1:04 PM by jg777
armath wrote:
Sat 23 Feb 2019 12:26 PM
With some hours played on the new task system, bugs and crashes aside, the new system was interesting, but yet it seems like a treasure hunt adventure park for kids, and has zero connection with the origins of DAOC. Its an even more messy version of the previous task system, making people more "desperate" and scattered to try achieve the goals.

Carry ball from A to B. Go find enough squares and put them into square hole. Run there and then go there. Then wait for free RP's. Rince repeat.


This is not how the game is supposed to be played, and frankly within a week or two, everyone will be fed up with the same static rotations, even with random minors added along the way. Its too "messy", taking too much responsibillity away from the players - it is like you expect players not to be able to do things on their own, but the truth is, you give players no reason to do things on their own... Here is what you SHOULD do...

New keep and relic system
A new system revamping how the keeps work, and how defense and siege function.
- The keep value it self should be increased, both bonuses it gives and bounty it produces in defense or overtake. This should first of all be heavy amount of feathers, to already initially give incentive to go raid or defend, instead of perhaps spending 3 hours in an epic dungeon, because you need new crafted potions ... WIth this said, a keep take should not be "easy" to just do, and the effects they carry with them for holding, should be massive. RP bonus for each keep, XP bonus for each keep, craft bonus, pve dmg/effectiveness and so forth...
- To make a defense more likely from a logistic point of view, teleportation to keeps should be allowed, as long as the outer door is not down. For players who are defending their own realms keeps, there should be random spawn points added around the keep, that could be used when the outer door is down. This would make it easier to uphold balance in defense, regroup and counter attacks. If the defense was worth 2.000 feathers, a pve xp bonus, small RP bonus and/or something similar, with the possibility to port in, im sure the amount of epic keep takes and defenses would sky rocket. To make sure that it wont just be a lord rush, the doors should not close in the first 5-10 minutes after a succesful take.
- Relic value should be heavily increased. You must reinstate the original bonuses in one way or another, and give an even larger feather AND bounty point reward on take/defense. Porting to the inside of the relic should be possible, right until the inner door is down.
- Relic defense vs larger force. Lets say that 200 mids are rolling the hib keeps one by one. A smaller defense of perhaps 100 hibs are trying hard, some close fights, but in vain. The mid zerg now grows to around 300 since the relic raid is announced. All required keeps are in the mids possession, and they set course for the relics. The 100 hibs have ported in to the relics ready to defend, but we all know how this would end over time. What should be changed here, is an equalizer of damage bonus depending on numbers. These should absolutely not be over the top, but lets say its a 2% bonus damage/healing/castspeed/attackspeed, for each 10% outnumbered f.x. Also there should be the possibility for the defenders, to launch "counter attacks" with PVE guards. This would require some work and thought to implement, but imagine a bg defend leader, being able to summon 20 guards right when inner doors go down, with the underpop bonuses and then calling the counter attack, with port merchants that could teleport entire groups to different locations in the relic, to sandwich attackers, overwhelm heal spamming etc - it could give 100 well prepared defenders a proper chance vs. an unorganized 300 man zerg.

Revamp task system
The old task system wasn't bad, but the fact that it lead everyone to the same area, was bad. Instead of every realm getting the same, single task, create more tasks for each realm, with different priorities. F.x if your realm doesnt hold all its keeps, this should be a prioritized task, with a high bonus. Yet smaller tasks around the frontiers should be more plentyful. Why not implement f.x towers with doors around the frontiers, that could grant port bonus or other minor bonuses, and at the same time result in small sieges/skirmishes with purpose? Instead of spending a few hours in a TG raid, or keep take, it should also be possible to do personal bounty task for "Shards" that require 5 shards to get an orb that could buy you any feather item. It could f.x be "Kill enemy infiltrator in Snowdonia" or likewise, giving players incentive to go actively hunt in the enemies frontiers, and at the same time add some personal tasks that gives the other side incentive to go defend in these areas, f.x a flat 2 hour rp bonus that sticks when you kill 2 invaders in Snowdonia, or Forest sauvage, or Pennine.... What a way to prepare for the nights RvR right, and at the same time get solo/small man action all around the frontiers.

These are just some loose ideas about how to make the siege and task part of Phoenix work better, and more in line with the origins of the game. I have been on 3 relic raids. One of them had one single green con defender. The others litterally no defenders. Last night we sieged 4 keeps in primetime, without one single defense. There was a realm rank 1 afk in the courtyard of one of the keeps.

For as long as you insist on old frontiers, we need keeps and relics to play a bigger role surely. And to make the balance and meta in gameplay more fluid and responsive, teleportation to keeps ( towers ) is needed aswell. We dont need a "themepark" rotation task system. We need real daoc siege and incentive. It would benefit all player types.

I love the thought put into this. I’d like for Phoenix staff to consider these ideas.
Sat 23 Feb 2019 1:43 PM by imamo
nice ideas.
i think new task system should be tested longer and wait for potential fix and tweaks. it is always good to have something different and new. let em do what they are into and collect data / feedback to make it better or build better system in the future.
Sat 23 Feb 2019 4:38 PM by armath
imamo wrote:
Sat 23 Feb 2019 1:43 PM
nice ideas.
i think new task system should be tested longer and wait for potential fix and tweaks. it is always good to have something different and new. let em do what they are into and collect data / feedback to make it better or build better system in the future.

I agree that it should have been tested longer, but that should have been the internal part. And also releasing such a major update on a friday night RvR, was obviously a recipe for disaster. I believe that the Phoenix team has to start treading a bit carefully...
Sat 23 Feb 2019 5:10 PM by Vlalkor
Nice Post, I too agree the new Task system is not DAOC. I for one, am taking a much needed break from the game while this is going on . I plan to be back soon!
Sat 23 Feb 2019 5:24 PM by relvinian
you lost me with teleport to keeps.

I stopped reading right there.
Sat 23 Feb 2019 5:48 PM by armath
relvinian wrote:
Sat 23 Feb 2019 5:24 PM
you lost me with teleport to keeps.

I stopped reading right there.

Yeah, it would suck if there would actually be defenders inside keeps. When you get sober, give it another go, or atleast offer some arguments.
Sat 23 Feb 2019 5:50 PM by relvinian
If you could teleport to keeps then animists and myself, a pain necro, would just hang out and wait to go to new keeps to defend.
Sat 23 Feb 2019 6:02 PM by armath
relvinian wrote:
Sat 23 Feb 2019 5:50 PM
If you could teleport to keeps then animists and myself, a pain necro, would just hang out and wait to go to new keeps to defend.

Thats hardly an argument lol. Thats you saying that you think some classes are powerful, and would tip game balance, disregarding all other conditions.

Seems like you did not think that through. On live you have been able to teleport to keeps for over a decade. No one ever feared animists or necros. If you have some "hole" in the siege, you would pull it off 10 times, and then people would figure it out and take opposing action.
Sat 23 Feb 2019 6:06 PM by defiasbandit
Most players don't care as much about sieging keeps as you. I agree that it should matter more, but your incentivizes are trivial.

Allowing players to teleport to keeps will make OF even smaller, and is very exploitable.

The old relic system should never come back.

The old task system was mostly zerging in portal zones. The new task system is flawed, but allows players to move around the entire frontier more.
Sat 23 Feb 2019 6:08 PM by armath
defiasbandit wrote:
Sat 23 Feb 2019 6:06 PM
Most players don't care as much about sieging keeps as you. I agree that it should matter more, but your incentivizes are trivial.

Allowing players to teleport to keeps will make OF even smaller, and is very exploitable.

The old relic system should never come back.

The old task system was nothing but zerging at AMG. The new task system is flawed, but allows players to move around the entire frontier more.

Thousand of players on Live, did nothing but siege keeps the past 12 years, most of them are here on Phoenix now. A lot enjoy it, some perhaps dont. But I certainly dont enjoy sieging a keep without any defenders, or take a relic that its not even worth defending. This is not DAOC, and if you have any substatial experience in the game, you will know this is true.

I dont say that all other tasks must go, but I guess its hard discussing a topic with a guy who only managed to read first 4 lines of the topic he's trying to discuss...
Sat 23 Feb 2019 6:11 PM by armath
defiasbandit wrote:
Sat 23 Feb 2019 6:06 PM
Most players don't care as much about sieging keeps as you. I agree that it should matter more, but your incentivizes are trivial.

Allowing players to teleport to keeps will make OF even smaller, and is very exploitable.

The old relic system should never come back.

The old task system was nothing but zerging at AMG. The new task system is flawed, but allows players to move around the entire frontier more.

And dude. Why are you "liking" your own arguments lol.
Sat 23 Feb 2019 7:19 PM by relvinian
well if u can teleport to a keep then my daoc life is complete.

You will see me in every damn keep fight if i am in game
Sat 23 Feb 2019 7:31 PM by Dimir
The new task system to me just seems like a confusing mess. Seems to be just as prone to zerging as the last one. At least in the old system I knew where players would go, so I could reasonably determine where I could find a fight and where I could find a zerg. In this new system the item turn in locations are obvious zerg points but after that the teleporting and chaos just blurs it all out.

I'm finding a lack of motivation to play atm. I solo, I don't expect everyone else to, but my favorite part of the game is finding and killing enemy stealthers. Now I don't know where they'll go (why go to apk when Albs might just teleport out?) and vice versa.

Can we just try no tasks (other than the personal ones) for a week?
Sat 23 Feb 2019 7:51 PM by Quik
Dimir wrote:
Sat 23 Feb 2019 7:31 PM
The new task system to me just seems like a confusing mess. Seems to be just as prone to zerging as the last one. At least in the old system I knew where players would go, so I could reasonably determine where I could find a fight and where I could find a zerg. In this new system the item turn in locations are obvious zerg points but after that the teleporting and chaos just blurs it all out.

I'm finding a lack of motivation to play atm. I solo, I don't expect everyone else to, but my favorite part of the game is finding and killing enemy stealthers. Now I don't know where they'll go (why go to apk when Albs might just teleport out?) and vice versa.

Can we just try no tasks (other than the personal ones) for a week?

So you want them to stop the RvR tasks even though they are easily the most popular thing on the server...to help soloers?

No offense to anyone, but honestly what I love the most about the RvR tasks are that I don't have to deal with stealthers nearly as much as I used to. When the server first opened there were stealthers everywhere and it was a crapshoot on whether I could clear my hib milegate or not...

For the last month I find MAYBE 1 stealther in 2-3 hours which is a HUGE win in my book.

I love ALL types of RvR and all the action from the RvR tasks is a lot of fun. I play Mid now, mainly a skald, and even with 2-3 other people we can roam around and pick and choose our fights. We can follow the zerg or we can move away and pick off stragglers, either way we always have a lot of fun.

I really don't understand why people want to get rid of what is the most RvR action any freeshard has seen in ages and it is going stronger than ever.
Sat 23 Feb 2019 7:57 PM by Isavyr
Quik wrote:
Sat 23 Feb 2019 7:51 PM
So you want them to stop the RvR tasks even though they are easily the most popular thing on the server...to help soloers?

No offense to anyone, but honestly what I love the most about the RvR tasks are that I don't have to deal with stealthers nearly as much as I used to. When the server first opened there were stealthers everywhere and it was a crapshoot on whether I could clear my hib milegate or not...

For the last month I find MAYBE 1 stealther in 2-3 hours which is a HUGE win in my book.

I love ALL types of RvR and all the action from the RvR tasks is a lot of fun. I play Mid now, mainly a skald, and even with 2-3 other people we can roam around and pick and choose our fights. We can follow the zerg or we can move away and pick off stragglers, either way we always have a lot of fun.

I really don't understand why people want to get rid of what is the most RvR action any freeshard has seen in ages and it is going stronger than ever.

I was going to write a reply to Dimir, but I couldn't figure out exactly what the problem was. As best as I could tell, he wanted RvR specifically tailored to what he wants, with no regards to anyone else, namely:
1) Fish in a barrel--all stealthers in same place
2) No zerging?

As a stealther, I simply disagree. There are a lot more spots than before, and this is great. It's more exciting to traverse different landscapes, and more varied opponents than mostly just the zerg. As a visible, I appreciate the fact that it's split the action more, allowing more prospective 8v8s and small-man fights. Still, I think there is more work here regarding small-man, but I have no solutions myself. It's very difficult coming up with a good system in OF that encourages small-man groups.
Sat 23 Feb 2019 8:00 PM by defiasbandit
Isavyr wrote:
Sat 23 Feb 2019 7:57 PM
I was going to write a reply to Dimir, but I couldn't figure out exactly what the problem was. As best as I could tell, he wanted RvR specifically tailored to what he wants, with no regards to anyone else, namely:
1) Fish in a barrel--all stealthers in same place
2) No zerging?

As a stealther, I simply disagree. There are a lot more spots than before, and this is great. It's more exciting to traverse different landscapes, and more varied opponents than mostly just the zerg. As a visible, I appreciate the fact that it's split the action more, allowing more prospective 8v8s and small-man fights. Still, I think there is more work here regarding small-man, but I have no solutions myself. It's very difficult coming up with a good system in OF that encourages small-man groups.


There needs to be a lot more objectives in the Realm tasks, especially in the Border Keep zones.

Right now if you port in by Evern, you should be able to do objectives in Mount Collory or Cruachan Gorge. Right now, there really isn't much of a reason to roam the border keep zones. If players are going to be teleporting past them into Breifine, then there should be objectives and reasons for them to return and roam those zones. It might be better for Breifine to be the de facto Zerg task zone. Gorge and Collory can have a wider range of objectives that lead players all over these zones. These zones have lots of objectives in the corners of the maps and up on the hills, because they aren't as visible to the zerg. The more spots the better really.

Scaling Objectives:


    There could be specific objectives that capture faster the fewer players nearby. That way zergs might bypass certain objectives, because they know that it would take too long to efficiently cap them. This would let smaller groups roam and fight over these objectives. These objectives would be tucked away on hillsides and in corners aways from the main roads. There could be certain objectives that can only be capped by a full group or less, so 8 mans can seek these out and fight over them. A king of the hill type objective for 8mans.


Unpredictable Objectives:


    Spawn chests in random areas of the zones, especially the border keep zones. Having players taking more routes and running in different directions into the border keep zones would allow for more small man RvR. Place these chests away from the main roads and tucked away on hills and in treelines. It would encourage players to roam to more remote parts of these zones. If the task says chest spawn in NortheAst Mount Collory, then it might interest solo or small mans to roam there and find it. The location isn't exact so players will have to do some exploring. Having players roam and wander around is a good thing. The location of all objectives should not be exactly known. Having a player wandering up a hillside and coming across one of these chests would be an exciting moment.
Sat 23 Feb 2019 8:21 PM by Dimir
Isavyr wrote:
Sat 23 Feb 2019 7:57 PM
I was going to write a reply to Dimir, but I couldn't figure out exactly what the problem was. As best as I could tell, he wanted RvR specifically tailored to what he wants, with no regards to anyone else, namely:
1) Fish in a barrel--all stealthers in same place
2) No zerging?

As a stealther, I simply disagree. There are a lot more spots than before, and this is great. It's more exciting to traverse different landscapes, and more varied opponents than mostly just the zerg. As a visible, I appreciate the fact that it's split the action more, allowing more prospective 8v8s and small-man fights. Still, I think there is more work here regarding small-man, but I have no solutions myself. It's very difficult coming up with a good system in OF that encourages small-man groups.

I have no idea how you took what I said as a FU to anyone else's playstyle.

I'm perfectly willing to accept that the chaos might lessen once people know what's going on, but it's the lack of predictability that is frustrating. Porting seems a bit to much getting away from classic DAoC.

I'm happy to have zergs but I don't think we need to be limited to sticking 95% of RvR into one frontier at a time. Why can't we spread the population out? There is a lot of population, there will still be lots of action.

@Quik You play a Skald, so this whole thing is very open to you. I don't and I am pretty limited in my range.

I don't particularly like keep stuff (on an Inf) but I totally get that people do. This system is pretty terrible at incorporating that part of the game. I guess I don't understand how part of this revamp was because they didn't like how zergy the last system was, but this doesn't seem to improve that.
Sat 23 Feb 2019 8:23 PM by defiasbandit
Dimir wrote:
Sat 23 Feb 2019 8:21 PM
Isavyr wrote:
Sat 23 Feb 2019 7:57 PM
I was going to write a reply to Dimir, but I couldn't figure out exactly what the problem was. As best as I could tell, he wanted RvR specifically tailored to what he wants, with no regards to anyone else, namely:
1) Fish in a barrel--all stealthers in same place
2) No zerging?

As a stealther, I simply disagree. There are a lot more spots than before, and this is great. It's more exciting to traverse different landscapes, and more varied opponents than mostly just the zerg. As a visible, I appreciate the fact that it's split the action more, allowing more prospective 8v8s and small-man fights. Still, I think there is more work here regarding small-man, but I have no solutions myself. It's very difficult coming up with a good system in OF that encourages small-man groups.

I'm perfectly willing to accept that the chaos might lessen once people know what's going on, but it's the lack of predictability that is frustrating. Porting seems a bit to much getting away from classic DAoC.

I'm happy to have zergs but I don't think we need to be limited to sticking 95% of RvR into one frontier at a time. Why can't we spread the population out? There is a lot of population, there will still be lots of action.

@Quik You play a Skald, so this whole thing is very open to you. I don't and I am pretty limited in my range.

I don't particularly like keep stuff (on an Inf) but I totally get that people do. This system is pretty terrible at incorporating that part of the game. I guess I don't understand how part of this revamp was because they didn't like how zergy the last system was, but this doesn't seem to improve that.


https://forum.playphoenix.online/viewtopic.php?f=10&t=5695

https://forum.playphoenix.online/viewtopic.php?f=10&t=5694

https://forum.playphoenix.online/viewtopic.php?f=10&t=5690

https://forum.playphoenix.online/viewtopic.php?f=10&t=5693

https://forum.playphoenix.online/viewtopic.php?f=10&t=5695
Sat 23 Feb 2019 9:20 PM by WeaselSoup
this doesnt feel like daoc anymore
Sat 23 Feb 2019 9:34 PM by Svekt
Something definitely needs to change. The common theme here is too much too fast and it doesn't play like daoc anymore. Split tasks into multiple zones. Have dominate in one realm, defend in another, and just get rid of the rugby garbage. Half our guild immediately stopped RvRing. 1-2 are leaving flat out until it changes and 3-4 are in straight pve mode until it changes. We are all rr5+ and have no motivation to come out now.
Sat 23 Feb 2019 9:50 PM by defiasbandit
Svekt wrote:
Sat 23 Feb 2019 9:34 PM
Something definitely needs to change. The common theme here is too much too fast and it doesn't play like daoc anymore. Split tasks into multiple zones. Have dominate in one realm, defend in another, and just get rid of the rugby garbage. Half our guild immediately stopped RvRing. 1-2 are leaving flat out until it changes and 3-4 are in straight pve mode until it changes. We are all rr5+ and have no motivation to come out now.


The ball task is gone. There will hopefully be more objectives in the border keep zones so you can travel there to fight. You have lots more freedom now where to roam and farm, because the task is in all 4 zones ofa frontier.
Sat 23 Feb 2019 9:52 PM by Quik
WeaselSoup wrote:
Sat 23 Feb 2019 9:20 PM
this doesnt feel like daoc anymore

It's ok, you just misclicked when you typed DAoC freeshards. Uthgard was the link next to this one and that is classical DAoC, I'm pretty sure it's still active with around 111 people at peak.

Pheonix is SO much more.
Sat 23 Feb 2019 9:54 PM by Quik
defiasbandit wrote:
Sat 23 Feb 2019 8:00 PM
Isavyr wrote:
Sat 23 Feb 2019 7:57 PM
I was going to write a reply to Dimir, but I couldn't figure out exactly what the problem was. As best as I could tell, he wanted RvR specifically tailored to what he wants, with no regards to anyone else, namely:
1) Fish in a barrel--all stealthers in same place
2) No zerging?

As a stealther, I simply disagree. There are a lot more spots than before, and this is great. It's more exciting to traverse different landscapes, and more varied opponents than mostly just the zerg. As a visible, I appreciate the fact that it's split the action more, allowing more prospective 8v8s and small-man fights. Still, I think there is more work here regarding small-man, but I have no solutions myself. It's very difficult coming up with a good system in OF that encourages small-man groups.


There needs to be a lot more objectives in the Realm tasks, especially in the Border Keep zones.

Right now if you port in by Evern, you should be able to do objectives in Mount Collory or Cruachan Gorge. Right now, there really isn't much of a reason to roam the border keep zones. If players are going to be teleporting past them into Breifine, then there should be objectives and reasons for them to return and roam those zones. It might be better for Breifine to be the de facto Zerg task zone. Gorge and Collory can have a wider range of objectives that lead players all over these zones. These zones have lots of objectives in the corners of the maps and up on the hills, because they aren't as visible to the zerg. The more spots the better really.

Scaling Objectives:


    There could be specific objectives that capture faster the fewer players nearby. That way zergs might bypass certain objectives, because they know that it would take too long to efficiently cap them. This would let smaller groups roam and fight over these objectives. These objectives would be tucked away on hillsides and in corners aways from the main roads. There could be certain objectives that can only be capped by a full group or less, so 8 mans can seek these out and fight over them. A king of the hill type objective for 8mans.


Unpredictable Objectives:


    Spawn chests in random areas of the zones, especially the border keep zones. Having players taking more routes and running in different directions into the border keep zones would allow for more small man RvR. Place these chests away from the main roads and tucked away on hills and in treelines. It would encourage players to roam to more remote parts of these zones. If the task says chest spawn in NortheAst Mount Collory, then it might interest solo or small mans to roam there and find it. The location isn't exact so players will have to do some exploring. Having players roam and wander around is a good thing. The location of all objectives should not be exactly known. Having a player wandering up a hillside and coming across one of these chests would be an exciting moment.

I would love to have additional things to do, but I am in no hurry as I want them to get the current tasks smoothed out.

I have a feeling they will be adding more things as time allows and as they get the server figured out more.
Sat 23 Feb 2019 10:35 PM by Keeto
armath wrote:
Sat 23 Feb 2019 12:26 PM
With some hours played on the new task system, bugs and crashes aside, the new system was interesting, but yet it seems like a treasure hunt adventure park for kids, and has zero connection with the origins of DAOC. Its an even more messy version of the previous task system, making people more "desperate" and scattered to try achieve the goals.

Carry ball from A to B. Go find enough squares and put them into square hole. Run there and then go there. Then wait for free RP's. Rince repeat.


This is not how the game is supposed to be played, and frankly within a week or two, everyone will be fed up with the same static rotations, even with random minors added along the way. Its too "messy", taking too much responsibillity away from the players - it is like you expect players not to be able to do things on their own, but the truth is, you give players no reason to do things on their own... Here is what you SHOULD do...

New keep and relic system
A new system revamping how the keeps work, and how defense and siege function.
- The keep value it self should be increased, both bonuses it gives and bounty it produces in defense or overtake. This should first of all be heavy amount of feathers, to already initially give incentive to go raid or defend, instead of perhaps spending 3 hours in an epic dungeon, because you need new crafted potions ... WIth this said, a keep take should not be "easy" to just do, and the effects they carry with them for holding, should be massive. RP bonus for each keep, XP bonus for each keep, craft bonus, pve dmg/effectiveness and so forth...
- To make a defense more likely from a logistic point of view, teleportation to keeps should be allowed, as long as the outer door is not down. For players who are defending their own realms keeps, there should be random spawn points added around the keep, that could be used when the outer door is down. This would make it easier to uphold balance in defense, regroup and counter attacks. If the defense was worth 2.000 feathers, a pve xp bonus, small RP bonus and/or something similar, with the possibility to port in, im sure the amount of epic keep takes and defenses would sky rocket. To make sure that it wont just be a lord rush, the doors should not close in the first 5-10 minutes after a succesful take.
- Relic value should be heavily increased. You must reinstate the original bonuses in one way or another, and give an even larger feather AND bounty point reward on take/defense. Porting to the inside of the relic should be possible, right until the inner door is down.
- Relic defense vs larger force. Lets say that 200 mids are rolling the hib keeps one by one. A smaller defense of perhaps 100 hibs are trying hard, some close fights, but in vain. The mid zerg now grows to around 300 since the relic raid is announced. All required keeps are in the mids possession, and they set course for the relics. The 100 hibs have ported in to the relics ready to defend, but we all know how this would end over time. What should be changed here, is an equalizer of damage bonus depending on numbers. These should absolutely not be over the top, but lets say its a 2% bonus damage/healing/castspeed/attackspeed, for each 10% outnumbered f.x. Also there should be the possibility for the defenders, to launch "counter attacks" with PVE guards. This would require some work and thought to implement, but imagine a bg defend leader, being able to summon 20 guards right when inner doors go down, with the underpop bonuses and then calling the counter attack, with port merchants that could teleport entire groups to different locations in the relic, to sandwich attackers, overwhelm heal spamming etc - it could give 100 well prepared defenders a proper chance vs. an unorganized 300 man zerg.

Revamp task system
The old task system wasn't bad, but the fact that it lead everyone to the same area, was bad. Instead of every realm getting the same, single task, create more tasks for each realm, with different priorities. F.x if your realm doesnt hold all its keeps, this should be a prioritized task, with a high bonus. Yet smaller tasks around the frontiers should be more plentyful. Why not implement f.x towers with doors around the frontiers, that could grant port bonus or other minor bonuses, and at the same time result in small sieges/skirmishes with purpose? Instead of spending a few hours in a TG raid, or keep take, it should also be possible to do personal bounty task for "Shards" that require 5 shards to get an orb that could buy you any feather item. It could f.x be "Kill enemy infiltrator in Snowdonia" or likewise, giving players incentive to go actively hunt in the enemies frontiers, and at the same time add some personal tasks that gives the other side incentive to go defend in these areas, f.x a flat 2 hour rp bonus that sticks when you kill 2 invaders in Snowdonia, or Forest sauvage, or Pennine.... What a way to prepare for the nights RvR right, and at the same time get solo/small man action all around the frontiers.

These are just some loose ideas about how to make the siege and task part of Phoenix work better, and more in line with the origins of the game. I have been on 3 relic raids. One of them had one single green con defender. The others litterally no defenders. Last night we sieged 4 keeps in primetime, without one single defense. There was a realm rank 1 afk in the courtyard of one of the keeps.

For as long as you insist on old frontiers, we need keeps and relics to play a bigger role surely. And to make the balance and meta in gameplay more fluid and responsive, teleportation to keeps ( towers ) is needed aswell. We dont need a "themepark" rotation task system. We need real daoc siege and incentive. It would benefit all player types.
I like his ideas. I think we can all agree that the new task system is ruining every way to play rvr but zerg.
Sat 23 Feb 2019 11:17 PM by Isavyr
Keeto wrote:
Sat 23 Feb 2019 10:35 PM
I like his ideas. I think we can all agree that the new task system is ruining every way to play rvr but zerg.

Let's not pretend classic DAOC had a polished RvR system--or that zerging wasn't fully classic itself. The task system has split objectives, which discourages zerging. The fact players still zerg is largely in part because they want to--and nothing wrong with that--but you can't blame the task system for zerging--which again, regularly existed in classic.

For my part, I wish there were more anti-zerg tools. PBAOE is too weak on this server--doesn't penetrate walls, and due to resists, does crap damage. The anti-zerg RAs seem overly expensive, but we'll see more as more players reach RR7/8+.

I wish there was a system that encouraged small-man, but how do you do that in OF? I haven't seen good ideas on this, and I myself am challenged to come up with any--yet so many complain about this, so clearly it's important. The full-mans always squash the small-man, and unless the small-man has stealth, or speed 6, they don't even stand a chance of getting away--so most small groups don't bother.

If you create a battleground, like Lamfhota's Sound, for small groups only, you'll pull a lot of stealthers to there (who prefer to fight smaller groups, no surprise). I think something is desperately needed here, and I think the task system will be the best way of achieving it, it's just a matter of trying different ideas and time.
Sat 23 Feb 2019 11:30 PM by defiasbandit
Isavyr wrote:
Sat 23 Feb 2019 11:17 PM
Keeto wrote:
Sat 23 Feb 2019 10:35 PM
I like his ideas. I think we can all agree that the new task system is ruining every way to play rvr but zerg.

For my part, I wish there were more anti-zerg tools. PBAOE is too weak on this server--doesn't penetrate walls, and due to resists, does crap damage. The anti-zerg RAs seem overly expensive, but we'll see more as more players reach RR7/8+.



This is very true. The PBAE caster RAs (Volcanic Pillar and Detonation Trap) are also very weak here as well.

Battlegrounds should never happen.
Sun 24 Feb 2019 12:17 AM by relvinian
WeaselSoup wrote:
Sat 23 Feb 2019 9:20 PM
this doesnt feel like daoc anymore

This right here needs to be listened to!

Those expressing this sentiment may not get everything they want but they should have their voice heard!

For real.
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