New Task System

Started 23 Feb 2019
by Afuldan
in RvR
So I tried out the new task system after the reset, so that the tasks weren’t broken.

Not too impressed. No keep takes on /task means noone will do them. No carrot. Easier to port to a domination port and zerg. No point to run to zone if home realm. Wait til a stealther grabs a teleport.

Got credit for Kill, Domination, and Caravan. Not as much RP as old tasks for time spent. Noone wanted to take any keeps. Several guilds on Mid are talking about leaving in /region.

All this system does is encourage mobile zerging, without keep capture.

I do like that you can get credit for many activities. But with a 1hr task, how can a casual who only has an hour find a group, fill group, and head out? Unless you get lucky or have a premade, you’ll be lucky to finish one task in that hour. Plus if you DC, LD, or log out, you get no credit.

Old tasks were better for casual. This feels like its trying to cater to people who wanted 8v8 arena.
Sat 23 Feb 2019 3:09 PM by Krakkon
Totally agree. New task system produces only zerg in a limited zone. I suggest to develop task system to spread people in all 3 frontiers at the same time.
Sat 23 Feb 2019 3:21 PM by tsteken
I dont understand why we have to be task locked into one realm. Just spread loads of them randomly in all 3 frontiers.
Sat 23 Feb 2019 3:25 PM by Patron
Bad idea to spread out the community.
I like it very much, u can even do some kills as solo without speed.

Yes, there are some annoying parts, for example the lack of the position of the supplymerchs and every 30 secs someone ask in adv. Or the lack of staff to announce the new task system in the right subforum. Why planned changes when the change is live already?

But over all the tasksystem is really nice, even i liked the old much better.

Play on
Sat 23 Feb 2019 3:28 PM by Patron
tsteken wrote:
Sat 23 Feb 2019 3:21 PM
I dont understand why we have to be task locked into one realm. Just spread loads of them randomly in all 3 frontiers.

Because of concentrate the action?
Why the task should spread out the player?
It does no sense for me.
Maybe you can give me the advantages of spread out the servercommunity?
Sat 23 Feb 2019 3:32 PM by suicide19
Did the community hate the old Task system this much, that the new version is better?

Sometimes less is more.

**OLD SYSTEM**
1)Objectives were very simple because lets be honest we just want people out RvRing in ANY form (solo, small, 8, zerg just get out there and join in!)
2)The old system went by a score that was tracked and visible to all participants.
3)There was no set time period so it gave you a sense of urgency when participating.
4) Tasks switched frequently so you were constantly on the move. Made you think: where am I what's next, should I swoop into Snow or run back to get a headstart to Odin's?
4)Less sense of community out in frontiers now. No more plans to take Bled back before task switch. NO more seeing that friendly hunter in his perch near Beno when you arrive to defend. No same rally points for realm mates where you can meet, group etc. The natural flow of OF is gone.
5)Old tasks fit more with what people naturally do in RvR. FIght in Emain, Defend Bledmeer! Dominate the central zone Simple, easy to participate.

Let me state though, this server is very fun, and I enjoy the game so much here. And I really appreciate the work done to stimulate the playerbase and encourage RvR thanks so much!
Sat 23 Feb 2019 6:02 PM by Connavar
I agree that the old tasks were boring, always the same and predicable. The new tasks give more action but with less rps but i think these ports are the wrong way.

I really miss the action in new frontiers. You had big keep fights and skirmishes for groups. You took a tower as a group alone and tried to defend it. The ports to the keeps helped smaller groups and solos. You had bridges and ruins to make fights more interesting.

At the moment we have only big open fights and sometimes at a mile gate. Keeps are rarely taken. I think there must we change something - make it worth to raid a keep, make it worth to defend it. When the zerg fights at the keeps, then small groups and solos can have their fun either at the keep as well or in the open field. At the moment its hard, exspecially when you have only slow or no speed at all.
Sat 23 Feb 2019 9:31 PM by Vkejai
Do we really need tasks ??
Sat 23 Feb 2019 9:43 PM by Druth
Vkejai wrote:
Sat 23 Feb 2019 9:31 PM
Do we really need tasks ??

You wont get casuals to RvR if you can't guarantee them rps.
Sat 23 Feb 2019 10:35 PM by Quik
Druth wrote:
Sat 23 Feb 2019 9:43 PM
Vkejai wrote:
Sat 23 Feb 2019 9:31 PM
Do we really need tasks ??

You wont get casuals to RvR if you can't guarantee them rps.

Casuals are going to be what makes this server fun.

There will always be the hardcore players just like on Uth, but the casuals left because it wasn't fun for them long so what you have left are 100 hardcore players feeding off each other.

If Pheonix can keep the server fun for the casuals we can expect to keep 1500-2k people on the server in my personal estimation. That makes it fun for everyone, not just the hardcore that will be left if we drive them away like Uth did.
Sat 23 Feb 2019 11:22 PM by Snoogy
This just makes me feel like I'm playing on a custom freeshard with weird rules and made up RvR goals. The turn in items, ball and mob is just lame. Worried about the long term impact this will have going forward. I'll be pretty loyal to this server but I'll just say today's been the first day I had free time to game and didn't feel like logging
Sat 23 Feb 2019 11:27 PM by Runental
New task system is even worse then the 1st one,- creates huge zergs in one zone... totally disapointet.
Sun 24 Feb 2019 1:01 AM by Tenny
Always like to open with my appreciation for the work these devs do for a free service.

With that being said, this new system has totally killed the vibe for me that this server has given me since day1 levelling.

Porting is NF - not OF. And what's even worse is binding porting to something that changes hands so quickly - especially on a server where not everyone has speed. Why leave the central zone areas if at any moment a flag could be captured for a realm and let people port behind you.

Also, if you give people areas to camp - they're gonna camp. Already the flags in breifine are looking like the dock bridges in NF. I'm running around breif like a chicken with my head cut off trying to figure out where people would logically travel from flag A to point ?.

It's a cluster, I think you should roll back and tweak the old task system just slightly. Take baby steps.

Thanks again for all your hard work!
Sun 24 Feb 2019 5:00 AM by Cozened
I'm enjoying myself , we had some interesting fights tonight. specially the one with lady of Albion where Hibs had taken her to a keep to try to kill her. Can't wait to see how they tweak it.

Thanks Devs for your dedication and hard work.
Sun 24 Feb 2019 6:28 AM by Chimosh
Yeh the new task system is overkill.

Today I have not had any fun being in rvr. Its utterly chaotic. This system takes away the feel of daoc.

Its also somehow created more zergs than before. Don't ask me how. Maybe it has something to do with being able to instantly port, i find that no matter where I go i get steam rolled by zergs, even if i try using the port system, and trying to find small man fights has gotten gradually worse the longer the new tasks have been in play.

IMHO roll back.

Less is more.

You had only need to improve the keep task or remove it entirely.
Sun 24 Feb 2019 7:13 AM by Druth
I don't like the new system.

I see myself log in char 5 mins before task ends and get credit, and then do stuff with my other chars untill there's 5 mins left again.
Sun 24 Feb 2019 8:13 AM by Pao
For me as a solo player it changed totally where I end up fighting. Its easier now to get deep in the frontier.

If the elite dont care about rps why not go to the other two zones they seem to be the designated 8vs8 zones now.
Sun 24 Feb 2019 9:57 AM by Chimosh
The task system is not prompting realm pride.
Sun 24 Feb 2019 10:06 AM by Kyllikki
I do not understand how to allow all the realms to tp in the same area can reduce zerg? It is worse than before and there is still no one in the other areas.

And as said before, baby steps would be nice, why not just increase the rewards of relics and keeps first (keeps could drops items with new stats like celerity or piercing for exemple)

Anw, thx for your work.
Sun 24 Feb 2019 10:14 AM by Warlay
think i stop the server till they change it back its nearly impossible to kill something as a solo sb. you instantly get shot/nuked down from everywhere. with the old task system was zerg too, but was more focussed so it was possible to solo... but like this no.
anyway you need to see it like that with the old task was like... uhh i do another one, ohhh just one more .... and now? argh dont want to do one again.
Sun 24 Feb 2019 3:43 PM by bababaz
We need NF . !
Mon 25 Feb 2019 1:02 AM by sprinkle
rvr tasks are fine what we need is an influx of new players which we wont get while exp is terrible

population will now begin to go down ( tons of less RVR this week then last )

exp is everything, I wanted to have multiple 50s and that's not happening
Mon 25 Feb 2019 1:41 AM by Frigzy
sprinkle wrote:
Mon 25 Feb 2019 1:02 AM
rvr tasks are fine what we need is an influx of new players which we wont get while exp is terrible

population will now begin to go down ( tons of less RVR this week then last )

exp is everything, I wanted to have multiple 50s and that's not happening

Nice trolling there buddy
Mon 25 Feb 2019 2:28 AM by Frieza
Frigzy wrote:
Mon 25 Feb 2019 1:41 AM
sprinkle wrote:
Mon 25 Feb 2019 1:02 AM
rvr tasks are fine what we need is an influx of new players which we wont get while exp is terrible

population will now begin to go down ( tons of less RVR this week then last )

exp is everything, I wanted to have multiple 50s and that's not happening

Nice trolling there buddy

im not 100% sure thats a troll?

My worry is exactly as he said. I had a very easy time getting from 1-50 on my first toon, but on my second now (max i get is 25ish before i start thinking its taking too long vs playing some rvr).

To give you some reference points, i saw a 47 mins ask for exp groups for about 2 hours on sunday. Maybe he wasnt trying very hard, and maybe he could solo pretty easily, but i think the main take away is, a lot more people are hitting rvr over pve and we should keep it in the back of our minds.

Personally i would change some of the mob groups i.e. frontier sets, to make the PL very easy plus increase activity in rvr zone as well.
Mon 25 Feb 2019 2:44 AM by Afuldan
Frieza wrote:
Mon 25 Feb 2019 2:28 AM
Frigzy wrote:
Mon 25 Feb 2019 1:41 AM
sprinkle wrote:
Mon 25 Feb 2019 1:02 AM
rvr tasks are fine what we need is an influx of new players which we wont get while exp is terrible

population will now begin to go down ( tons of less RVR this week then last )

exp is everything, I wanted to have multiple 50s and that's not happening

Nice trolling there buddy

im not 100% sure thats a troll?

My worry is exactly as he said. I had a very easy time getting from 1-50 on my first toon, but on my second now (max i get is 25ish before i start thinking its taking too long vs playing some rvr).

To give you some reference points, i saw a 47 mins ask for exp groups for about 2 hours on sunday. Maybe he wasnt trying very hard, and maybe he could solo pretty easily, but i think the main take away is, a lot more people are hitting rvr over pve and we should keep it in the back of our minds.

Personally i would change some of the mob groups i.e. frontier sets, to make the PL very easy plus increase activity in rvr zone as well.

Player didn’t want to open the Wiki and farm EXP items? Go get credit for RvR tasks at 1 and a bit of a bubble per task? Shame.
Mon 25 Feb 2019 2:56 AM by Zansobar
I like the port to near instant action in this version of the tasks. Much better than the running around before.

I do not like that keep takes are pretty pointless. Keep takes are always pretty pointless because if a task popped up to take X keep, defenders could not get there before the attackers, and once an attacking force is out front you can't get in to defend the keep. if they want to develop keep action, they need to make the defend keep task visible to the defending realm at least 5 minutes or more before it becomes visible to the attacking realms. That way some defense can be formed inside the keep prior to the attackers getting there. To make it worth it for the attackers to go ahead and attack a defended keep, the attacker RP pool must be made much higher than the defender pool, so the reward is great for a success.
Mon 25 Feb 2019 3:38 AM by Jingo NZ
My design would be that all keeps in the active realm’s frontier contribute to the overall task score every minute. ie Mid has 4, Hib has 2, Alb has 1 = Mid keep score is increasing 2x as fast as Hib and 4x as fast as Alb.
Keeps are worth different points to each realm depending on how far they are from portal/border keeps.

I’ve posted my other suggestions already:
Flags provide a buff/debuff to the nearest keep guards and doors
Winning and losing realm at the end of the task get a buff/debuff to relic guards
Not exactly porting, but allowing /release to eligible flags if you have been killed in rvr
The middle 30 mins of the task has a public leaderboard where you can see kills, rp and participation of top players
Mon 25 Feb 2019 4:00 AM by defiasbandit
Zansobar wrote:
Mon 25 Feb 2019 2:56 AM
I like the port to near instant action in this version of the tasks. Much better than the running around before.

I do not like that keep takes are pretty pointless. Keep takes are always pretty pointless because if a task popped up to take X keep, defenders could not get there before the attackers, and once an attacking force is out front you can't get in to defend the keep. if they want to develop keep action, they need to make the defend keep task visible to the defending realm at least 5 minutes or more before it becomes visible to the attacking realms. That way some defense can be formed inside the keep prior to the attackers getting there. To make it worth it for the attackers to go ahead and attack a defended keep, the attacker RP pool must be made much higher than the defender pool, so the reward is great for a success.

Make it so you teleport to the 4 keeps instead of the flags in the center zone. Control a keep and the invading realm can teleport to it. Defenders should never be able to teleport though.
Mon 25 Feb 2019 11:16 AM by Gotmagi
I think I liked the old task system better, this one seems too complex and like someone said.. "too free-shardy" and ruins the natural flow of rvr. The zergs just get massive and it's just way too many grps roaming around in one zone (most of the time). Porting to places in the frontier should not be in the game imo unless we're talking about the NF system of capturing keeps and towers.

Like some in this thread have suggested I would increase rewards for taking/defending keeps and especially relic keeps. It feels like people don't really care if their keeps are being taken and even if their relics are being taken.

It also makes me kinda sad that the frontiers that don't have the task active are mostly empty on a 3k server but that's proably because there aren't enough people actively looking for good solo action I guess. There are some ways to combat this I think (some side tasks perhaps with lesser rp rewards) but that's a discussion for another thread.
Mon 25 Feb 2019 4:39 PM by suicide19
I do not know the actual underlying issues the devs had with the old system. The community seems to feel the primary reason was the keep defense task. These tasks promoted to much 'suiciding' just to get credit.

That may be true, however that task required a great deal more engagement by the player to obtain that credit then this new system. To die at a keep you had to survive Stealther ganks to get to MG. Make it through the MG alive. Get to the choke point of the keep entrance and survive long enough to get within range of the keep credit.

Now most people afk at Teleporter. Wait for port to open. Click on port. AFK.

So one button click. And there are 100's daily at least who do this. How is this better?

You will never come up with a 'perfect' task system that will solve everything, however the old system seemed much more interactive or engaging then the new system. Please reconsider the changes.

Thanks.
Mon 25 Feb 2019 4:50 PM by sprinkle
No one wants to even RVR in a group anymore its all AFK at a flag why bother?

New system is a joke

even if you roll around looking for RVR there is so much less then last week
Mon 25 Feb 2019 5:16 PM by Ardri
sprinkle wrote:
Mon 25 Feb 2019 4:50 PM
No one wants to even RVR in a group anymore its all AFK at a flag why bother?

New system is a joke

even if you roll around looking for RVR there is so much less then last week

Everyone is RvR'ing as a group and the invade realm is very populated with fights.

New system is amazing.

I've experience A LOT better rvr this past weekend with the new tasks rather than the old one.
Mon 25 Feb 2019 5:54 PM by suicide19
Ardri wrote:
Mon 25 Feb 2019 5:16 PM
Everyone is RvR'ing as a group and the invade realm is very populated with fights.

That's actually impossible.

I don't know what shard you are on but many are commenting on the number of afk players per realm per task. It's really very obvious.

Pease, i get being a 'fan' of a game or a shard, but don't delude people with a false narrative, it's doesn't help improve the game.
Mon 25 Feb 2019 6:31 PM by PingGuy
I doubt there are more AFK's now than there were before. Participating multiple times matters now. Task portions end every 15 minutes now. In the old tasks, I would get credit, and then decide if making another run was worth it. Now I head back out every time, run or port, depending on the situation. Gotta check that box as many times as possible, because it matters now.
Mon 25 Feb 2019 6:38 PM by Afuldan
PingGuy wrote:
Mon 25 Feb 2019 6:31 PM
I doubt there are more AFK's now than there were before. Participating multiple times matters now. Task portions end every 15 minutes now. In the old tasks, I would get credit, and then decide if making another run was worth it. Now I head back out every time, run or port, depending on the situation. Gotta check that box as many times as possible, because it matters now.

Yep. Rewards active particpation.
Mon 25 Feb 2019 6:47 PM by tylerforeal
Keeps and relics need bigger bonuses 100%. No one cares about taking/defending keeps or relics because why would you? There's no material RP reward to compensate - you can get more RP and more fun by just looking for fights.

The new task is certainly not "it" but is a step in the right direction I think. It has made 2/3 of the realm task zones populated vs typically just 1 with the old task (ie if it's Hib, both Emain + Breifine see heavy action, Alb both Hadrians+Pennine will be lit).

Some criticisms:
-it's not clear why I should want to turn in items, take keep, dominate a flag etc, doesn't feel like there is a worthwhile reward in doing so when I could just be seeking contact/kills.
-Small man/solo seems harder to find, you can find action in at least 2/3 of the frontier zones but it always seems to be large scale/zerg somehow
-find more opportunity for small man/solo, groups are not easy to come by for most and especially new/returning players- if they are stuck between asking in the PK for a group for hours or running out to get rolled over as a solo visi they won't be around long
Mon 25 Feb 2019 6:52 PM by defiasbandit
tylerforeal wrote:
Mon 25 Feb 2019 6:47 PM
Keeps and relics need bigger bonuses 100%. No one cares about taking/defending keeps or relics because why would you? There's no material RP reward to compensate - you can get more RP and more fun by just looking for fights.

The new task is certainly not "it" but is a step in the right direction I think. It has made 2/3 of the realm task zones populated vs typically just 1 with the old task (ie if it's Hib, both Emain + Breifine see heavy action, Alb both Hadrians+Pennine will be lit).

Some criticisms: it's not clear why I should want to turn in items, take keep, dominate a flag etc, doesn't feel like there is a worthwhile reward in doing so when I could just be seeking contact/kills.

The turnin rewards should be buffed a lot. Instead of the flags in the center zone, it should be the keeps that invading realms should be teleporting to. This way at the start of the task the invading realms will rush to fight over keeps so they can teleport. The defending realm should never be able to teleport. We want Mounty Collory and Cruachan Gorge to have their own set of objectives so that the action moves there.
Mon 25 Feb 2019 7:07 PM by Ardri
suicide19 wrote:
Mon 25 Feb 2019 5:54 PM
Ardri wrote:
Mon 25 Feb 2019 5:16 PM
Everyone is RvR'ing as a group and the invade realm is very populated with fights.

That's actually impossible.

I don't know what shard you are on but many are commenting on the number of afk players per realm per task. It's really very obvious.

Pease, i get being a 'fan' of a game or a shard, but don't delude people with a false narrative, it's doesn't help improve the game.

The false narrative is you saying there are tons of people afk in the frontiers. There may be one or two afk grey's every hour, but what you're implying is simply a lie. Stop with the fake news, it doesn't help improve the game.
Mon 25 Feb 2019 7:12 PM by suicide19
Ardri wrote:
Mon 25 Feb 2019 7:07 PM
The false narrative is you saying there are tons of people afk in the frontiers. There may be one or two afk grey's every hour, but what you're implying is simply a lie. Stop with the fake news, it doesn't help improve the game.

Took me 5 seconds to find screenshots right off the Phoenix discord.

https://media.discordapp.net/attachments/518564498236243998/549603116593577984/unknown.png?width=688&height=602
https://media.discordapp.net/attachments/518564498236243998/549631618592014339/sshot122.jpg?width=1071&height=603

Oh and here's a dev acknowledging the problem and issuing a change:

https://forum.playphoenix.online/viewtopic.php?f=45&t=5608&p=38091#p38091
Mon 25 Feb 2019 7:18 PM by PingGuy
They changed it this morning, you don't get task credit for just sitting at a flag anymore. With that said, I spent some time just sitting at a flag yesterday, but I wasn't afk. I was waiting for some friendlies to roll by so I could follow them to the action.
Mon 25 Feb 2019 7:58 PM by DinoTriz
I think keep capture tasks were cool, but I think it would be cool if the defenders could teleport inside the keep.

Because 2 vs 1 usually means the defenders always take the keep. Teleportation makes it a bit more fair and fun tbh. Imagine the keep battles!
Mon 25 Feb 2019 8:11 PM by defiasbandit
DinoTriz wrote:
Mon 25 Feb 2019 7:58 PM
I think keep capture tasks were cool, but I think it would be cool if the defenders could teleport inside the keep.

Because 2 vs 1 usually means the defenders always take the keep. Teleportation makes it a bit more fair and fun tbh. Imagine the keep battles!

Why have defenders port past 2 border keep zones? Only invaders should be able to teleport, but I agree that teleporting into keeps instead of flags is better.
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