Draughts change QOL and RvR balance QOL suggestion ( redirected from tracker page by ADMIN )

Started 1 Apr 2019
by Slarsen2
in Suggestions
Suggestion to counter zergs and allow more group vs group fights

Hello everyone

Me and my friends notice that with the realm task, one frontier is filled for 60min until it turns to the next area, while this is a good idea to pack all in the same bag, the game is not designed for such heavy ammount of players thus it destroys the idea of stealth wars and group play.

an ideal fix would be to add extra realm points to the underpopulated frontier areas and by checking this you use the command /under .

Example : 400 players is currently in in emain and the surrounding hibernia frontiers during the hibernia invasing /defending. At this same moment there is 50 players in middgard frontier. By fighting in a underpopulated frontier like midgard you now gain xx% ammount of bonus realm points.

This will spread out people in certain regions. The system would be special ideal on prime times where overloading 1 frontier chokes all play styles but zerging.

kind regards
Saxo
__________________________________________________________________________________________________________________________________________________________________________
Draughts/item charges and cooldown issue
Hello

Me and my friends were discussing some alternative ideas for the charges and cooldowns

Draughts and item charges are bit of a chore to keep up constantly , and when you die after a good fight you have to wait again to even use the draught of combined forces etc.

Our suggestion is the following
Draught and charges duration is increased from 10min to 30min
Draught and charges reuse time is increased from 2 min to 6min
Draughts craft cost increased by xxx?
Draughts cooldown timer resets upon death
Item useage cooldown timer resets upon death.
Charged items like heart of legion 10/10 charges can now be upgraded to 20/20 charges by spending 20k Phoenix Feathers.

conclusion

by adding the increased duration and timer you as a person have to think carefully what you chose in your buff rotation , and at the same time it will, increasing the cost of the draught allows the gold sinkhole to continiue as before. By resetting draught and in general buff CD you avoid frustration as a player.

The item charges upgrade option is a QOL addition

Kind regards
Saxo
Mon 1 Apr 2019 10:17 AM by Mauriac
Slarsen2 wrote:
Mon 1 Apr 2019 9:53 AM
Suggestion to counter zergs and allow more group vs group fights

Hello everyone

Me and my friends notice that with the realm task, one frontier is filled for 60min until it turns to the next area, while this is a good idea to pack all in the same bag, the game is not designed for such heavy ammount of players thus it destroys the idea of stealth wars and group play.

an ideal fix would be to add extra realm points to the underpopulated frontier areas and by checking this you use the command /under .

Example : 400 players is currently in in emain and the surrounding hibernia frontiers during the hibernia invasing /defending. At this same moment there is 50 players in middgard frontier. By fighting in a underpopulated frontier like midgard you now gain xx% ammount of bonus realm points.

This will spread out people in certain regions. The system would be special ideal on prime times where overloading 1 frontier chokes all play styles but zerging.

kind regards
Saxo
__________________________________________________________________________________________________________________________________________________________________________
Draughts/item charges and cooldown issue
Hello

Me and my friends were discussing some alternative ideas for the charges and cooldowns

Draughts and item charges are bit of a chore to keep up constantly , and when you die after a good fight you have to wait again to even use the draught of combined forces etc.

Our suggestion is the following
Draught and charges duration is increased from 10min to 30min
Draught and charges reuse time is increased from 2 min to 6min
Draughts craft cost increased by xxx?
Draughts cooldown timer resets upon death
Item useage cooldown timer resets upon death.
Charged items like heart of legion 10/10 charges can now be upgraded to 20/20 charges by spending 20k Phoenix Feathers.

conclusion

by adding the increased duration and timer you as a person have to think carefully what you chose in your buff rotation , and at the same time it will, increasing the cost of the draught allows the gold sinkhole to continiue as before. By resetting draught and in general buff CD you avoid frustration as a player.

The item charges upgrade option is a QOL addition

Kind regards
Saxo

Specifically to charged I like everything you said in there except increasing the cool down timer in charges to 6 minutes. In my opinion they should be 1 min with offensive or heal charges on a 2 minute global.

So to explain, say I use AF charge. If I wanted to use a strength con charge next I'd have to wait 1 minute, if I wanted to use a dd charge I'd have to wait 2. Then say I use the dd charge in a fight, now I have to wait 2 minutes again no matter what to use any charge. Other than that, I'd get behind this.
Mon 1 Apr 2019 2:01 PM by chryso
If you want 8v8 fights just go to another realm that does not have the task.
Why do the devs need to give you extra realm points to go do what you want to do anyway?
Mon 1 Apr 2019 2:50 PM by firerock27
I agree with the population needs to be spread out a little in RvR. If you look at the kill spam at any given time during the day I would think Emain holds about 75% of it. I know Hib is just the best place to be because we are so awesome, but my little legs are getting really strong with all the running I have to do compared to others. It is not fair to one realm if all the fighting is going to be in their realm and they can only get there one hour out of every three. Think giving the bonus to other areas is a good change that could help spread it out. Would not like to see any RP loss because an area is over used. If people want to fight in Emain then go for it.

On the pot changes. I think just a five to ten minute addition to the buffs would help a lot. Everyone is uses them anyways just make the timer longer.
Mon 1 Apr 2019 4:54 PM by dbeattie71
Slarsen2 wrote:
Mon 1 Apr 2019 9:53 AM
Suggestion to counter zergs and allow more group vs group fights

Hello everyone

Me and my friends notice that with the realm task, one frontier is filled for 60min until it turns to the next area, while this is a good idea to pack all in the same bag, the game is not designed for such heavy ammount of players thus it destroys the idea of stealth wars and group play.

an ideal fix would be to add extra realm points to the underpopulated frontier areas and by checking this you use the command /under .

Example : 400 players is currently in in emain and the surrounding hibernia frontiers during the hibernia invasing /defending. At this same moment there is 50 players in middgard frontier. By fighting in a underpopulated frontier like midgard you now gain xx% ammount of bonus realm points.

This will spread out people in certain regions. The system would be special ideal on prime times where overloading 1 frontier chokes all play styles but zerging.

kind regards
Saxo
__________________________________________________________________________________________________________________________________________________________________________
Draughts/item charges and cooldown issue
Hello

Me and my friends were discussing some alternative ideas for the charges and cooldowns

Draughts and item charges are bit of a chore to keep up constantly , and when you die after a good fight you have to wait again to even use the draught of combined forces etc.

Our suggestion is the following
Draught and charges duration is increased from 10min to 30min
Draught and charges reuse time is increased from 2 min to 6min
Draughts craft cost increased by xxx?
Draughts cooldown timer resets upon death
Item useage cooldown timer resets upon death.
Charged items like heart of legion 10/10 charges can now be upgraded to 20/20 charges by spending 20k Phoenix Feathers.

conclusion

by adding the increased duration and timer you as a person have to think carefully what you chose in your buff rotation , and at the same time it will, increasing the cost of the draught allows the gold sinkhole to continiue as before. By resetting draught and in general buff CD you avoid frustration as a player.

The item charges upgrade option is a QOL addition

Kind regards
Saxo

So longer than spec PF buffs, makes sense.
Tue 2 Apr 2019 2:00 PM by Ardri
Don't need any more RP boosts as it's already out of control. I encourage people to go emain when the task is mid/alb. I've done so as solo/small man and the action is quite good.

Yea, charges/potions increased timer would be cool.
Wed 3 Apr 2019 6:52 AM by semadin
I thought one of the points of this server was to not have buff bots.

This is basically buff bots.
Wed 3 Apr 2019 1:49 PM by Amp_Phetamine
semadin wrote:
Wed 3 Apr 2019 6:52 AM
I thought one of the points of this server was to not have buff bots.

This is basically buff bots.

Having to purchase buff charge items, continually re-charge them every 10 uses, purchase combined forces buffs (which are not anywhere close to spec buff values) all the while maintaining the timers/re-use, requires a bit of dedication. It is not by any means basically buff bots, but it is an advantage for solo/small man players that don't have access to base/spec buffs, if they choose to invest into them.
Wed 3 Apr 2019 4:27 PM by semadin
Amp_Phetamine wrote:
Wed 3 Apr 2019 1:49 PM
semadin wrote:
Wed 3 Apr 2019 6:52 AM
I thought one of the points of this server was to not have buff bots.

This is basically buff bots.

Having to purchase buff charge items, continually re-charge them every 10 uses, purchase combined forces buffs (which are not anywhere close to spec buff values) all the while maintaining the timers/re-use, requires a bit of dedication. It is not by any means basically buff bots, but it is an advantage for solo/small man players that don't have access to base/spec buffs, if they choose to invest into them.

It's buffbots from a game design perspective - it gives buffs to classes that otherwise can only get them by grouping with a buffer.

You can put all the timers and costs on it that you want, and hide behind the idea that it's 'dedication' (which people seem to want to mitigate by making it easier to use them), but aside from lower values than buff classes have, it's effect on actual gameplay is functionally the same.

And to your last remark it's far more than just an 'advantage.' It creates a scenario where the only option to have a chance is run the buffs or group, as even though the buffs are not on the same level as full buff classes, they take you above non-buffed people enough that a fight of this disparity is no contest.
Wed 3 Apr 2019 4:30 PM by Amp_Phetamine
semadin wrote:
Wed 3 Apr 2019 4:27 PM
Amp_Phetamine wrote:
Wed 3 Apr 2019 1:49 PM
semadin wrote:
Wed 3 Apr 2019 6:52 AM
I thought one of the points of this server was to not have buff bots.

This is basically buff bots.

Having to purchase buff charge items, continually re-charge them every 10 uses, purchase combined forces buffs (which are not anywhere close to spec buff values) all the while maintaining the timers/re-use, requires a bit of dedication. It is not by any means basically buff bots, but it is an advantage for solo/small man players that don't have access to base/spec buffs, if they choose to invest into them.

It's buffbots from a game design perspective - it gives buffs to classes that otherwise can only get them by grouping with a buffer.

You can put all the timers and costs on it that you want, and hide behind the idea that it's 'dedication' (which people seem to want to mitigate by making it easier to use them), but aside from lower values than buff classes have, it's effect on actual gameplay is functionally the same.

And to your last remark it's far more than just an 'advantage.' It creates a scenario where the only option to have a chance is run the buffs or group, as even though the buffs are not on the same level as full buff classes, they take you above non-buffed people enough that a fight of this disparity is no contest.

Yeah, that's true. I wouldn't be caught dead taking my Merc out on runs without at least combined forces and regeneration. Although since they're relatively easy to obtain I don't see a problem with combined forces. The red buffs from item charges could be removed and I don't believe that'd cause much of an issue either. So everyone either functions on combined forces or has a dedicated buffer available to run with them.
Wed 3 Apr 2019 6:55 PM by FFpheonix
Remove Combined Forces and implement an "Epic" quest that grants an ability that does the same thing as the Combined Forces pot. Then...

Step back and enjoy the game.
Thu 4 Apr 2019 1:47 PM by imissswg
They upped the duration of casted buffs as a QoL improvement. I really don't get the refusal to up potion buffs...
Thu 4 Apr 2019 3:00 PM by Amp_Phetamine
imissswg wrote:
Thu 4 Apr 2019 1:47 PM
They upped the duration of casted buffs as a QoL improvement. I really don't get the refusal to up potion buffs...

The only downside to increasing potion buff duration's would be the potions themselves would last twice as long and sales would decrease (slightly). Other then that I don't really see a reason not to increase the duration from 10min to 20min. Personally I'd greatly be in favor of it.
Thu 4 Apr 2019 3:20 PM by Lev
imissswg wrote:
Thu 4 Apr 2019 1:47 PM
They upped the duration of casted buffs as a QoL improvement. I really don't get the refusal to up potion buffs...
hmm. casted buffs are different. you can't cast them while running and some of them need to be casted on each group member. with the 10min timer groups would run for 9min and then buff for 1min. this of course not directly at AMG.
pots you can just refresh at the very second they expire, while running. no need to stop doing what you do.
(btw. yes, i know about the combat timer of some pots. :p )
Thu 4 Apr 2019 3:25 PM by jvilarova
Amp_Phetamine wrote:
Wed 3 Apr 2019 4:30 PM
semadin wrote:
Wed 3 Apr 2019 4:27 PM
Amp_Phetamine wrote:
Wed 3 Apr 2019 1:49 PM
Having to purchase buff charge items, continually re-charge them every 10 uses, purchase combined forces buffs (which are not anywhere close to spec buff values) all the while maintaining the timers/re-use, requires a bit of dedication. It is not by any means basically buff bots, but it is an advantage for solo/small man players that don't have access to base/spec buffs, if they choose to invest into them.

It's buffbots from a game design perspective - it gives buffs to classes that otherwise can only get them by grouping with a buffer.

You can put all the timers and costs on it that you want, and hide behind the idea that it's 'dedication' (which people seem to want to mitigate by making it easier to use them), but aside from lower values than buff classes have, it's effect on actual gameplay is functionally the same.

And to your last remark it's far more than just an 'advantage.' It creates a scenario where the only option to have a chance is run the buffs or group, as even though the buffs are not on the same level as full buff classes, they take you above non-buffed people enough that a fight of this disparity is no contest.

Yeah, that's true. I wouldn't be caught dead taking my Merc out on runs without at least combined forces and regeneration. Although since they're relatively easy to obtain I don't see a problem with combined forces. The red buffs from item charges could be removed and I don't believe that'd cause much of an issue either. So everyone either functions on combined forces or has a dedicated buffer available to run with them.

Why remove red buffs from item charges? Where is the benefit of doing epic dungeon PVEs for feathers/rogs other than the 20K feather class Breastplate. They just created a way to actually get feathers through the instance dungeon, which will probably make it easier for other people to get these red buff charge items if they wanted to.
Thu 4 Apr 2019 3:29 PM by Amp_Phetamine
jvilarova wrote:
Thu 4 Apr 2019 3:25 PM
Amp_Phetamine wrote:
Wed 3 Apr 2019 4:30 PM
semadin wrote:
Wed 3 Apr 2019 4:27 PM
It's buffbots from a game design perspective - it gives buffs to classes that otherwise can only get them by grouping with a buffer.

You can put all the timers and costs on it that you want, and hide behind the idea that it's 'dedication' (which people seem to want to mitigate by making it easier to use them), but aside from lower values than buff classes have, it's effect on actual gameplay is functionally the same.

And to your last remark it's far more than just an 'advantage.' It creates a scenario where the only option to have a chance is run the buffs or group, as even though the buffs are not on the same level as full buff classes, they take you above non-buffed people enough that a fight of this disparity is no contest.

Yeah, that's true. I wouldn't be caught dead taking my Merc out on runs without at least combined forces and regeneration. Although since they're relatively easy to obtain I don't see a problem with combined forces. The red buffs from item charges could be removed and I don't believe that'd cause much of an issue either. So everyone either functions on combined forces or has a dedicated buffer available to run with them.

Why remove red buffs from item charges? Where is the benefit of doing epic dungeon PVEs for feathers/rogs other than the 20K feather class Breastplate. They just created a way to actually get feathers through the instance dungeon, which will probably make it easier for other people to get these red buff charge items if they wanted to.

Well aside from feathers being a main component in Alchemy, as well as an optional currency for armor/weapons modifications, the buff charges on some of the feather items could be removed if it was deemed necessary. Not saying it needs to happen nor that it should happen but if it were to happen for whatever reason I couldn't see it being much of a deal as you only need to purchase the item once unless you want to re-buy the item with feathers instead of recharging the one you purchased.
Thu 4 Apr 2019 3:30 PM by jvilarova
Lev wrote:
Thu 4 Apr 2019 3:20 PM
imissswg wrote:
Thu 4 Apr 2019 1:47 PM
They upped the duration of casted buffs as a QoL improvement. I really don't get the refusal to up potion buffs...
hmm. casted buffs are different. you can't cast them while running and some of them need to be casted on each group member. with the 10min timer groups would run for 9min and then buff for 1min. this of course not directly at AMG.
pots you can just refresh at the very second they expire, while running. no need to stop doing what you do.
(btw. yes, i know about the combat timer of some pots. :p )

Combat timer makes sense to me, makes it a challenge having to rez and then buff mid fight. Gives those groups who got a kill off quick an advantage. Being able to reset the fight with a PR and a full buff pot use takes away the edge from getting the jump on a group.
Sat 6 Apr 2019 6:30 PM by gruenesschaf
jvilarova wrote:
Thu 4 Apr 2019 3:30 PM
Combat timer makes sense to me, makes it a challenge having to rez and then buff mid fight. Gives those groups who got a kill off quick an advantage. Being able to reset the fight with a PR and a full buff pot use takes away the edge from getting the jump on a group.

That is precisely the reason we have the rvr buff timer, we do not want PR -> Supremacy Potion mid fight.
Sat 6 Apr 2019 7:18 PM by dbeattie71
If people want longer timers on buffs give them a spec line like PF and make them spend points on it, I am.
Sat 6 Apr 2019 8:14 PM by Dragonn
Just increase the duration of pots and charges to 20 minutes please. So I can play more relaxed 😊
Sat 6 Apr 2019 10:03 PM by Blitze
I think it makes more sense to give everyone self buffing spec lines and make them spend points on them..

But completely removing the band aid that is buffpots would make everyone equally unbuffed and peoples QoL much better,....
some balance changes may need to be done after but at least everyone isn’t wasting all this time n money on buffpots.
Mon 8 Apr 2019 3:58 PM by jvilarova
gruenesschaf wrote:
Sat 6 Apr 2019 6:30 PM
jvilarova wrote:
Thu 4 Apr 2019 3:30 PM
Combat timer makes sense to me, makes it a challenge having to rez and then buff mid fight. Gives those groups who got a kill off quick an advantage. Being able to reset the fight with a PR and a full buff pot use takes away the edge from getting the jump on a group.

That is precisely the reason we have the rvr buff timer, we do not want PR -> Supremacy Potion mid fight.

Was agreeing with keeping the combat timer ^^
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