Re: Porting Chain – Ingame Player Vote

Strikejk wrote:
Mon 2 Sep 2019 1:19 PM
If number 2) wins, I advocate to reset the relics when the change goes live. This is because this change will have a big impact on how hard it will be to take (and retake) relics in the future and I believe we should all start on an equal footing for that.

Elaborate please
The Drunken Ranger!-keeping Devs honest since 2012
Also playing a dual-wielding Saracen
https://www.youtube.com/channel/UCsY42S8E3-bNo7koW7oFZug

The Drunken Ranger’s Guide to Drunken Rangery
https://forum.playphoenix.online/viewtopic.php?f=23&t=2902

Re: Porting Chain – Ingame Player Vote

Layuth wrote:
Mon 2 Sep 2019 10:09 PM
Please change it. Tired of seeing all ports cut because ONE tower has been taken. Then the docks are guarded by unskilled noobs in mass.

Good point about the jerkoffs at the docks.
The Drunken Ranger!-keeping Devs honest since 2012
Also playing a dual-wielding Saracen
https://www.youtube.com/channel/UCsY42S8E3-bNo7koW7oFZug

The Drunken Ranger’s Guide to Drunken Rangery
https://forum.playphoenix.online/viewtopic.php?f=23&t=2902

Re: Porting Chain – Ingame Player Vote

It's totally unfair for the low population to defend itself any other way. It's an awesome tactic, to slow the raiders. Bg's can send a fgrp and take it back in minutes. Giving a chance for the defenders to defend. If it causes grief to the raiders not having port/ or insta port to join the raid- thats just making it easy mode for the players. It takes blood and tears to raid, especailly in a bg. Nothing is easy when you raid/ why should you make it easier? Option 2 is only for the easymodders, a proper Bg anyway don't die that easily if they know what they are doing, and Vote1 is just a speed bumb for the zerg/Bg
I vote 1 : Keep it as it is
*I would just like to add, u can add temporary buffs or mini relics on towers when they are taken- for example for 20min a realm has an extra 3-5% buff for 15min if this tower is taken- or when 1000 albs die from Mids, mids get an xtra 5% Af buff or something for an hour . small bonuses that can/may make a difference for the people that are very keen in seeking new strategies and grouplay for the realm!

Re: Porting Chain – Ingame Player Vote

I think it's inconsequential. You have two choices--allow small-men to have some level of control/demand action (#1, status quo), or have more consistent RvR without ports being easily disrupted (#2). Both are desirable.

In my opinion, there are bigger issues hurting RvR. People have trouble finding each other, and action is largely zerging, and these are interconnected. Since the objectives have a chain-teleport quality, the top of the chain is often where action is focused. This is positive, as it allows people to easily find fights. However, this also has the nature of creating zergs. This is especially reinforced by the fact that most objectives take too long for less than a FG, and that zerg-busting abilities are weak.

I hope more small-man objectives will be introduced--ones that are actually relevant to the war. Furthermore, I dream that the map has its effective size reduced by creating mob clusters that impede visible group movements, and thus create natural corridors along roads. These two ideas will help make action predictable, yet open to small groups.

If the server does #2, I only hope that towers are made weaker to facilitate small-group captures, and bringing it down to the level of its effectiveness (now only removes teleport from one keep, instead of a chain).

Re: Porting Chain – Ingame Player Vote

Tsol wrote:
Mon 2 Sep 2019 11:12 PM
...
*I would just like to add, u can add temporary buffs or mini relics on towers when they are taken- for example for 20min a realm has an extra 3-5% buff for 15min if this tower is taken- or when 1000 albs die from Mids, mids get an xtra 5% Af buff or something for an hour . small bonuses that can/may make a difference for the people that are very keen in seeking new strategies and grouplay for the realm!

While I really like the idea of certain buffs achieved by certain actions, I would recommend to only focus those actions and bonus on Tower/Keep-Raiding.

Our 8x8 community would be quite demotivated if one side would have essential buffs like +5% AF.

Buffs like Increased/decreased:
- ram/siege weapon dmg/speed
- oil dmg/hp
- gate hp
- guard hp/dmg
would only effect raiding and still give an incentive to raid (for example towers in enemy fz) in order to slow down the enemies progress.

Example: In case that towers don't break port anymore.
Albs fz is completely red. Alb zerg starts raiding in Midgard.
Midgard starts raiding towers in Alb fz, resulting in debuffs as listed above, which slows down the raiding process of Alb.

Major problem in the following case:
Hib fz is mostly red and Albs keep raiding.
Hib decides to move to Alb fz in order to bring action to Alb and slow down the Alb raiding process.
Hib would have to raid towers in Alb while having a huge debuff, due to the fact that Hibs don't own their own towers, while beeing the underdog.
Possible solution: Only apply debuffs if the realm owns more than 18 towers (realm is in advantegeous situation).

Re: Porting Chain – Ingame Player Vote

Hard choice, 75% of my RP done in bold spire nged tower... but of course for interest of game (and zerg !) I vote 2, I play RVR not GvG (4 peoples should not have possibility to block all pleasure of full realm...)

If u can TP 30s near a big keep attack = more action (and need bigger zerg ^^) = more big battles <3

(I understand few people prefer small ridiculous battle in arena, games like guild wars perfect for them :p )

Re: Porting Chain – Ingame Player Vote

Delegator wrote:
Thu 5 Sep 2019 7:30 PM
So I see that option 2 was implemented, but I don't see the vote results anywhere. Is the tally posted somewhere? I checked announcements, completed votes, this note, etc.

Are you sure? The vote was supposed to go until the end of week