Re: Rework of the Small Man / Solo Incentive

The /smallman command would solve lots of frustration for who likes to smallman, without having to "trap them" inside a labirinth.
And the success of the current event (5v5) and the one before (3v3) shows that running in smallman is something that people likes too, other than allows different setups/classes..

It wouldn't really require much efforts/special things, i.e. something like this could work already:

/smallman toggle - register/unregister your group of 1,2,3,4,5 players on the smallman list
/smallman - shows any other registered smallman and their current zone, separated & ordered by group size

That would already let people know if there are other smallman running around, and where... so that they can at least try to find each other... or know if there is nobody out there.
The /smallman cleanfight could convince more smallman to actually toggle it (instead of just smallman without registring your group), but i would be already happy if there was the just command itself.

Maybe a rvr task that count how many registred groups you killed (while your group is registred) would incentivate more groups (/gvg too) to use such tools.
But again, this is not entirely necessary.
Troll - lvl 51
[Ercules ~ Bard]
[Caemma ~ Zerk]
[Gregorclegane ~ Arms]

Re: Rework of the Small Man / Solo Incentive

Patch Notes: 2019-11-24 Sunday

new experimental /fairfight command for solos and small man up to 5 players, similar to the already existing /gvg command
- /fairfight toggle - toggle being listed as looking for fair fights
- /fairfight list - shows a list of people flagged as looking for fair fights
- solos only see other solos, groups see their group size +- 1
- you cannot toggle / list and you are not shown in the list if you were in a too large group within the last 10 minutes or any group at all in case of solo
Building your world since 2017

Re: Rework of the Small Man / Solo Incentive

Uthred wrote:
Sun 24 Nov 2019 4:32 PM
Patch Notes: 2019-11-24 Sunday

new experimental /fairfight command for solos and small man up to 5 players, similar to the already existing /gvg command
- /fairfight toggle - toggle being listed as looking for fair fights
- /fairfight list - shows a list of people flagged as looking for fair fights
- solos only see other solos, groups see their group size +- 1
- you cannot toggle / list and you are not shown in the list if you were in a too large group within the last 10 minutes or any group at all in case of solo
Ahahah, oh my.
I can't believe it, seems like a joke, I literally wrote that post 20 minutes after the patch... and now I see the patch notes!

Thanks for it, that was fast!
<3
Troll - lvl 51
[Ercules ~ Bard]
[Caemma ~ Zerk]
[Gregorclegane ~ Arms]

Re: Rework of the Small Man / Solo Incentive

Uthred wrote:
Sun 24 Nov 2019 4:32 PM
Patch Notes: 2019-11-24 Sunday

new experimental /fairfight command for solos and small man up to 5 players, similar to the already existing /gvg command
- /fairfight toggle - toggle being listed as looking for fair fights
- /fairfight list - shows a list of people flagged as looking for fair fights
- solos only see other solos, groups see their group size +- 1
- you cannot toggle / list and you are not shown in the list if you were in a too large group within the last 10 minutes or any group at all in case of solo

I would like to take the time to praise the Phoenix staff on this glorious Sunday.

Re: Rework of the Small Man / Solo Incentive

Anybody got any feedback to share with regards to how the new solo/small-man function is working?
Zerzan Rewild - 4l8 VW
Bisby Houghton - 6l5 Friar
Bookchin BatBoy - 4l7 Skald

They cannot see that we must lay one brick at a time, take one step at a time.

Re: Rework of the Small Man / Solo Incentive

gruenesschaf wrote:
Sun 28 Jul 2019 2:15 AM
We were kind of hoping that the small bonus at those places might already be enough, however, it apparently is not. For that reason we're going to rework it. Depending on feedback a change should happen in the next week.

The current proposal would be as follows:
We're going to use the weird structures / keeps in emain / hw / og as the solo areas, going there will allow you to teleport to any of the other 2 solo areas, dieing in any of the solo areas will allow you to teleport to any one of them after releasing, just like the EV teleport.
The teleport from one solo area to another or from your relic town to any of these areas will have a 1 minute after combat or release cooldown, as well as an additional 2 minute cooldown after the last teleport as well as an enemy vicinity check.

For small man (up to 4 people) it will work exactly the same with the mazes: go to any of the mazes and be able to teleport to any of the other two, die in one of them and be able to teleport to any of them via the teleporter in your relic town.
The teleport from one maze to another or from your relic town to any of these areas will have a 1 minute after combat or release cooldown, as well as an additional 2 minute cooldown after the last teleport as well as an enemy vicinity check.

The teleport points will be randomized, for the mazes if the group leader selects a destination all nearby group members are teleported to the same spot.

The current 10% bonus will be removed, mob placement near those areas will be adjusted.

Joining a group will lock you out of the solo area teleport for 10 minutes starting once you leave the group. Entering any of the solo areas will lock you out of the small man / maze teleport for 10 minutes. Being in a group of 5 or more people will lock you out of the small man area teleport for 10 minutes starting once the group size returns to 4 again / you leave the group.

Not to make the game like live, but I smallman A LOT. one of the best things they ever did to incentivise smallmaning was introducing the Box/rubble supply quests. it brought action to EV towns and maze towers and there was many solos / smallman patrolling these areas. ( of course there's gonna be an 8man trying to get in on the fun from time to time just the way the game is.)

These quests can give a small amount of feathers or RP or both. make the turn in location a non campable area. This also gives people something to do if they can't get a group, keeps the mind busy and people logged in.

Maybe the quests can also have an RVR incentive, turned in at keeps to level them up faster? dunno how that would go coding wize, but and extra suggestion.