Re: A Level Playing Field - Feedback & Suggestions

1) I think we should always drop weapons of the first lvl of the next level range, so that they are always higher but within the -5 proc range.
This will mean that melee damage and bonus% is better balanced compared to spells, and maybe make us switch gear less often.

2) Exp from kills should be area wide so that if somebody released too quickly he/she would still get the exp, and be able to stay in the same level bracket.

3) There should be some mobs to tame in the area.
1% contribute 90%

Re: A Level Playing Field - Feedback & Suggestions

LolaEbola wrote:
Sun 13 Sep 2020 7:05 PM
Shadotek wrote:
Sun 13 Sep 2020 5:44 PM
Maybe auto create groups? It's tough every 5 levels to get resituated. Was a ton of fun reminded me of old school pvp servers where you were fighting from lvl 1 on.

This is what I came here to suggest. If we could auto form groups like the demons breach event I think it’d be a lot better. People drop like flies.

The next test will run with auto grouping feature. There will be some command to opt out, if you don't you will be added to a group that is tied to the relevant level segment (or a group made for it).
E.g. if there is only a single person zoning into the event a group will be formed with only himself in it and as more people join the group will be filled up / new groups will be formed. Once you outlevel the intended segment (1 - 3, 4 - 6....) you will auto disband and when you next enter the safe zone you will auto join another group that's for your new level segment.

The auto grouping stuff will not care about group composition at all.

Regarding the participation counting, there will probably be another test either on the same day or the day after where instead of everyone getting 1 point / kill for even the slightest touch, everyone will be worth 5 - 10 points and that's awarded according to your actual kill participation (just like rp or xp outside the event).
Example: Victor is at 100% health and has 200 hp, you deal 75 damage to Victor, your group member deals 25 damage, your other group member does nothing and just exists, another person outside your group deals 100 damage to Victor.
In the current system you, your group member and your other group member and the other person outside your group gain 1 point / kill.
In the proposed system, assuming 5 points per kill, you, your group member and your other group member divide 2.5 points among each other, each getting 0.83 points and the other person outside your group gets 2.5 points.
Depending on feedback it'll either be the tag as many people as possible or actual participation based system for the live event.

Re: A Level Playing Field - Feedback & Suggestions

Centenario wrote:
Sun 13 Sep 2020 10:43 PM
1) I think we should always drop weapons of the first lvl of the next level range, so that they are always higher but within the -5 proc range.
This will mean that melee damage and bonus% is better balanced compared to spells, and maybe make us switch gear less often.

2) Exp from kills should be area wide so that if somebody released too quickly he/she would still get the exp, and be able to stay in the same level bracket.

3) There should be some mobs to tame in the area.

I haven't been further than lvl 10, but it felt like the rate of exp was good.

Some of the RvR only ppl would be happy to make rerolls with this system, so I would suggest to open this 1 day per week. Maybe couple it with the demon breach even 1 day a week, and have a calendar on the main site.
1% contribute 90%

Re: A Level Playing Field - Feedback & Suggestions

My group faced a little issue when roaming together.
Some of us died in certain fights, while others survived.
It's hard to get back to the survivers of the grp if you die. Since is basically impossible to walk through the Zone without getting ganked.
Maybe a "port back to group" feature would be nice, that only works when the whole grp was out of combat for 60 seconds, so the fallen guys can go back to their group.

Re: A Level Playing Field - Feedback & Suggestions

Hello, new to the server for about a month or so.

Tried the test yesterday with a trio of rusty oldtimers, and figured we might aswel share our feedback since our bracket here doesnt seem to be covered yet.
So running with a trio for the full test duration we encountered the bugs, and reboots all the way through. We experienced the chaotic fights right outside the gate where everyone was beating on everyone (actually fun) but also later the "fight" teleportation from groupleader and you get ported out together for more classic daoc roaming fights.

if there was a way to keep the chaotic fights outside for level 1-10 or 1-5 that would make the biggest imballance bracket more bypassable imo, if you are level1 with not a single kill to your name and you started slightly later than the others if you face an orange group, and you have not a single piece of armor on, there is just not a chance. however if you can freely add and tag higher players in the chaos right outside, that might solve this imballance issue instead of teleporting fresh level1s out in the wild.

Playing as a smallman group(or full group) if one guy is outside of your level bracket and the leader presses "fight" on the teleporter everyone in the party gets send out, so if one or more players are in different brackets you get isolated and it was both annoying and stressful to deal with, trying to understand the phasing/instancing when on top of eachother. If a command could be implimented for a set group to share all progression equally so noone gets isolated into a brackets and they have to suddenly solo for a bit to catch up their group who have moved into the next bracket. suggestion: "/eventgroupshare on" and all progression done in this party is shared equally, if one member leaves or disbands the command is then off and needs to be reapplied.

As forxp rate and rp yields for adding or kills, i dont really care. the event in itself is refreshing enough so im sure the devs will come up with whatever system is best and most fair. as long as the group isolationg issues from above might be covered, if deemed accurate

Thanks for the event, the shard, and your time & efforts!

Re: A Level Playing Field - Feedback & Suggestions

Personally I would rather have it where group members can get somewhat the same contribution bonuses, when grouping with friends it is important that everyone can follow the same wave and get to the next instance together. When you are the first one there and you have to wait 15 minutes to get back in the action because your discord buddies aren't there yet it is no great.

This might not be as bad as in test 1 though with the autogroup feature. Last time this happened to us with a long downtime for 1 player because the remaining player couldn't get a group easily to finish his bracket.

Very fun nonetheless

10/10

Re: A Level Playing Field - Feedback & Suggestions

Changes after the initial auto grouping test, likely in effect for another test tomorrow:
- when in an auto group the "leader teleports all" feature will be removed
- when in an auto group you will teleport to the first group member (based on group slot) outside the safe zone, if nobody is outside you will teleport to a random point
- auto groups with only 1 person and when that person is in the safe zone will be merged into other auto groups
- there will now be a 30 second timer after release to teleport again

Quick explanation on how auto grouping works:
Whenever there are more people than available auto group slots another auto group will be made. The oldest auto groups are always filled first. That means after the initial rush there will be loads and loads of groups for the level 1 - 3 range of which the later ones will never be filled again as the older groups will eat up all available new people. The auto merging will only happen for single person groups, if you're a duo or trio in such an older group you will have to manually disband as we don't want to rip those people apart.