The new RvR Task System – „Invasion of a realm“

Started 22 Feb 2019
by Uthred
in Planned Changes
As stated before, we like the RvR tasks, but they started to become kind of a routine and especially the keep tasks didnt work out as we expected. We liked that many players took part but sometimes the action was only focusing on one or two hotspots. Introducing the new task system this will change and will hopefully attract even more players to the frontiers. There will be way more ways to participate and help your realm to win.

General Infos:
The new system will no longer have one task following the other, but many different tasks which all take place in one realm at the same time, thats why it is called „Invade Albion/Hibernia/Midgard“. Every Invasion will have a duration of 60 minutes and will offer multiple, mostly infinite objectives. The more you take part and the more you help to win one objective, the higher your reward will be. The reward will be handed out every 15mins. It is an amount of rps, bps, gold, xp depending on your realm rank. The personal task „complete realm tasks“ will from now on count invasions. After the invasion in one realm has ended it will rotate to the next realm.

The objectives:
If you do /task ingame you will see which realm is invaded at the moment and how long until the invasion is over. You will also see a list of all the different objectives.

Kill Players:
Every player who got killed by an enemy player in the frontier zones of the invaded realm counts toward this objective. If the task is Invade Hibernia, all kills in Emain, Breifine, Cruachan Gorge & Mount Collory will give credit to this objective. The realm that has the highest score at the end, will win.

Champion of the Grove/Lady of Albion/Beastmaster of Midgard:
Every realm has a special boss that will spawn when the realm is invaded. The invading realms have to try to kill the boss, the members of the invaded realm should try to defend and help him. You will get about 5000 feathers each if you kill it with 50 players. This will change if you kill it with less/more players. If the boss doesnt get killed, the defenders win.

Items turned in:
All mobs and every player that got killed in the frontiers of the invaded realm will drop a new item, depending on your and the mobs/players level. If the invasion is in Hibernia, you will get „Branch of Hibernia“, in Midgard „Snow of Midgard“ and in Albion you will get „Soil of Albion“. You have to hand in these items to the Supply Master which will spawn at two different points. All realms can hand those items at the same Supply Master. The realm that hands in the most items will win this objective. Note: If you're not level 50 already turning in these items will give the same reward as the eggs.

Dominate Breifine/Jamtland/Pennine Mountains:
There are the same 5 spawnpoints like before, getting close to one will capture it for your realm. The realm that has the highest score at the end, will win this objective. In addition there are now <Domination Teleporter> in every porterkeep and in the borderkeeps of Druim Ligen, Castle Sauvage & Svasud Faste. Those will port you to the five different flags. But your realm has to enable the port to those flags first via handing in 2500 of either „Branch of Hibernia“, „Snow of Midgard“ or „Soil of Albion“ at the Supply Master. After your realm has enabled the port function, you will be able to port to every captured flag. If there are enemies (stealthed enemies are ignored) in a radius of 4k next to this flag, the port will be disabled and not shown at the <Domination Teleporter>. Just being in the vicinity of a flag owned by your realm no longer grants participation points. The only way to get participation points for the domination objective is actively capturing a flag (ie being in the vicinity of a neutral / enemy flag).
After release, you will not be able to port for 2 mins. When clicking the porter, you will see a countdown that tells you when the 2min timer is over. In addition all players below level 40 will not be able to use the porter anymore. If you are below 40 and want to participate you have to run.

Keeptask:
A new objective has been added. Every invasion will now also have the objective to attack a keep. It will be totally random which keep will be the first to attack. After a successful attack of a keep, it will switch to another random keep.

New NPCs:
Hibernia: Supply Master in Cruachan Gorge & Emain Macha, Champion of the Grove in Cruachan Gorge
Midgard: Supply Master in Uppland & Odins Gate, Beastmaster of Midgard in Uppland
Albion: Supply Master in Hadrians Wall & Snowdonia, Lady of Albion in Forest Sauvage

Last but not least:
If you dont like any of the objectives above, raiding keeps in the invaded realm during an invasion will be counted as participation.

We are aware that this is a huge change, and we hope that you will like it and that it will attract more players to the frontiers. So give it a try, see for yourself and let us know what you think about it.

----------------------------

Invasion of a realm - Update #1

The next update (it is live now) will include the following changes to the rvr tasks:

Ball capture & Ball damage:
Both objectives have been already removed and will not come back.

Supplies arrived & Supplies destroyed:
Both objectives will be removed.

Keeptask:
A new objective has been added. Every invasion will now also have the objective to attack a keep. It will be totally random which keep will be the first to attack. After a successful attack of a keep, it will switch to another random keep.

Rewards:
An invasion will still take 60 mins, but the reward has been split into four. You will now get 1/4 of the reward every 15 mins for taking part in the objectives. After 15 mins your participation will be reset and if you want the get the next reward you will have to take part again.

-----------------------------

Invasion of a realm - Update #2

Domination
Just being in the vicinity of a flag owned by your realm no longer grants participation points. The only way to get participation points for the domination objective is actively capturing a flag (ie being in the vicinity of a neutral / enemy flag).

-----------------------------

Invasion of a realm - Update #3

Domination
Increased the radius of "no enemies" next to a flag to enable the port. It is now a 4k radius.

--------------------------

Invasion of a realm - Update #4

The next update will change the following:

Domination
After release, you will not be able to port for 2 mins. When clicking the porter, you will see a countdown that tells you when the 2min timer is over. In addition all players below level 40 will not be able to use the porter anymore. If you are below 40 and want to participate you have to run.

Items turned in
The supply masters in Hibernia will be moved out of the thimble/silo.

Champion of the Grove/Lady of Albion/Beastmaster of Midgard
The feather reward has been increased massively. You will now get about 5000 feathers each if you kill it with 50 players. This will change if you kill it with less/more players.

-----------------------

Invasion of a realm - Update #5

We will add the following changes within the next two updates:

Before i start, I would like to remind you why we implemented tasks. It was for two main reasons:
1. Get as many players as possible to take part in rvr
2. Provide a realmrank catch up mechanic

With the current numbers that are playing on Phoenix, it does get very zergy at some points of the day. Also one major objective of Daoc, taking keeps and defeding them, was neglected. To spread out the zerg a little further and to incentive players, that would like to avoid the zerg, every frontier zone now counts towards participation if you are killing players or if you are taking a keep.

To make keep taking/defending further important, a new kill task will be added, the "Kill creatures in Darkness Falls" task. If you are in xping in df, you will now have 4 tasks at once.

Also a new personal (daily) task will be added: "Raid keeps" which counts the keeps you raided per day. It will reset like all the other personal tasks at midnight utc.

The daily feather bonus for taking/defending a keep has been increase from 500 to 1000.

Every keeplord and caravan is now dropping one Phoenix Claw to every player that helps killing him.
Fri 22 Feb 2019 2:45 PM by Aenea
I can't wait to try it out. 31 minutes countdown for server restart and New Task system going live. Come to RvR everyone.
Fri 22 Feb 2019 2:48 PM by Relidar
Those are some massive and innovative changes. I look forward to trying them out!

I like how you've incorporated some of the events you ran during BETA into this as well, nice one.

As long as you are willing to try new things and admit when things aren't working out the way you planned, this will be a fun ride for everyone involved!
Fri 22 Feb 2019 2:50 PM by jonl
Champion of the Grove/Lady of Albion/Beastmaster of Midgard:
Every realm has a special boss that will spawn when the realm is invaded. The invading realms have to try to kill the boss, the members of the invaded realm should try to defend and help him. If the boss gets killed, you will get a massive amount of feathers and the invading realm that killed the boss wins this objective. If the boss doesnt get killed, the defenders win.

this can/will turn into the following:

hib sits in mid next to boss
mid sits in alb next to boss
alb sits in hib next to boss

and each zerg kills boss when it spawns for ez feathers rps etc

unless i'm reading wrong?
Fri 22 Feb 2019 2:56 PM by mt-pear
Not every realm will be invaded at the same time.
Therefore I doubt that your senario will happen.
Fri 22 Feb 2019 2:57 PM by jonl
mt-pear wrote:
Fri 22 Feb 2019 2:56 PM
Not every realm will be invaded at the same time.
Therefore I doubt that your senario will happen.

the realms being invaded alternate, isaac newton
Fri 22 Feb 2019 2:58 PM by Relidar
jonl wrote:
Fri 22 Feb 2019 2:50 PM
Champion of the Grove/Lady of Albion/Beastmaster of Midgard:
Every realm has a special boss that will spawn when the realm is invaded. The invading realms have to try to kill the boss, the members of the invaded realm should try to defend and help him. If the boss gets killed, you will get a massive amount of feathers and the invading realm that killed the boss wins this objective. If the boss doesnt get killed, the defenders win.

this can/will turn into the following:

hib sits in mid next to boss
mid sits in alb next to boss
alb sits in hib next to boss

and each zerg kills boss when it spawns for ez feathers rps etc

unless i'm reading wrong?


This is where balance and constant hotfixes comes into play. The goal here is to spread the action and create incentive for people to participate for their realm. But people will easily catch on and if someone figures out the best/most efficient way to gain the most rewards then people will start doing that.

Hopefully all of this has been taken into consideration though!
Fri 22 Feb 2019 2:59 PM by Tritri
wow that some huge changes.

Some sounds good to me, some doesn't, but we'll test it out first.


However, I think it would be nice to find a way to make people earn their reward even if they change character / quit the game, since the 1hour timer could be a bit long for people to tag in two tasks in one evening.
Fri 22 Feb 2019 2:59 PM by karate
full afk until instaport - full zerg - full afk again, please reduce welfare rps.
Fri 22 Feb 2019 3:02 PM by secrain
O_o Ball Capture... o_O

It's getting weird fellas.
Fri 22 Feb 2019 3:03 PM by Sepplord
I was not expecting an overhaul this huge. I am not a fan of the ports but since they have to be activated first we will have to wait and see how it plays out.

It is obvious that a lot of thought and work went into this, i am confident it will be tweaked until there is something for everyone.


One last question: Do i understand correctly that Rewards are only given out at the end? I fear that it might create situations where people log after a task ends since it takes a full hour till the next one will complete. Maybe have some halftime checkout possibility. Also missing the finalreward because of LD or something similar will be much more frustrating if it is One huge Thing at the end instead of small Rewards throughout.



All in all i am really impressed, can't wait to try this out tonight
Fri 22 Feb 2019 3:13 PM by gorakthemighty
this will turn into camp the milegate tasks, animists rejoice
Fri 22 Feb 2019 3:13 PM by opossum12
Big boss : will probably need a 15-20 minute spawn timer after the « invasion » has started to prevent camping.

Ball : that’s just odd, this is daoc not dodgeball.

Overall I like how it will diversify action and hopefully spread it a bit.

However, it would have been nice to design a quest to promote going in the other realms than the invaded one. Call it « mercenary » or something, where the objective is to kill in other zones or something.
Fri 22 Feb 2019 3:13 PM by Jabstar
hm, even more gimmick. I really wonder if a very populated server needs this. I could see the task system to be beneficial with low population, get everyone closer together. And i'm sure alot of work went into this aswel. We'll have to see i guess
Fri 22 Feb 2019 3:18 PM by ibeturgood
this is gross.
why add layer upon layer of custom change? either remove the task or replace with new frontiers which has no chokepoints
Fri 22 Feb 2019 3:21 PM by Chihuahua
Sorry but IMO this is going too far from daoc. Easier fix would been having dominate/fight tasks in 2 realms at the same time to reduce zerging
Fri 22 Feb 2019 3:23 PM by Hejjin
The Changes look interesting, but also potentially problematical in that they seem likely to reward the dominant / numerically superior realm. With kills rewarding drops that must be turned into a supply master, and with ONLY 2 supply masters in a realm's frontier, then it would appear that camping an enemy faction's milegate is even more appealing / rewarding than it was previously. By controlling the milegate they will farm kills, get drops from those kills AND deny their opponents an opportunity to hand in the supplies from their own kills to one of the two supply masters.
Fri 22 Feb 2019 3:32 PM by Rallvein
For me the Ball-game seems a bit weird and missplaced, but I'll check how it plays out ingame.

I'd actually like to have some incentive NOT to fight in the task-realm for people not interested in zergish fights and not killing almost all the action in those realms - but again, let's wait how it will be ingame when people adjusted to the changes
Fri 22 Feb 2019 3:48 PM by kedelin
one major downfall is if i go out solo for 30 mins then guild logs on to form i dont get credit cause i switched characters or had to log cause of my kid/rl
Fri 22 Feb 2019 3:49 PM by Ardri
Sounds chaotic. Hopefully multiple objectives at the same time will spread people out.

So you have the following:
Kill Players/Turn in Items: Passively done, no impact.
1) Kill Boss Mob: PvE only huge zerg will occasionally do this unless reward is outrageous (little impact). Envision no one defending this.
2) Supply Wagon: yet another supply caravan on the road? Doubt anyone will slow walk defend this. Only FG's will kill it.
3) Ball Capture: This will be THE task that zergs and people support. Ball damage will just be the realm that wins in ball captures, no?
4) Domination: I like insta ports to middle zone. Stops the inevitable milegate bottleneck and gets people into the action quicker. FAVORITE CHANGE!
And lastly keeps: No one is going to take keeps when there are 4 other tasks. Not unless it gets it's own counter and the winner is the realm that takes the most. And relics? Lol those are quite literally a relic of the past. No one cares about them, especially with this change.
Fri 22 Feb 2019 3:51 PM by Jakoda
See a few negative comments here before system is even implemented - give it a chance. Also, to address some commonly seen issues/topics:
1. Understanding that the task system is in place to help the casual population and also help people catch up on RRs to be competitive against people who have been rvring since day 1. If you want incentive to go into non task zones, all that’s doing is creating another task for that zone - if you get more rps for kills there, more groups will go there and thus the Zerg will follow - you won’t solve anything by that. At least with task implemented in one realm at a time you know which zones to avoid to go have your 8 and small man/solo action.
2. These changes are custom as is the entire server - stop asking for this to be exactly like 1.65 because it never will be. Give the custom changes a chance and if you don’t like them there are other servers out there to play on.

Devs and staff - great job on iterating on something so quickly and look forward to testing the changes and providing feedback. Thank you for all of your personal, non paid time you donate to this server.
Fri 22 Feb 2019 3:54 PM by Vlalkor
I just hope taking keeps are still worth it, and more importantly DEFENDING keeps are worth it. Otherwise keep takes are useless.
Fri 22 Feb 2019 3:55 PM by relvinian
Will there be less rps for tasks as you go up in realm ranks?

What if anything is put in place to help the solo player out?

I'm just asking questions. I'm nothing if not game. Not sure visible with no speed solo toons can play some of these and or get to the champs.

Props for all ur hard work

I got 1500 rps for task at rr 6 rr 5 got 1800 rr 2 got 1500 lvl 46 got 3700?

Lve 22 got 1300? rps or something. Asked in advice

Leveling all mountains?
Fri 22 Feb 2019 4:04 PM by chryso
This is enormous. I am very interested in seeing how this plays.
Nice change, devs. I hope it works out well.
Fri 22 Feb 2019 4:21 PM by Wellzy
Love the New task changes!

My concerns:

1) Not getting to an NPC to turn in your items before the task flips. Can I use them in the next rotation?

2) Logging out before the task is over and not getting my credit.

3) dislike the Capture the Ball mechanic. Out of place for daoc.

4) keep defending
Fri 22 Feb 2019 4:23 PM by Hejjin
To help the solo players, a neutral hastener next to the supply masters might be a good idea.
Fri 22 Feb 2019 4:24 PM by Ceen
Sounds like someone really did like vanilla alterac valley
We will see how it works out it seems kinda complicated.
Fri 22 Feb 2019 4:25 PM by relvinian
i love to defend keeps. Hope i can figure out how to do that in new system
Fri 22 Feb 2019 4:26 PM by PingGuy
Wow, that's a lot of new stuff. I will definitely be trying out some of the options.

I have no issue with a 60 minute cycle for the task, but the rewards should probably be on a 20 or 30 minute cycle so people can come and go. Otherwise you will probably see an increase in people checking in and then going AFK for long periods of time when they would normally just logoff or switch characters. Also, participating and then going LD could be an issue. If it only cares that you are online when it ends then that's not too bad, if it remembers you after an LD or logout.
Fri 22 Feb 2019 4:28 PM by kedelin
PingGuy wrote:
Fri 22 Feb 2019 4:26 PM
Wow, that's a lot of new stuff. I will definitely be trying out some of the options.

I have no issue with a 60 minute cycle for the task, but the rewards should probably be on a 20 or 30 minute cycle so people can come and go. Otherwise you will probably see an increase in people checking in and then going AFK for long periods of time when they would normally just logoff or switch characters. Also, participating and then going LD could be an issue. If it only cares that you are online when it ends then that's not too bad, if it remembers you after an LD or logout.

this... i just spent 45 mins soloing in task to go ld and get nothing... or if my family agros me or switch chars all s lost
Fri 22 Feb 2019 4:30 PM by HedgeWizard
If you turn this into yuropoor soccer box with them custom realm tasks, I'm out.
Fri 22 Feb 2019 4:32 PM by MiNDmaZing
The 60 minute timer is not very casual friendly, i got ld after 30 mins and i assume i will receive no credit/reward then.
Fri 22 Feb 2019 4:39 PM by Grimsoldier
I certainly like the ideas being pushed in this change - It's an interesting attempt to make RvR more engaging, and i certainly hope the devs keep iterating on it and trying new things.

My only concern is that these changes don't seem to encourage (and in fact veer away from) participation in the core RvR mechanic the game was built around: Keep capture/defense. I feel like the game should be encouraging players to participate more in that mechanic than just turning the game into open-field combat farm-fest.

Don't get me wrong: Open-field engagements can (and should) be fun to do, but it would be a shame to see keeps neglected: Back in the Old Frontiers days on live when it was...well...alive...keep assaults could be incredibly fun experiences - and spending hours defending/attacking keeps could be just as much an RP farm-fest as open-field encounters.
Fri 22 Feb 2019 4:44 PM by Ashenspire
There a reason you didn't make the capture the flag thing a flag and chose a ball instead? Just curious.
Fri 22 Feb 2019 5:01 PM by Jaxx
MiNDmaZing wrote:
Fri 22 Feb 2019 4:32 PM
The 60 minute timer is not very casual friendly, i got ld after 30 mins and i assume i will receive no credit/reward then.
Yes is really too long... i prefer older rvr task.

And maybe stop task after 5L+, is good help for start, but after 5L no need to be guided.
Fri 22 Feb 2019 5:07 PM by jg777
Grimsoldier wrote:
Fri 22 Feb 2019 4:39 PM
I certainly like the ideas being pushed in this change - It's an interesting attempt to make RvR more engaging, and i certainly hope the devs keep iterating on it and trying new things.

My only concern is that these changes don't seem to encourage (and in fact veer away from) participation in the core RvR mechanic the game was built around: Keep capture/defense. I feel like the game should be encouraging players to participate more in that mechanic than just turning the game into open-field combat farm-fest.

Don't get me wrong: Open-field engagements can (and should) be fun to do, but it would be a shame to see keeps neglected: Back in the Old Frontiers days on live when it was...well...alive...keep assaults could be incredibly fun experiences - and spending hours defending/attacking keeps could be just as much an RP farm-fest as open-field encounters.


Absolutely loved keep takes and defenses- one of the only things I liked about Warhammer when I played it briefly- keep takes and defenses were a blast. Hope it’ll become a thing again on Phoenix too!
Fri 22 Feb 2019 5:13 PM by Akopra
I really don't like this patch, the 2 main points i don't like are keeps become a bit decorative now i find, and TP in RvR.
That two points are not my DAoC simply, siege battles are important for me, and it will be so rare now i think, 8v8 pretended elite teams will be happy, but the rest, i'm not sure

But i also find the old tasks were too predictible (ok this new system too ^^), maybe the old with more randomize next task zone? I don't know
Fri 22 Feb 2019 5:29 PM by Connavar
We need a bigger area with better keeps, towers and bridges. Give us new frontiers and not stupid tasks with balls.

Personal tasks still need 5 rvr tasks but with these new tasks you need 5 hours for the first rank
Fri 22 Feb 2019 5:30 PM by relvinian
seems fun and all but how will players be motivated to take or defend keeps?
Fri 22 Feb 2019 5:32 PM by Cruz
Not excited about FIFA DAOC....came to play here for Oldschool DAOC with some quality of life improvements. These custom changes are over the top and against the spirit of the game imho.

We'll see how it goes...
Fri 22 Feb 2019 5:33 PM by djegu
Lol people already complaining, I mean, give it a try ! At least one week and then come and complain.
Fri 22 Feb 2019 5:34 PM by dante`afk
Huge changes, what will this change?

There will still be zerg, now even bigger zerg, that stays longer in the same zone.
Where are the incentives for smallman/solos ?
Where are the incentives for non-task zones?
Every other zone but the task zone will still get empty immediately.

Ultimately remains to be seen how this will play out, but sounds just like more carrot-on-the-stick mill zerg.

At what point are changes to the core of the game counterproductive?
Fri 22 Feb 2019 5:37 PM by Warlay
just want to say i dont like this changement. the old system was good but too repetative, more customisation there and it would be really good.
Fri 22 Feb 2019 5:40 PM by sprinkle
Sounds cool, regular rvr getting boring new objectives keep things fresh and fun

I am so happy you guys see that DAOC needs a few things and don't mind adding stuff
Fri 22 Feb 2019 5:41 PM by Aervine
dante`afk wrote:
Fri 22 Feb 2019 5:34 PM
Huge changes, what will this change?

There will still be zerg, now even bigger zerg, that stays longer in the same zone.
Where are the incentives for smallman/solos ?
Where are the incentives for non-task zones?
Every other zone but the task zone will still get empty immediately.

Ultimately remains to be seen how this will play out, but sounds just like more carrot-on-the-stick mill zerg.

At what point are changes to the core of the game counterproductive?

It's DAoC, there will always be a zerg. With it encompassing the entire frontier of a realm it should spread the zerg out some.

If you incentivize smallman/8v8/solo it'll attrack more players to the area, just going to make a new zerg.

If you incentivize the non-task zone that just makes it a task zone and attracts the zerg.

If you want 8v8/smallman/solo being outside of the task zone sounds like the best bet.
Fri 22 Feb 2019 5:44 PM by dante`afk
Aervine wrote:
Fri 22 Feb 2019 5:41 PM
dante`afk wrote:
Fri 22 Feb 2019 5:34 PM
Huge changes, what will this change?

There will still be zerg, now even bigger zerg, that stays longer in the same zone.
Where are the incentives for smallman/solos ?
Where are the incentives for non-task zones?
Every other zone but the task zone will still get empty immediately.

Ultimately remains to be seen how this will play out, but sounds just like more carrot-on-the-stick mill zerg.

At what point are changes to the core of the game counterproductive?

It's DAoC, there will always be a zerg. With it encompassing the entire frontier of a realm it should spread the zerg out some.

If you incentivize smallman/8v8/solo it'll attrack more players to the area, just going to make a new zerg.

If you incentivize the non-task zone that just makes it a task zone and attracts the zerg.

If you want 8v8/smallman/solo being outside of the task zone sounds like the best bet.

Problem only is those silly little 1500rps are incentive enough for the mob to just do only task zone stuff, and nothing else. Thus everything else gets empty by default.
Fri 22 Feb 2019 5:47 PM by Expfighter
there is 0 incentive for solos period, everytime i have gotten near a task spot area and found a fight, BAM backdoored by the 10 million mids and hibs running around!

yea i know, there are 3 other zones to go to, yea try getting there from amg without being zerged down!

f this garbage!
Fri 22 Feb 2019 5:52 PM by Druth
Why can't we have a MMO that has the excact amount of people in the zones I want them to be in, playing the way I want?
Fri 22 Feb 2019 5:53 PM by Estat
I miss the feeling of RvR being what players choose to do and not what devs think they should do. Back on live pre-NF i would log in and think about which enemies are playing and not about what objectives are active.

Maybe add half an hour break between invasions? I think I would look forward to the break more than to the next task.
Fri 22 Feb 2019 6:03 PM by lilrdmandy
Warlay wrote:
Fri 22 Feb 2019 5:37 PM
just want to say i dont like this changement. the old system was good but too repetative, more customisation there and it would be really good.

I think this is spot on, the old system was great... Build upon that and make it random, not the same tasks in the seemingly same order ad infinitum.

I feel like this is too much custom content too fast, but I'm interested to see how it goes.

Are you going to place a level cap on this? So we don't have every grey player running out and dying 24/7 or trying to get into the groups with 50s to get their RR powerleveled off tasks?
Fri 22 Feb 2019 6:15 PM by Svekt
This change was simply way too much, and too fast. This was so disappointing that I simply stopped playing. The game is now so far removed from the original DAOC that its just not what makes it fun anymore for me personally. Good luck, I'll be back if and when this is tweaked or fixed.

Ball capture? minotaur relics
instant porting to domination zones? (NF border keep porting)
you are re adding everything that we wanted to get away from. what happened to a classic patch base?
I could write an article here but nobody will read it, and nobody cares what the individual player thinks anyway.

Old tasks were a little wonky, but were fine. Id happily come back to the old tasks maybe even re tweak the old system. This new system isn't DAOC and it's garbage.

[Edit] Wanted to follow this up by saying that initially this server was fantastic. I really hope you can rewind a little bit before this becomes a free version of live in old frontiers. Much props for the time the devs and world builders spent on this. That said I think this was an overreach and again, too much too fast.
Fri 22 Feb 2019 6:24 PM by FUINY7
should limit the stack size of branch to avoid caravan to get stuck when you give back too much
Fri 22 Feb 2019 6:38 PM by Tree
Yeah dont know how I feel about that either. Just seems over the top and unasked for, just like the new relic system.
Wish you wouldnt overdo it that much, you have a good thing going so far, no need to reinvent the wheel.
Fri 22 Feb 2019 6:48 PM by florin
Honestly- I took a half day at work but now not sure I will log in
Fri 22 Feb 2019 6:52 PM by relvinian
It's a work in progress.

But alb right now has df. Some of the keeps are not even claimed. I'm standing in an unclaimed keep, eras. Waiting for inc.

How long will i wait? And this is defend albion task.
Fri 22 Feb 2019 6:54 PM by phixion
Didn't like the old task system and don't like the new one, it completely destroys any spontaneity the game once had when it came to stealth play.

It's now even more zergy in the task zone and utterly dead everywhere else, trying to find a person away from the zerg that you can attack is next to impossible, since the new system was implemented today I've been zerged down on almost everyone I've attacked, in fact I can't remember one person I jumped where I wasn't swarmed instantly.

I am starting to feel this server is grasping at keeping new players and is forgetting the old players in the process. Why can't we have it like the old days and just do away with tasks? I'm sure people will find stuff to do--e.g. kill enemy players, like this game was always about.
Fri 22 Feb 2019 7:04 PM by chryso
phixion wrote:
Fri 22 Feb 2019 6:54 PM
It's now even more zergy in the task zone and utterly dead everywhere else,

Of course it is. It has only been a few hours and everyone wants to check out the new stuff.
Fri 22 Feb 2019 7:15 PM by jhaerik
Seriously?

Ball capture?

Kill a boss NPC?

wtf man....

That ain't even kind of RvR.

This is just turning into live with a laggier server.

At least it's free.
Fri 22 Feb 2019 7:16 PM by phixion
chryso wrote:
Fri 22 Feb 2019 7:04 PM
phixion wrote:
Fri 22 Feb 2019 6:54 PM
It's now even more zergy in the task zone and utterly dead everywhere else,

Of course it is. It has only been a few hours and everyone wants to check out the new stuff.

You're right, it may settle down. But from my perspective it seems that this new system just promotes zerging even more.

Now it's not just the task objective that is a zergfest, it's the entire zone. All the way from APK to the mill is zerged.
Fri 22 Feb 2019 7:21 PM by Durgrim
So, how many RPs was it for the common Hibernia player and how much for the others?
Fri 22 Feb 2019 7:27 PM by florin
congratulations defias
Fri 22 Feb 2019 7:28 PM by bigdaddyo
CHanges are dope . So many crybabies here .

Only person with a good point is that keeps need to be more incentivized. Add successful takes and defends to the list of task items in each invasions and weight them heavily could be a good way to do this

--edit-- after a weekend of playing i take this back. the new tasks are bad. porting is horrible for OF
Fri 22 Feb 2019 7:36 PM by moosington
Man people are rough. I just wanted to say thanks to the devs for putting this big of a change in so shortly after release. There’s definitely a problem with zerging in the task zones and this should really help break it up. We don’t need 150 people in each realm in one zone, let alone several dozen just camping out at DC waiting for task credit.

Classic DAoC had it’s issues, that’s why we’re here and not Uthgard. I’m really looking forward to playing this tonight.
Fri 22 Feb 2019 7:37 PM by defiasbandit
jhaerik wrote:
Fri 22 Feb 2019 7:30 PM
[edit - we get it. You don't like the changes.]

The objective rewards would scale down based on group size, so capturing certain objectives with fewer players would make it worth more. That way it is not effecient to just zerg each objective. You can also have a zerg objective in the middle of a zone that captuteres faster with more players near it. You need objectives that are off the beaten path, meaning in obscure areas on hilltops and behind treelines so the zerg can't see them. If you have random objectives in remote areas, a solo or small group adventurers can wander away from the zerg and find them. You can have a capture point in the northwest corner of Mount Collory that caps the fastests with a full group. You have a treasure chest in a forest in Breifine that only rewards the one player who loots with the bonus.

Of course ideally you would have objectives that can only be completed based on group size. You can someway have that, by making certain objectives cap more slowly based on group size. So it wouldn't be worth it for a zerg to capture the flag along the west wall of Gorge, because it would take them too long to cap it. If an 8 man group tried to cap it, then it would cap much faster and be worth taking.
Fri 22 Feb 2019 7:50 PM by Dimir
Trying to hold back judgement until I get to experience this but... oof.

As many have echoed, ball carrying sounds out of place in DAoC.

Hard to imagine how this system doesn't further push Midgard ahead with it's unquestionably higher number of players in RvR.

But, I'm going to try it out this weekend and see how it settles. I have to tip my hat at the extraordinary effort the developers have put in to make this system, so I hope it's awesome.
Fri 22 Feb 2019 7:56 PM by defiasbandit
Dimir wrote:
Fri 22 Feb 2019 7:50 PM
Trying to hold back judgement until I get to experience this but... oof.

As many have echoed, ball carrying sounds out of place in DAoC.

Hard to imagine how this system doesn't further push Midgard ahead with it's unquestionably higher number of players in RvR.

But, I'm going to try it out this weekend and see how it settles. I have to tip my hat at the extraordinary effort the developers have put in to make this system, so I hope it's awesome.

Yeah the ball stuff isn't something many of us liked back in the beta. It always felt too far removed from the lore of the game. Stuff like killing guards, bosses, keeps, mobs, and capture points was always more preferable.
Fri 22 Feb 2019 7:56 PM by Aenea
Devs really listen to and care about the community. Just give it a try for a week guys and see how it goes. They go above and beyond to make RvR accessible to all kinds of players. Please respond accordingly and without insults. Everybody has their own opinions and i respect that. But you have to be careful how you voice it. Thank you.
Fri 22 Feb 2019 8:00 PM by defiasbandit
Aenea wrote:
Fri 22 Feb 2019 7:56 PM
Devs really listen to and care about the community. Just give it a try for a week guys and see how it goes. They go above and beyond to make RvR accessible to all kinds of players. Please respond accordingly and without insults. Everybody has their own opinions and i respect that. But you have to be careful how you voice it. Thank you.

Gives new meaning to AMG and MMG. May as well change group size to 11
Fri 22 Feb 2019 8:04 PM by Pao
Thanks. Changes are always good. Let's try it and give some constructive feedback.
Fri 22 Feb 2019 8:07 PM by PingGuy
Personally I don't have a problem with carrying around a ball, unless it's round like a European football. It should be oblong like an American football.

TLDR;
ROUND = I QUIT, BURN DOWN SERVER, BURN DOWN EUROPE
OBLONG = THIS IS CLASSIC DAOC, WATCH ME ELITE STUFF
Fri 22 Feb 2019 8:09 PM by phixion
PingGuy wrote:
Fri 22 Feb 2019 8:07 PM
Personally I don't have a problem with carrying around a ball, unless it's round like a European football. It should be oblong like an American football.

TLDR;
ROUND = I QUIT, BURN DOWN SERVER, BURN DOWN EUROPE
OBLONG = THIS IS CLASSIC DAOC, WATCH ME ELITE STUFF

Well, its neither of those so shove that in your pipe and smoke it.
Fri 22 Feb 2019 8:13 PM by PingGuy
phixion wrote:
Fri 22 Feb 2019 8:09 PM
PingGuy wrote:
Fri 22 Feb 2019 8:07 PM
Personally I don't have a problem with carrying around a ball, unless it's round like a European football. It should be oblong like an American football.

TLDR;
ROUND = I QUIT, BURN DOWN SERVER, BURN DOWN EUROPE
OBLONG = THIS IS CLASSIC DAOC, WATCH ME ELITE STUFF

Well, its neither of those so shove that in your pipe and smoke it.

Oooh, intrigue. Now I want to know! Square ball? If the devs invented a new shape for balls for this then that's really going the extra mile.
Fri 22 Feb 2019 8:17 PM by moe_Jiller
PingGuy wrote:
Fri 22 Feb 2019 8:07 PM
Personally I don't have a problem with carrying around a ball, unless it's round like a European football. It should be oblong like an American football.

TLDR;
ROUND = I QUIT, BURN DOWN SERVER, BURN DOWN EUROPE
OBLONG = THIS IS CLASSIC DAOC, WATCH ME ELITE STUFF

Made my day
Fri 22 Feb 2019 8:23 PM by Zansobar
defiasbandit wrote:
Fri 22 Feb 2019 7:56 PM
Dimir wrote:
Fri 22 Feb 2019 7:50 PM
Trying to hold back judgement until I get to experience this but... oof.

As many have echoed, ball carrying sounds out of place in DAoC.

Hard to imagine how this system doesn't further push Midgard ahead with it's unquestionably higher number of players in RvR.

But, I'm going to try it out this weekend and see how it settles. I have to tip my hat at the extraordinary effort the developers have put in to make this system, so I hope it's awesome.

Yeah the ball stuff isn't something many of us liked back in the beta. It always felt too far removed from the lore of the game. Stuff like killing guards, bosses, keeps, mobs, and capture points was always more preferable.

Just change the name of the "ball" to an auxiliary relic and there you go.
Fri 22 Feb 2019 8:39 PM by Muradin
So the idea of having tasks in all different parts of the realm is great, have one of the dominate zones, defend/attack keep, and then have a maybe the boss task in another zone, and fight in Hadrians, odins and emain. It splits the action up but keeps it in one realm. So I feel like we are halfway there.

That said, the porting has to go. If I wanted to port right into action, id pay 15$ a month for live. I understand porting in pve and I think thats great. But its already easy to find action here, we dont need to have 300 people funneled into 1 zone via porting.

Finally thank you devs for at least trying something new, I have no doubt you will take the feedback and make the proper changes.
Fri 22 Feb 2019 10:03 PM by phixion
Well, stood around for 45 minutes waiting for an opportunity to jump someone and got zerged moments later.

This seems to be the theme for this task system when it comes to stealthers.
Fri 22 Feb 2019 10:34 PM by Kermz
Wow.... just wow.
After testing this new RVR system i just felt instant depression.

All the things i enjoyed with the old tasks are just killed instantly.
This only benefits the zergs and fgs now they can run around the flags and farm speedless soloers.

Gj. Lets hope this doesnt make the population drop so much that it kills the server...
Fri 22 Feb 2019 10:40 PM by Aytlan
Why not just throw us all into a premade instance? Maybe we could add a game of chess. Or some other inane activity. Do you really think having Stones, Item turn in, carts, etc all at the same place would spread things out? Is it really ok to mess the game up trying to reach some "perfect rvr". Perfect for who?
Fri 22 Feb 2019 10:53 PM by Anaethema
It hasn't even been a few hours - give the new task system some time to see how things play out - if you have nothing constructive to say, perhaps you should step away from your computer and go get yourselves some fresh air.


This is why we can't ever have nice things!!
Sun 24 Feb 2019 10:42 AM by Uthred
Invasion of a realm - Updates

The next update (it is live now) will include the following changes to the rvr tasks:

Ball capture & Ball damage:
Both objectives have been already removed and will not come back.

Supplies arrived & Supplies destroyed:
Both objectives will be removed.

Keeptask:
A new objective has been added. Every invasion will now also have the objective to attack a keep. It will be totally random which keep will be the first to attack. After a successful attack of a keep, it will switch to another random keep.

Rewards:
An invasion will still take 60 mins, but the reward has been split into four. You will now get 1/4 of the reward every 15 mins for taking part in the objectives. After 15 mins your participation will be reset and if you want the get the next reward you will have to take part again.
Sun 24 Feb 2019 11:17 AM by Luluko
not a fan of the rp cut guess no point in doing quick runs for 500rps then, atleast if u waste buffpots for a solo run and run into a fg you still got 2,2k rps and 20gold too make up for the expanses but now with that change I will only bother with rvr if I have at least 1hour time
Sun 24 Feb 2019 11:26 AM by Akopra
Another time you show you listen your players, and in a short delay, so congratz for that to your team, it's rare, yes a DAoC without keeps is not more DAoC for me, thanks for this update, look forward to have it, i will play again after my RvR break because of this patch =) (even if for me TPs in domination zone, i don't like so much neither ^^)

Ako

Edit: finally i retried 1 hour after this update, and i really can't play with that TPs in RvR, too 8v8 oriented (8team just wait TPers without taking the flag and roam between them for a RP fest of afkers at TPs ^^) and against zerg/solo/smallman for my tastes, sorry, but i wish many fun to others ! And i believe in the staff team they seem smart when they think together and read players advices... and not when they close an interesting topic/discuss for bad reasons like here (don't hit me Anaethema ^^)
Sun 24 Feb 2019 11:30 AM by Mac
Uthred wrote:
Sun 24 Feb 2019 10:42 AM
Invasion of a realm - Updates

The next update (prolly in some hours from now) will include the following changes to the rvr tasks:

Ball capture & Ball damage:
Both objectives have been already removed and will not come back.

Supplies arrived & Supplies destroyed:
Both objectives will be removed.

Keeptask:
A new objective has been added. Every invasion will now also have the objective to attack a keep. It will be totally random which keep will be the first to attack. After a successful attack of a keep, it will switch to another random keep.

Rewards:
An invasion will still take 60 mins, but the reward has been splitted into four. You will now get 1/4 of the reward every 15 mins for taking part in the objectives. After 15 mins your participation will be reset and if you want the get the next reward you will have to take part again.

Good changes IMO, more focused on DAoC like activity.
Sun 24 Feb 2019 1:19 PM by Keeto
Mac wrote:
Sun 24 Feb 2019 11:30 AM
Uthred wrote:
Sun 24 Feb 2019 10:42 AM
Invasion of a realm - Updates

The next update (prolly in some hours from now) will include the following changes to the rvr tasks:

Ball capture & Ball damage:
Both objectives have been already removed and will not come back.

Supplies arrived & Supplies destroyed:
Both objectives will be removed.

Keeptask:
A new objective has been added. Every invasion will now also have the objective to attack a keep. It will be totally random which keep will be the first to attack. After a successful attack of a keep, it will switch to another random keep.

Rewards:
An invasion will still take 60 mins, but the reward has been splitted into four. You will now get 1/4 of the reward every 15 mins for taking part in the objectives. After 15 mins your participation will be reset and if you want the get the next reward you will have to take part again.

Good changes IMO, more focused on DAoC like activity.

First step in the right direction. But please please remove this teleport crap. It makes everything just random and unpredictable.. now you're fighting a fg, a second later 2 oder 3 other fg's pop up and you are in the middle of the enemy zerg. Ruins any strategic play against the zerg.
Sun 24 Feb 2019 1:39 PM by Azeth123
I agree that the RvR teleporter has made it feel terrible to kill a group and then see them again literally 5 minutes later. The distance they have to run helps smooth out the action in the old NF zones that tend to force choke points.
Sun 24 Feb 2019 1:52 PM by Silentblade
any plans to remove the ports to flag? it is gonna be an endless keepsiege if the flagports will stay.

the defender realm will stay in keep and wait for the instant respawned enemys with close run to the to be attacked keep.....
Sun 24 Feb 2019 3:01 PM by Turam
Not enough time to do serious RVR ATM, but I do like how you react and communicate with the players. Really refreshing after live and the other freeshards. Keep that up!
Sun 24 Feb 2019 3:04 PM by Afuldan
Excited! I’ll be out to check the changes!
Sun 24 Feb 2019 3:21 PM by hend
Very good reaction time. I hope the new keep system will help the natural flow of zerg essence, attack keeps and relics. Glad to see that you deleted the ball and the cavaran which was very questioning...
Sun 24 Feb 2019 3:35 PM by Gosainkunda
I did not have the time to try the changes personally during the weekend but I did read criticism on forums and discord and must say I am impressed with reaction time and how you listen to players. Long live Phoenix!
Sun 24 Feb 2019 3:41 PM by relvinian
These are welcome changes to the keep system.

Remember teleporter only active once a certain number of turn ins are done.

Maybe that number can be tweaked up and down and also that teleporter maybe turn it off if relics out?

If not already.

Good changes!
Sun 24 Feb 2019 3:46 PM by dante`afk
Could we please have some incentives for solos/smallman who do not want to participate in the zerg action? bonus if you play in a non-task realm zone? incentives?
Sun 24 Feb 2019 3:58 PM by Dimir
As others have said, thank you for listening!
- Glad we have something to make keeps a part of the picture
- Removed some things that felt un-DAOC
- Improved the reward system to encourage ACTIVE players and not afk levelers. I was already imagining how easy this would be to do as a leveler to get free RPs every hour.
Sun 24 Feb 2019 4:08 PM by King Zen
Thank you for tweaking the task system, it was indeed needed.

Got to say, as a solo casual stealther I like the possibility of teleporting directly into the action. It also helps duos/small men skipping the big zerg and start roaming in less crowded areas. If it was up to me, I would allow teleport only for solos up to 4 men groups.
Sun 24 Feb 2019 4:14 PM by Kloogyz
Awesome, Thanks a lot !
Sun 24 Feb 2019 5:05 PM by Freedomcall
Thank you for your quick reaction to feedbacks.
Btw I also have suggestions.
Dividing rp reward is really good change, but 15 minutes is too short. If we are to get the first reward in 15 mins, that means we have to suicide imediately and move spot. But as you know, We spend 5~10 more minutes even if task is done and then move spot when we are dead. I think 15 minutes limit will disadvantage ppl who are willing to have some more fights.
I know 1 hour is too long for ppl who are short of time. Then, how about dividing into 2 or 3? like every 30 minutes or 20 minute. Personally, I think 30 minutes is enough but anyway, I'd like to see how others think!
Sun 24 Feb 2019 5:11 PM by King Zen
Freedomcall wrote:
Sun 24 Feb 2019 5:05 PM
Thank you for your quick reaction to feedbacks.
Btw I also have suggestions.
Dividing rp reward is really good change, but 15 minutes is too short. If we are to get the first reward in 15 mins, that means we have to suicide imediately and move spot. But as you know, We spend 5~10 more minutes even if task is done and then move spot when we are dead. I think 15 minutes limit will disadvantage ppl who are willing to have some more fights.
I know 1 hour is too long for ppl who are short of time. Then, how about dividing into 2 or 3? like every 30 minutes or 20 minute. Personally, I think 30 minutes is enough but anyway, I'd like to see how others think!

I don't see why you would have to suicide. Invade whatever realm still lasts 1 hour, only reward has been split in 4. If you are out there roaming without dieing you'll just get rewards every 15 minutes, then you can suicide/switch realm if you want to follow the next task.
Sun 24 Feb 2019 5:46 PM by relvinian
dante`afk wrote:
Sun 24 Feb 2019 3:46 PM
Could we please have some incentives for solos/smallman who do not want to participate in the zerg action? bonus if you play in a non-task realm zone? incentives?

Removing vanish would help solos and small man groups.

At least let us sometimes get rps from assassin toons.
Sun 24 Feb 2019 5:55 PM by Freedomcall
King Zen wrote:
Sun 24 Feb 2019 5:11 PM
Freedomcall wrote:
Sun 24 Feb 2019 5:05 PM
Thank you for your quick reaction to feedbacks.
Btw I also have suggestions.
Dividing rp reward is really good change, but 15 minutes is too short. If we are to get the first reward in 15 mins, that means we have to suicide imediately and move spot. But as you know, We spend 5~10 more minutes even if task is done and then move spot when we are dead. I think 15 minutes limit will disadvantage ppl who are willing to have some more fights.
I know 1 hour is too long for ppl who are short of time. Then, how about dividing into 2 or 3? like every 30 minutes or 20 minute. Personally, I think 30 minutes is enough but anyway, I'd like to see how others think!

I don't see why you would have to suicide. Invade whatever realm still lasts 1 hour, only reward has been split in 4. If you are out there roaming without dieing you'll just get rewards every 15 minutes, then you can suicide/switch realm if you want to follow the next task.

I already know that. Then how do you move to another realm when phase 4 ends? You need to move to next realm and find an enemy and have engage in 15 minutes. As a solo stealther, fastest way to move back to portal is to suicide to enemy keep, or farm enemy if you like. :p
But anyway, I mean that "15 minutes" allowed is too short if you dont react imediately when the task(phase 4 all included) is over.

Well maybe its just me thou
Sun 24 Feb 2019 6:13 PM by Ceen
Freedomcall wrote:
Sun 24 Feb 2019 5:55 PM
King Zen wrote:
Sun 24 Feb 2019 5:11 PM
Freedomcall wrote:
Sun 24 Feb 2019 5:05 PM
Thank you for your quick reaction to feedbacks.
Btw I also have suggestions.
Dividing rp reward is really good change, but 15 minutes is too short. If we are to get the first reward in 15 mins, that means we have to suicide imediately and move spot. But as you know, We spend 5~10 more minutes even if task is done and then move spot when we are dead. I think 15 minutes limit will disadvantage ppl who are willing to have some more fights.
I know 1 hour is too long for ppl who are short of time. Then, how about dividing into 2 or 3? like every 30 minutes or 20 minute. Personally, I think 30 minutes is enough but anyway, I'd like to see how others think!

I don't see why you would have to suicide. Invade whatever realm still lasts 1 hour, only reward has been split in 4. If you are out there roaming without dieing you'll just get rewards every 15 minutes, then you can suicide/switch realm if you want to follow the next task.

I already know that. Then how do you move to another realm when phase 4 ends? You need to move to next realm and find an enemy and have engage in 15 minutes. As a solo stealther, fastest way to move back to portal is to suicide to enemy keep, or farm enemy if you like. :p
But anyway, I mean that "15 minutes" allowed is too short if you dont react imediately when the task(phase 4 all included) is over.

Well maybe its just me thou
There are mobs everywhere
Sun 24 Feb 2019 6:58 PM by imamo
i really liked the new task system. it is more fun. on the contrary i liked teleport as well. legacy system was putting 1 realm away, this way its really 3 realm war spread into map. good changes.

idea: you may want to add info on that task item with brief information.
there is always same question in every 5 minutes: "what is that soil of albion/branch of hibernia for?"
Sun 24 Feb 2019 7:05 PM by defiasbandit
There needs to be a lot more objectives in the Realm tasks, especially in the Border Keep zones (Gorge, Collory, Savuage, Snowdonia, Uppland, Yggdra). These objectives would allow more RvR playstyles in the task zone, so that players could roam these zones. Not every objective location should be pinpointed.

Right now if you port in by Evern, you should be able to do objectives in Mount Collory or Cruachan Gorge. Right now, there really isn't much of a reason to roam the border keep zones. If players are going to be teleporting past them into Breifine, then there should be objectives and reasons for them to return and roam those zones. It might be better for Breifine to be the de facto Zerg task zone. Gorge and Collory can have a wider range of objectives that lead players all over these zones. These zones have lots of objectives in the corners of the maps and up on the hills, because they aren't as visible to the zerg. The more spots the better really.

PvE Kill Task Objectives:

The Border Keep Zones (Gorge, Collory, Savuage, Snowdonia, Uppland, Yggdra) need special objectives. Having these in the center zones can work too. What is important is that they are tucked away from the main roads. These would be objectives such as mob kill tasks. Kill 20 Grovewood Treants then it advances to the next task level. Completing each mob kill task level will give a big contribution bonus. The kill tasks can be for mob camps that are 40-50+. Higher level mob tasks giving more task score.

Scaling Objectives:

There could be specific objectives that capture faster the fewer players nearby. That way zergs might bypass certain objectives, because they know that it would take too long to efficiently cap them. This would let smaller groups roam and fight over these objectives. These objectives would be tucked away on hillsides and in corners aways from the main roads. There could be certain objectives that can only be capped by a full group or less, so 8 mans can seek these out and fight over them. A king of the hill type objective for 8mans.

Unpredictable Objectives:

Spawn chests in random areas of the zones, especially the border keep zones. Having players taking more routes and running in different directions in the border keep zones would allow for more small man RvR. Place these chests away from the main roads and tucked away on hills and in treelines. It would encourage players to roam to more remote parts of these zones. If the task says chest spawn in Northeast Mount Collory, then it might interest solo or small mans to roam there and find it. The location isn't exact so players will have to do some exploring. Having players roam and wander around is a good thing. The location of all objectives should not be exactly known. Having a player wandering up a hillside and coming across one of these chests would be an exciting moment.


Here is a map of Forest Sauvage with New Objectives:

https://imgur.com/a/FWRqcmd
Sun 24 Feb 2019 7:11 PM by Quik
I do think we need something that gets people to roam more instead of just hitting what they know will get them credit.

The chest idea is good, or anything that rewards players and gets them to looking.

This would be something that could get anything from a solo to an 8man and everything between looking for it.

Even a scavenger hunt I think would be fun. Where you need to collect mob specific drops and first realm to hand in gets a bonus, or even just a general reward for everyone who does it.
Sun 24 Feb 2019 7:41 PM by defiasbandit
Realm Task Scoreboard

Right now it is sort of hard to tell what objective is worth how much, and how far behind your realm is. Some of it should be hidden, but right now you can't really tell who is winning.


    More info on how every realm is doing scorewise, especially how much score taking keeps gives. .

    There should be an announcement when a realm wins the task and when a player or realm completes each objective.

    Winning realm tasks could be a personal task.

    Track how many task wins each realm has.

    Would be great if all the stats were tracked in the herald so players could see their contribution.
Sun 24 Feb 2019 7:48 PM by fitzwell
relvinian wrote:
Sun 24 Feb 2019 5:46 PM
dante`afk wrote:
Sun 24 Feb 2019 3:46 PM
Could we please have some incentives for solos/smallman who do not want to participate in the zerg action? bonus if you play in a non-task realm zone? incentives?

Removing vanish would help solos and small man groups.

At least let us sometimes get rps from assassin toons.

I've seen a call to remove vanish in several places and find it surprising as a solo stealth player. Vanish is the only fall back I have when I'm getting zerged and it's on a 15 min timer. I start a solo fight and next think I know 4-5 pile on leaving no choice but to vanish. Interesting that you link this to small man. I guess you think fighting 3-4 on 1 is a fair fight...
Sun 24 Feb 2019 7:53 PM by Quik
fitzwell wrote:
Sun 24 Feb 2019 7:48 PM
relvinian wrote:
Sun 24 Feb 2019 5:46 PM
dante`afk wrote:
Sun 24 Feb 2019 3:46 PM
Could we please have some incentives for solos/smallman who do not want to participate in the zerg action? bonus if you play in a non-task realm zone? incentives?

Removing vanish would help solos and small man groups.

At least let us sometimes get rps from assassin toons.

I've seen a call to remove vanish in several places and find it surprising as a solo stealth player. Vanish is the only fall back I have when I'm getting zerged and it's on a 15 min timer. I start a solo fight and next think I know 4-5 pile on leaving no choice but to vanish. Interesting that you link this to small man. I guess you think fighting 3-4 on 1 is a fair fight...

Well in their defense if a small man attacks the assassin, he can vanish and they lose all RP's, but now say after you vanish an 8man hits the small man they can't vanish and feed the 8man RP's and they are out with nothing to show.

Vanish even on the timer it is still has no counter, and again EVERY RA in the game SHOULD have some sort of counter to it or some way to fight it.

I understand some RA's like Purge or SoS don't have a specific counter to them other then waiting til they are blown and then using your respective RA, currently Vanish takes even that out of the equation.

If an assassin wants to attack someone he should take on the risk of dying and giving them an escape button seems cheesy.
Sun 24 Feb 2019 7:59 PM by fitzwell
Quik wrote:
Sun 24 Feb 2019 7:53 PM
fitzwell wrote:
Sun 24 Feb 2019 7:48 PM
relvinian wrote:
Sun 24 Feb 2019 5:46 PM
Removing vanish would help solos and small man groups.

At least let us sometimes get rps from assassin toons.

I've seen a call to remove vanish in several places and find it surprising as a solo stealth player. Vanish is the only fall back I have when I'm getting zerged and it's on a 15 min timer. I start a solo fight and next think I know 4-5 pile on leaving no choice but to vanish. Interesting that you link this to small man. I guess you think fighting 3-4 on 1 is a fair fight...

Well in their defense if a small man attacks the assassin, he can vanish and they lose all RP's, but now say after you vanish an 8man hits the small man they can't vanish and feed the 8man RP's and they are out with nothing to show.

Vanish even on the timer it is still has no counter, and again EVERY RA in the game SHOULD have some sort of counter to it or some way to fight it.

I understand some RA's like Purge or SoS don't have a specific counter to them other then waiting til they are blown and then using your respective RA, currently Vanish takes even that out of the equation.

If an assassin wants to attack someone he should take on the risk of dying and giving them an escape button seems cheesy.

Most small mans will run some kind of speed which will almost always have SoS. I've ran in plenty of small mans and if you want to evade most of the zergs and fgs you can... I don't really buy it. Are you going to remove SoS next?
Sun 24 Feb 2019 8:01 PM by defiasbandit
Do not derail this thread.
Sun 24 Feb 2019 8:03 PM by Quik
defiasbandit wrote:
Sun 24 Feb 2019 8:01 PM
Do not derail this thread.

You are right and I apologize
Sun 24 Feb 2019 8:15 PM by defiasbandit
The defending realm should not be able to teleport to the flags. We need more objectives and activity in the border keep zones. Action should be flowing away from the portal zones and deeper into the defending realm's frontiers where their relic keeps are.
Sun 24 Feb 2019 8:50 PM by defiasbandit
Some objectives should be worth more realm task score the longer they remain unfinished.
Sun 24 Feb 2019 9:03 PM by relvinian
I'm standing in Renaris and one objective is to defend renaris.

If nobody comes for one hour and im the only person there, i am, and why would they come?

I get no rps?

Therefore why would anyone do this keep take when they can make more rps somewhere else?

Why would they defend if they can make more rps somewhere else?
Sun 24 Feb 2019 9:57 PM by Ceen
Old task system had everyone in one zone, hence if you run into another zone within the task realm you could at least find some good fights.
Also just before the shutdown and new task there was a community rising not caring about the tasks at all and emain was quite a nice place.
Now there are no fights left since zerg is everywhere at any time and no highways where you could find some grps roaming since everyone just ports to flags ^^
Sun 24 Feb 2019 10:10 PM by Vkejai
Easy to block the port
Sun 24 Feb 2019 10:20 PM by defiasbandit
There needs to be smaller objectives spred across the Border Keep zones. Ones that can be captured by one full group or less. There needs to be more random objectives that encourage roaming. Right now it is just Flags in the center zone and a keep.

Have turnin a merchant in a border keep zone.
Sun 24 Feb 2019 10:29 PM by Muradin
So far so good on the change, but PLEASEEEE remove the rvr tp. Its not needed imo for all the reasons that have been stated already.
Sun 24 Feb 2019 11:10 PM by relvinian
Yeah i completely wasted my time in ren.
Sun 24 Feb 2019 11:14 PM by defiasbandit
Invading players should teleport to center keeps instead of flags they control.

Instead of the flag system, why not let attacking players teleport to Center Keeps that they own. The defending realm would not be able to teleport to keeps they control.

You can't allow defending realms to ever teleport, because at the start of a realm task they would just teleport to the keeps. Teleporting should be for attacking realms only. The flag stuff doesn't really feel like DAOC. When the task starts, the two attacking realms can rush the center keeps and take them so they can gain access to teleports.

Having tons of capture points is good though. There could be capture poinnts spread out in more areas. Ones that are only capturable by small groups.
Sun 24 Feb 2019 11:32 PM by Chimosh
You have traded one problem for another.

The old task keep system was bad because people would just stand at a keep and not contribute to the realm, entire 8 mans and small mans and solos all AFK just standing there waiting for task to finish.

Now you have the exact same issue in the PK. Entire groups and small mans and solos just standing at the teleport merchant waiting for a flag to be captured..........

Remove the Teleport to solve this issue.

Thanks for all your hard work so far having a great time
Mon 25 Feb 2019 12:02 AM by Quik
Teleporting is going to cause more imbalance as people depend on it more.

Remove teleports to RvR areas and make people run back. If I am invading and I can port, why do I care if I die if I can just port back to the action and try again?

Making them walk back means stealthers can play there game waiting for people to run back and it makes people play more carefully and most importantly is makes dying a consequence that affects you enough to not want to do it again.
Mon 25 Feb 2019 12:06 AM by defiasbandit
Quik wrote:
Mon 25 Feb 2019 12:02 AM
Teleporting is going to cause more imbalance as people depend on it more.

Remove teleports to RvR areas and make people run back. If I am invading and I can port, why do I care if I die if I can just port back to the action and try again?

Making them walk back means stealthers can play there game waiting for people to run back and it makes people play more carefully and most importantly is makes dying a consequence that affects you enough to not want to do it again.


Teleporting should only work to center keeps for the attacking realms. Rather than teleport to these flags that change control so easily. This will encourage players to fight over and control those keeps. The defending realm should not be able to ever teleport. Stealthers would be able to camp the border zone paths if they so wished. Moving the action away from the portal zones is the right thing to do, and currently that is happening.

Part of the issue is the lack of objectives in the border keep zones. There needs to be a lot more objectives in the Realm tasks, especially in the Border Keep zones (Gorge, Collory, Savuage, Snowdonia, Uppland, Yggdra).

Right now if you port into Breifine, you should be able to do objectives in Mount Collory or Cruachan Gorge. Right now, there really isn't much of a reason to roam the border keep zones. If players are going to be teleporting past them into Breifine, then there should be objectives and reasons for them to return and roam those zones. It might be better for Breifine to be the de facto Zerg task zone. Gorge and Collory can have a wider range of objectives that lead players all over these zones. These zones have lots of objectives in the corners of the maps and up on the hills, because they aren't as visible to the zerg. The more spots the better really.

Scaling Objectives:


    There could be specific objectives that capture faster the fewer players nearby. That way zergs might bypass certain objectives, because they know that it would take too long to efficiently cap them. This would let smaller groups roam and fight over these objectives. These objectives would be tucked away on hillsides and in corners aways from the main roads. There could be certain objectives that can only be capped by a full group or less, so 8 mans can seek these out and fight over them. A king of the hill type objective for 8mans.


Unpredictable Objectives


    Spawn chests in random areas of the zones, especially the border keep zones. Having players taking more routes and running in different directions in the border keep zones would allow for more small man RvR. Place these chests away from the main roads and tucked away on hills and in treelines. It would encourage players to roam to more remote parts of these zones. If the task says chest spawn in Northeast Mount Collory, then it might interest solo or small mans to roam there and find it. The location isn't exact so players will have to do some exploring. Having players roam and wander around is a good thing. The location of all objectives should not be exactly known. Having a player wandering up a hillside and coming across one of these chests would be an exciting moment.



Here is a map of Forest Sauvage with New Objectives:

https://imgur.com/a/FWRqcmd
Mon 25 Feb 2019 12:39 AM by Quik
I agree on objectives and think random ones would be great...but I will always be against porting into RvR. The penalty for dying is twofold...one, you take awhile to get back to the action and have to deal with people on the way...and two, the enemy realm has less people to deal with. With ports you take away these penalties and I don't see how that is fair for the realm that just killed those players.

I don't see how invading realms being able to quickly get back into the action is fair for the home realm who should have a slight advantage of being closer to some keeps.

Other then porting I agree with most of what you are talking about on adding objectives.
Mon 25 Feb 2019 1:04 AM by defiasbandit
Quik wrote:
Mon 25 Feb 2019 12:39 AM
I agree on objectives and think random ones would be great...but I will always be against porting into RvR. The penalty for dying is twofold...one, you take awhile to get back to the action and have to deal with people on the way...and two, the enemy realm has less people to deal with. With ports you take away these penalties and I don't see how that is fair for the realm that just killed those players.

I don't see how invading realms being able to quickly get back into the action is fair for the home realm who should have a slight advantage of being closer to some keeps.

Other then porting I agree with most of what you are talking about on adding objectives.

The teleporting should be to the center keeps instead of the flags. It's about keeping in spirit with the RvR and DAOC. The invading realms would be able to teleport to these keeps upon capturing them, as though they are advancing into the enemy realm's frontier. The defending realm should not every be able to port, because then they bypass the two border keep zones, and it makes the center zone too congested. It shrinks the frontiers too much.

The reason for allowing an invading realm to port is so that the action gets pushed away from the portal zones. Otherwise you just have milegate zerging and players camping the milegates. That stuff is awful and should be eliminated at all costs.
Mon 25 Feb 2019 1:09 AM by phixion
I'd love us to have at least a day without tasks. Not joking at this point, lets at least try it?

I mean, it's obvious people will never be happy with tasks, they have ruined small man/solo play completely.

It really feels as though the staff legit dislike stealthers and small man and want to push people in to zerging gameplay. I don't get it...

DAoC used to have a place for all styles of play, now it's zerg or get zerged.

And then we have people complaining about vanish, if vanish is taken away you will lose all stealthers. Most won't just switch to a visible to join the zerg because they don't play that game.
Mon 25 Feb 2019 1:12 AM by relvinian
I think we just need to keep discussing the tasks and the devs need to listen and adjust as we go along.

I do think they will get it right if they listen to the players.
Mon 25 Feb 2019 1:48 AM by Patron
I had awesome fun soloing with my menta.
Honestly, i dont care getting killed by a group smallman or a zerg. Soloplay is still possible, same for smallman.
I made 9 k in an hour, thx to the porting system!

Thx for the work and the place to play.
Mon 25 Feb 2019 7:31 AM by kedelin
as solo i like the porting cause you can avoid the mg zerg and actually get out in the open
Mon 25 Feb 2019 11:36 AM by Chimosh
The teleport is really bad.

Please revert this! asap!

The area with the flag teleport is being abused now, even by myself. Because well its an option so why not use it.

Wait till enemy caps flag, wait till enemy ports in, run in kill. run away. Don't cap. Run in kill run away don't cap. You can farm players like this for awhile, unless your realm comes interrupts or you get killed.

If you happen to be in a fight near a flag, that you DO NOT own, you can immediately get overrun by people you just killed that instantly port back in with cured res sick and add you again.

I repeat. This is not EXTRA players, BUT the same players. I have even done this myself.

I added a fight 3 times in a row after dying and ended up wining.

You MUST see the major flaws in the teleport design.

I hope you guys can do something soon

Thanks,
Mon 25 Feb 2019 12:07 PM by Tritri
The idea behind teleporters is really good, it allows the invading realms to avoid the choke point that is often between the MG zones and the middle zone ( Emain-Brefine being the worst). In the end it helps spread the zerg which is really what this server needs.

But it should be improved.

Minors adjustements that would help fix stuff : increase the range at which you can't port to a flag to 5k I'd say, maybe more. Give speed 5 to people using it for about 20 sec and make it so they can't attack anyone during this time BUT can be attacked. So people using the port will be able to run away but not overzerg the place.

I like the idea of using keep as teleporter though, would give an incentive to take them
Mon 25 Feb 2019 12:17 PM by florin
If we are going to keep this unreal tournament gameplay, we need some defensive structures. Use the silos for hib, towers from alb and mid to build out base camps. Who invades without a base camp?
Mon 25 Feb 2019 3:08 PM by Wellzy
< I made this post elsewhere, and should have put it here. Pasting from my other thread>

I am really digging the latest version of the RvR task.

Actually, it really is just an upgraded version of the old task, and I really like how this one is working out.
The 15 min credit is an awesome idea, the random keep taking and 60 min domination are all great. I also really enjoy then turn in system..


Only one mechanic I can't get on board with, and that is the flag porting. If this was removed, it would be perfect daoc rvr.
I think an incentive to take flags is good idea, but porting messes with the frontier dynamic too far from classic daoc.


Maybe the more flags your realm owns everyone gets 1% rps per flag owned? Something else like that.

Just not a fan of the flag porting. I might be in the minority here. Not sure.


But like I said before, not a complain post. I'll play either way. Love all the work so far!
Mon 25 Feb 2019 3:28 PM by Loki
As someone who plays stealthers, I enjoy my new found mobility via these flags but I have to say they don't fit the DaoC old frontier RvR. Basically the intermediary zones become useless, also people farm the hell out of them, seen numerous situations where full groups would just do drive by's and completely ignore capturing the flag so that people come back to be farmed again.
Mon 25 Feb 2019 3:38 PM by PingGuy
I've been waiting to add my feedback here, because I didn't get to check out the changes until yesterday. So I missed the ball carrying and other mechanics they took out.

First off, I was worried about some aspects of the changes. The 60 minute thing was an issue, but the change to 15 minute partial rewards was great. I wouldn't care if it was 3/20 or 4/15, anywhere in this range is good. The other issue was, with the spread of the task to the entire FZ, would it break up the zerg too much? The answer is that it did break it up, but I think we now have a series of smaller zergs that can develop. I ran with numerous sets of groups and found different levels of actions, no complaints there.

So let's get to the big one that everybody seems to have an issue with: Porting. If you don't like the porting, then you probably weren't in a situation where it was beneficial to you. You know what I saw yesterday? Solo Blademasters running around. Yeah, that wasn't going to happen when Cruachan and Collory were scoured by enemy groups and stealthers. Those BM's would be dead before they ever got near a task zone. But there they were, running around Breifine, because the port gave them a way to get engaged.

For me personally, as a Warden, the ports were interesting. Sometimes I'd port into a pile of Hibs and follow that zerg into battle. Other times I'd port to a flag and be all alone, just one guy trying to look tough and scare off the roaming groups (yeah, no, that never works). I could see there needing to be some adjustments to how the porting works, if it is unbalancing the tasks in such a way that the home or away team always wins. But I think some version of the porting needs to stay, and the flags bring an element of randomness to it. Port to the wrong flag and you get to greet the enemies that are about to retake it, all by yourself.

The change to make the tasks in all the FZ's for a realm at once is great. Even though I'm spending less time running through those zones due to the porting, it does still happen. Also, if I'm in Breifine and I want to poke my head into Emain I can, without losing out on anything. I don't sit and wait for the TP's to open up, when a task starts I start running. There do seem to be less stealthers trying to get me on the way there. However, I still got jumped near one of the keep tasks, and so did some other guy who made the bad decision of following me. Stealther 2, us 0, so that isn't much different. He did get us both solo though, was a lucky break and good timing.

Overall I have no complaints so far. My only quibble would be that there needs to be in-game info on the new turn-in items for RvR. Otherwise, thumbs up from me.
Mon 25 Feb 2019 4:12 PM by Laviski
overall good changes however.

porting is a problem - you have numerous people just doing the most basic ( which is dying) to get credit... you have tons of lowbies feeding the enemy realms rp's to get a chuck of rp's they couldn't get naturally.

I'd say leave in the porting in but increase the cost to have it enabled (or enemy realm costs more) and also create basic set criteria for getting credit (something that actually shows some effort in contributing to the realm rather than feed the enemy).
Mon 25 Feb 2019 5:05 PM by Laviski
ultimately more people are just afk for this new realm system.
easiest rp's made afk while playing other games or doing work.
Mon 25 Feb 2019 5:42 PM by Uthred
„Invasion of a realm“ - Update #2

Domination
Just being in the vicinity of a flag owned by your realm no longer grants participation points. The only way to get participation points for the domination objective is actively capturing a flag (ie being in the vicinity of a neutral / enemy flag).

Edit: Updated the first post.
Mon 25 Feb 2019 5:49 PM by Laviski
Uthred wrote:
Mon 25 Feb 2019 5:42 PM
„Invasion of a realm“ - Update #2

Domination
Just being in the vicinity of a flag owned by your realm no longer grants participation points. The only way to get participation points for the domination objective is actively capturing a flag (ie being in the vicinity of a neutral / enemy flag).

worthy update.
but also engaging enemy and dying shouldn't give credit either....
Mon 25 Feb 2019 5:50 PM by bigdaddyo
now just get rid of porting and you almost have a system that works, altho the old task system was better.
Mon 25 Feb 2019 5:54 PM by defiasbandit
Make it so only the invading realms can teleport. Instead of teleporting to the flags, make teleporting to the 4 center keeps. The invading realms can fight over the keeps at the start of the task so they can captute and teleport to them

The defending realm should never be able to teleport to the center zone. There should be way more objectives in the border keep zones. Capture points, mob kill tasks, treasure chests etc.. Right now players are just telelorting padt the border keep zones, and the action is flowing the wrong direction.

Having more objectives spread across the the center and border keep zones. Increase the gold and rp reward for turn ins. Make PvE farming a bigger aspect of the task.
Mon 25 Feb 2019 5:54 PM by imamo
you were all complaining about massive zergs and choke points. porting to flag is exactly preventing it.
old system was pushing 1 realm away for being far. this way rvr centralized in the middle map and 3 realms have same distance to run or port, which is awesome

it is really unpredictable non static rvr task system and far better than previous one.
Mon 25 Feb 2019 5:55 PM by Frigzy
Please step away from the top-down approach for RvR tasks.

https://forum.playphoenix.online/viewtopic.php?f=19&t=5724
Mon 25 Feb 2019 5:56 PM by defiasbandit
imamo wrote:
Mon 25 Feb 2019 5:54 PM
you were all complaining about zerg and choke points. porting to flag is exactly preventing it.
old system was pushing 1 realm away for being far. this way rvr centralized in the middle map and 3 realms have same distance to run or port, which is awesome

Defending realm should not be able to teleport.
Mon 25 Feb 2019 6:04 PM by imamo
defiasbandit wrote:
Mon 25 Feb 2019 5:56 PM
imamo wrote:
Mon 25 Feb 2019 5:54 PM
you were all complaining about zerg and choke points. porting to flag is exactly preventing it.
old system was pushing 1 realm away for being far. this way rvr centralized in the middle map and 3 realms have same distance to run or port, which is awesome

Defending realm should not be able to teleport.

let me tell you what will happen in that case,
ie. during albion invasion mids or hibs will camp penie-snow border(which is really narrow) and we will have same zerg smash in narrow passage like we had before. attackers will be constantly porting back, albs will have no chance to beat zerg because they have to run from keep and (probably way to pennie will be camped by stealthers) and die. this way defending will become almost impossible.
Mon 25 Feb 2019 6:06 PM by killenjr
Listening to the minority always worked so well for live
Mon 25 Feb 2019 6:07 PM by Zeus
I like the idea that porting to the invaded realm should only be possible to keeps owned by your realm.
Mon 25 Feb 2019 6:11 PM by defiasbandit
imamo wrote:
Mon 25 Feb 2019 6:04 PM
defiasbandit wrote:
Mon 25 Feb 2019 5:56 PM
imamo wrote:
Mon 25 Feb 2019 5:54 PM
you were all complaining about zerg and choke points. porting to flag is exactly preventing it.
old system was pushing 1 realm away for being far. this way rvr centralized in the middle map and 3 realms have same distance to run or port, which is awesome

Defending realm should not be able to teleport.

let me tell you what will happen in that case,
ie. during albion invasion mids or hibs will camp penie-snow border(which is really narrow) and we will have same zerg smash in narrow passage like we had before. attackers will be constantly porting back, albs will have no chance to beat zerg because they have to run from keep and (probably way to pennie will be camped by stealthers) and die. this way defending will become almost impossible.

Center keeps should be teleported to, not flags. Since the realm task would be in Albion, they would likely own all 4 of their keeps, meaning Hib and Mid would have to capture them in order to port.

Also, having more fights in Sauvage and Snowdonia is a good thing. You want to move players deeper into Alb frontier out of just Pennine.

You would have tons of objectives in Sauvage and Snowdonia, so that Albion would not be forced to run to the Pennine border, but rather complete objectives in their own backyard. Sauvage and Snowdonia are huge zones that would help spread out the population. Instead of Albion just running to Pennine, thry could run to the northwest corner of Snowdonia or Sauvage and complete objectives there.

The reason you don't want the defending realm to teleport is because the action then flows towards the portal zone and milegate choke points. The defending realm also has an advantage in capturing objectives in the center zone, meaning they will easily be able to skip the 2 border keep zones. The border keep zones are huge, and should have objectives so players fight there.
Mon 25 Feb 2019 6:18 PM by Liah
I think greys shouldnt be able to get any rps from the tasks.. If they get killed they don'tgive rps either.
Mon 25 Feb 2019 6:45 PM by chryso
It sounds like all of the players in this thread just want to screw over soloers.
No RPs for anything you can do solo!!!
Mon 25 Feb 2019 7:18 PM by Akopra
imamo wrote:
Mon 25 Feb 2019 5:54 PM
you were all complaining about massive zergs and choke points. porting to flag is exactly preventing it.
old system was pushing 1 realm away for being far. this way rvr centralized in the middle map and 3 realms have same distance to run or port, which is awesome

it is really unpredictable non static rvr task system and far better than previous one.

Not my case, i like zergs and choke points like MGs, i don't like only open field fights ^^ i think many say they want more 8v8, no zerg, but i really think zergs, smallman and solos are a part of DAoC, not just 8v8 like this patch cheer, and i think if the population decrease, we will be happy to have a system that don't split too much zergs... i understand they try to answer to the demand of people to split zergs with this patch yes, but i really think they will loose some people if they just speak to the 8v8 guys ^^

And after that, TPs are just used by teams of 8 to roam and kill TPers without taking the flag to have more TPers for free RPs, i think something have to be done against that for the less, and i'm not sure this last update just with the need to capture a neutral/ennemy flag is enough, for me until we have that TPs there will be this problem of RvR/McDo, just roaming flag to flag to collect afks at TPs
Mon 25 Feb 2019 7:28 PM by Pirhana7
What would I change:

There is at least an hour or longer break in between tasks where there is no current task.

For Invade the realm tasks:
Keep the turn in reward of branches, snow, ashes for caravans as its gets all the random people and even expers joining in and causing a lot of small skirmishes and players everywhere in the zone.
Remove flags and make it so you need to defend / capture a certain keep for half of the task rewards. Keep takes / defense is what made DAOC.
Remove the boss guardians *****BUT**** make them their own task that is separate from the invade tasks. Maybe the boss guardians tasks can start every 3 or 4 hours and make them random so the realms don't know which one it will be and cant be already at them for the starts. But they would be an exciting encounter if they were their own task.
Mon 25 Feb 2019 7:28 PM by defiasbandit
Border keep zones need more objectives. Defending realm should not be able to teleport, but rather there should be tons of objectives in their border keep zones. Change teleporting to keeps instead of flags in the center zone. Increase the rewards for turnins. Provide more stats and information on what each objective is worth, hoe much each player or realm is contributing, and how each realm is doing.

Here is a map of Forest Sauvage with New Objectives:

https://imgur.com/a/FWRqcmd
Mon 25 Feb 2019 8:27 PM by relvinian
I believe relic take disables porting. Right?

Now that taking a flag gives credit but camping it doesn't i think porting is fine.

Not everyone is a speed class. Also, scouts can go open a port for the invasion or defense.

I think stealthers and flags are now made for each other. Before being stealthed gave no credit.

Now it is time to get ur 5 ranger buddies and go camp a port area. Or clear the stealthers for ur realm.
Mon 25 Feb 2019 8:31 PM by PingGuy
The 3 minute wait when a relic is taken applies to the ports. It doesn't turn them off completely, just ports you right back to where you came from as soon as you land. Once the timer is up you can port normally. At least that's how it seemed to work for me.
Mon 25 Feb 2019 10:29 PM by SPNCatlee
defiasbandit wrote:
Mon 25 Feb 2019 6:11 PM
imamo wrote:
Mon 25 Feb 2019 6:04 PM
defiasbandit wrote:
Mon 25 Feb 2019 5:56 PM
Defending realm should not be able to teleport.

let me tell you what will happen in that case,
ie. during albion invasion mids or hibs will camp penie-snow border(which is really narrow) and we will have same zerg smash in narrow passage like we had before. attackers will be constantly porting back, albs will have no chance to beat zerg because they have to run from keep and (probably way to pennie will be camped by stealthers) and die. this way defending will become almost impossible.

Center keeps should be teleported to, not flags. Since the realm task would be in Albion, they would likely own all 4 of their keeps, meaning Hib and Mid would have to capture them in order to port.

Also, having more fights in Sauvage and Snowdonia is a good thing. You want to move players deeper into Alb frontier out of just Pennine.

You would have tons of objectives in Sauvage and Snowdonia, so that Albion would not be forced to run to the Pennine border, but rather complete objectives in their own backyard. Sauvage and Snowdonia are huge zones that would help spread out the population. Instead of Albion just running to Pennine, thry could run to the northwest corner of Snowdonia or Sauvage and complete objectives there.

The reason you don't want the defending realm to teleport is because the action then flows towards the portal zone and milegate choke points. The defending realm also has an advantage in capturing objectives in the center zone, meaning they will easily be able to skip the 2 border keep zones. The border keep zones are huge, and should have objectives so players fight there.

To be clear, what you're asking for here is more than just "don't let defending realm port". As the tasks currently stand just making that change would result in the choke points the previous poster listed. So the request is not "stop defending realm from porting", it's stop the defending realm from porting and overhaul tasks again.
So maybe give the devs a chance to work & tweak what they have before asking for another complete overhaul.
Mon 25 Feb 2019 10:41 PM by SPNCatlee
Laviski wrote:
Mon 25 Feb 2019 5:49 PM
Uthred wrote:
Mon 25 Feb 2019 5:42 PM
„Invasion of a realm“ - Update #2

Domination
Just being in the vicinity of a flag owned by your realm no longer grants participation points. The only way to get participation points for the domination objective is actively capturing a flag (ie being in the vicinity of a neutral / enemy flag).

worthy update.
but also engaging enemy and dying shouldn't give credit either....

Taking this out of the tasks would be very detrimental to soloers and many would stop coming out. Don't even answer with "well get a group then" because the are times people just want to solo. They shouldn't be penalized just because they can't win the fight or are killed enroute to the task areas & objectives by groups and stealthers camping routes. Running along and getting mezz, stun, nuke, nuke or stunned and meleed without a chance to get a spell or hit off shouldn't make you any less worthy of participation. You tried, and that should count.

Will this mean that some people will run out on purpose to die and then afk for their participation rps? Sure they will, that's the nature of people. But other players shouldn't be brought down because of that. And soloers deserve a chance at rps too. It does bring more people out to fight, and isn't that what we want?
Mon 25 Feb 2019 10:47 PM by defiasbandit
SPNCatlee wrote:
Mon 25 Feb 2019 10:29 PM
defiasbandit wrote:
Mon 25 Feb 2019 6:11 PM
imamo wrote:
Mon 25 Feb 2019 6:04 PM
let me tell you what will happen in that case,
ie. during albion invasion mids or hibs will camp penie-snow border(which is really narrow) and we will have same zerg smash in narrow passage like we had before. attackers will be constantly porting back, albs will have no chance to beat zerg because they have to run from keep and (probably way to pennie will be camped by stealthers) and die. this way defending will become almost impossible.

Center keeps should be teleported to, not flags. Since the realm task would be in Albion, they would likely own all 4 of their keeps, meaning Hib and Mid would have to capture them in order to port.

Also, having more fights in Sauvage and Snowdonia is a good thing. You want to move players deeper into Alb frontier out of just Pennine.

You would have tons of objectives in Sauvage and Snowdonia, so that Albion would not be forced to run to the Pennine border, but rather complete objectives in their own backyard. Sauvage and Snowdonia are huge zones that would help spread out the population. Instead of Albion just running to Pennine, thry could run to the northwest corner of Snowdonia or Sauvage and complete objectives there.

The reason you don't want the defending realm to teleport is because the action then flows towards the portal zone and milegate choke points. The defending realm also has an advantage in capturing objectives in the center zone, meaning they will easily be able to skip the 2 border keep zones. The border keep zones are huge, and should have objectives so players fight there.

To be clear, what you're asking for here is more than just "don't let defending realm port". As the tasks currently stand just making that change would result in the choke points the previous poster listed. So the request is not "stop defending realm from porting", it's stop the defending realm from porting and overhaul tasks again.
So maybe give the devs a chance to work & tweak what they have before asking for another complete overhaul.

Allowing the defending realm to port into the center zone is largely what is causing the overwhelming zerging. The two border keep such as Gorge and Collory are being bypassed right now due to defending realm teleporting. It would be better if instead of flags, the invading realms teleported to the center keeps they control. It would give the keeps a purpose in the center zones.

Since the defending realm won't be able to teleport, there will be tons of objectives they can do in the border kep zones. They don't need to run to Pennine. Here is an example of what Forest Sauvage could look like with new objectives.

Here is a map of Forest Sauvage with New Objectives:

https://imgur.com/a/FWRqcmd
Mon 25 Feb 2019 11:37 PM by Rayvn11
Why do we need tasks and incentives at all to go kill each other in the frontiers? Maybe if the pop was really low, but when the pop is healthy like it is.. just ditch tasks, etc, etc all together and let the players create the action.
Mon 25 Feb 2019 11:42 PM by defiasbandit
Rayvn11 wrote:
Mon 25 Feb 2019 11:37 PM
Why do we need tasks and incentives at all to go kill each other in the frontiers? Maybe if the pop was really low, but when the pop is healthy like it is.. just ditch tasks, etc, etc all together and let the players create the action.

Because then RvR is just a zergfest at Emain AMG with set 8mans dominating.
Mon 25 Feb 2019 11:55 PM by Chimosh
New game mode.

Turret defense mode.

Basically every animist camps flags with shrooms. eliminating small mans ability to participate without having to call to arms to help.
Tue 26 Feb 2019 12:03 AM by waffel
Chimosh wrote:
Mon 25 Feb 2019 11:55 PM
New game mode.

Turret defense mode.

Basically every animist camps flags with shrooms. eliminating small mans ability to participate without having to call to arms to help.

If only there were more than flags in the new task system. Like, imagine if there was more you could do?

Now, imagine an animist making shrooms at a flag for 60 minutes and getting no RPs cuz nobody comes near...
Tue 26 Feb 2019 5:18 AM by Sofely
I really miss the « old » task system which was very decent.

But unfortunatly a bunch of guys who have décided that its not good enough for them, have made staff doing this new wtf task system.

But we are lucky on one thing : Staff reacticity .. so lets chill a bit ! Things will change soon !
Tue 26 Feb 2019 6:31 AM by imamo
Akopra wrote:
Mon 25 Feb 2019 7:18 PM
imamo wrote:
Mon 25 Feb 2019 5:54 PM
you were all complaining about massive zergs and choke points. porting to flag is exactly preventing it.
old system was pushing 1 realm away for being far. this way rvr centralized in the middle map and 3 realms have same distance to run or port, which is awesome

it is really unpredictable non static rvr task system and far better than previous one.

Not my case, i like zergs and choke points like MGs, i don't like only open field fights ^^ i think many say they want more 8v8, no zerg, but i really think zergs, smallman and solos are a part of DAoC, not just 8v8 like this patch cheer, and i think if the population decrease, we will be happy to have a system that don't split too much zergs... i understand they try to answer to the demand of people to split zergs with this patch yes, but i really think they will loose some people if they just speak to the 8v8 guys ^^

And after that, TPs are just used by teams of 8 to roam and kill TPers without taking the flag to have more TPers for free RPs, i think something have to be done against that for the less, and i'm not sure this last update just with the need to capture a neutral/ennemy flag is enough, for me until we have that TPs there will be this problem of RvR/McDo, just roaming flag to flag to collect afks at TPs

i had a chance to test this new task system yesterday and found it more fun for solo, maybe for being different. i m playing scout and camping turn in merchant, flags, finding new ambush locations are way more enjoyable. you can counter many small scale zerg fights around to add and soloers runing around. i roamed flag to flag to look for lone target and had really good time.
i play solo all the time and first time i wanted to be in a rvr group as well, because it looks really ideal for groups to fight/roam. this is success of that new system i believe.
after a month or two i may get bored for sure.

i take this 'task change' as patches that we have in other live games. one patch changes meta, favors a hero, buffs one, nerfs one. you change your setup/gear/play style to adapt. after weeks/months another patch comes and you do most of things again. that breaks the routine of game.

we have different rvr task systems coded already, tested and put in our arsenal. we can switch it by monthly basis, we can combine task systems, build new ones around them easy.

i'd rather changing tasks in periods instead of static 'most ideal' task system to stay.
Tue 26 Feb 2019 8:57 AM by Uthred
There is a public voting about porting now --> https://forum.playphoenix.online/viewtopic.php?f=8&t=5859
Tue 26 Feb 2019 10:26 AM by Frigzy
Uthred wrote:
Tue 26 Feb 2019 8:57 AM
There is a public voting about porting now --> https://forum.playphoenix.online/viewtopic.php?f=8&t=5859

@Uthred, I love the work you guys put into the server and I believe everyone is trying to be as constructive as possible with their criticism, myself included.

But, porting or not porting is not the crux of the problem with the current system.

Essentially, the core issues boil down to two things really:

1. The task system suffocates player initiative. Instead of letting players choose their preferred way of defending their realm, they are now stuck between sticking to their own preference or chasing the task. People don't like being funneled like that. Most of us are adults, we can make our own choices. People want to feel respected in that.

You've already done this wonderfully with the passive PvE mob type tasks (kill 0/15 Elemental/Animal/Repitle/Giant/...). People don't feel limited here in any way because all their choices are equally supported. They are completely free to lay out their own gameplan to optimise their progress and the support they receive from those tasks because every task is equal to the next.

Ideally, the RvR tasks would resemble this type of implementation with optimal choice freedom.

2. Action is unnaturally concentrated in the task realm. This again has to do with allowing the player to choose, but also with the fact that it feels very arbitrary. We are told to "Invade realm X" every 60 minutes. Why? What does it bring to our realm? How does this contribute to our realm's prosperity? ... Well, it doesn't. Not in the least. There's really no point. People are just being funneled using the task reward carrot. However, there is zero tactical or strategic value in the actual task itself. Nobody cares who wins it either. It's completely soulless. It's a choice made for the players with zero meaning. Please considerer letting the players make their choices and apply their own meaning.


Finally, I think the task itself has some very good elements and is worth tweaking. However, it simply is not something that should be active 24/7.

What I would personally like to see is the player-based choice system described above and in my post on the RvR boards* BUT with the possibility of server-wide Invasion/Defense tasks triggering under certain conditions that are met by the accumulation of free player choices in RvR. These conditions could be taking several enemy keeps in succession for instance. At the same time when that server wide task is triggered, make it so the outcome actually matters. For instance a realm wide crafting speed bonus (until the next task is triggered), a feather drop bonus, a rog drop bonus ... Something that matters for the entire realm.

However, remove its current permanence and let self driven, free player choices trigger or not trigger this task. This way it will be truly fresh and engaging when it happens. Especially when there are real realmwide rewards for the victorious realm.

PS: I do think porting to keeps should be a possibility in some form or another in regular RvR, albeit under conditions.

* https://forum.playphoenix.online/viewtopic.php?f=19&t=5724
Tue 26 Feb 2019 11:02 AM by Uthred
"Invasion of a realm" - Update #3

Dominate
Increased the radius of "no enemies" next to a flag to enable the port. It is now a 4k radius.
Tue 26 Feb 2019 1:52 PM by lukedeavenport
Frigzy wrote:
Tue 26 Feb 2019 10:26 AM
Uthred wrote:
Tue 26 Feb 2019 8:57 AM
There is a public voting about porting now --> https://forum.playphoenix.online/viewtopic.php?f=8&t=5859


Finally, I think the task itself has some very good elements and is worth tweaking. However, it simply is not something that should be active 24/7.


I personally love the 24/7 realm invasion task, I log in, port to whichever zone is active atm and start finding small fights, group fights, and zergs. I'm a warrior, btw.

However, if there are a lot of people who dislike the realm task invasion as a whole, I think this is a pretty good compromise. Because I really don't want to see the realm invasion going away completely.

Thank you devs for everything you guys do. Me and my brother have been having a lot of fun playing DAoC again.
Tue 26 Feb 2019 4:22 PM by chryso
Invading realms being able to teleport directly to center zone and defending realm not able to teleport is too unbalanced in favor of the invaders.
Tue 26 Feb 2019 5:38 PM by defiasbandit
chryso wrote:
Tue 26 Feb 2019 4:22 PM
Invading realms being able to teleport directly to center zone and defending realm not able to teleport is too unbalanced in favor of the invaders.

It's not for a few reasons. The defending realm usually already owns the center keeps. There would be objectives in the border keep zone the defending realm would do. They could capture a flag in their border keep zone. Allowing only invaders to teleport to keeps would push the action into the border keep zones, and there would be RvR in the 2 border keep zones in addition to the center zone.

The invading realms would also be fighting eachother to secure keeps.
Tue 26 Feb 2019 6:02 PM by Tenny
Get rid of flag porting it's the worst!

What I wouldn't mind seeing is allowing defending realm to port to center zone keeps IF they own all center zone keeps.
Tue 26 Feb 2019 6:14 PM by defiasbandit
Tenny wrote:
Tue 26 Feb 2019 6:02 PM
Get rid of flag porting it's the worst!

What I wouldn't mind seeing is allowing defending realm to port to center zone keeps IF they own all center zone keeps.

That is the opposite of what we need. That would just make Emain a zergfest. The defending realm would port to the center, then run to the milegate zerg. We want the invading realms to teleport, and the defending realm to have no teleport.
Tue 26 Feb 2019 6:55 PM by chryso
Stealthers are the only ones who don't benefit from flag porting. They no longer have a choke point for soloers.
Tue 26 Feb 2019 7:10 PM by Freedomcall
chryso wrote:
Tue 26 Feb 2019 6:55 PM
Stealthers are the only ones who don't benefit from flag porting. They no longer have a choke point for soloers.

Well actually that was what i thought would happen, but i still see many solos running through mile gates.
And ports help me get to emain faster when defending Hib task is on.
I think porting makes less strategy and logics to 8man or zergs thou
Tue 26 Feb 2019 7:14 PM by defiasbandit
chryso wrote:
Tue 26 Feb 2019 6:55 PM
Stealthers are the only ones who don't benefit from flag porting. They no longer have a choke point for soloers.

Exactly. Stealthers want easy kills and to camp milegates. Another reason to vote yes.

Disabling porting for the defenders would let stealthers seek enemies in the border keep zones.
Tue 26 Feb 2019 7:44 PM by Freedomcall
I want to talk about keep take task.
I'm not sure why specific keep should be the only target to take/defend.
Can't it be all the keeps in 1 realm?

I think old keep take task itself wasn't bad at all.
The problem was you guys ordered all the players to attack/defense specific keep.
Deciding which keep to attack, and predicting which keep to defend was one of the important strategies in DAoC.
Offensive realm tried to deceive their movement to their target keep, and defensive realm tried to "read" it and arrive that keep beforehand.
Or fight out on their enemy's way.
But by designating specific keep, everything became predictable and everything became favorable to defensive realm.
No one wants to charge into the keep where enemy zergs are already sitting.
That is why everyone was sitting near keep in defensive realm, and became a suicide party for offensive realms.

So, don't designate a target keep. Just designate a realm, and give the players possibility and opportunity to make a choice which keep to attack in specific realm.
It can be the same realm with task realm, or another realm(ie. Invade Hibernia task, but Keep tasks for Albion at the same time)
I think by dividing task realm into two, all the centered populations in one realm would be reduced a bit(If some grps are aiming to do keep take task)

Well, just my 2 cents, but anyway I always think players should be able to make their strategy and decisions themselves unless it harms server.
Wed 27 Feb 2019 4:46 AM by Warlay
dont know, for me its totally zergfest with the new task system which i really dont like. I see myself playing less and less everyday and i also see a lot of ppl already quit/break. devs, we want the old system back not this strange system
Wed 27 Feb 2019 12:41 PM by Akopra
Warlay wrote:
Wed 27 Feb 2019 4:46 AM
dont know, for me its totally zergfest with the new task system which i really dont like. I see myself playing less and less everyday and i also see a lot of ppl already quit/break. devs, we want the old system back not this strange system

I don't find it's that zergy like many are saying now, the goal was to split zerg between all tasks of a realm together, and it worked for that even if me i prefer zergs and chokepoints... but after i totaly agree, for me the old tasks were better, i'd just do the change to randomize more the next zone/keep target like they did for keeps in that new tasks

But they work well, trying to find the best for the server, even if some can say they may have tried that in Beta, not live, so for sure there are mistakes and everything (imho fifa DAoC... TPs... for example), but i prefer that than a staff who never listen players, and i'm sure in the end we will be sastify by the system in majority

Anyway, i look forward to recross your road in RvR madam the shadowblade, maybe behind a keep like we did... when i will play again because of the remove of TPs in domination zone (what? Yes it's a bet... and a hope, or i stay crying alone :p)

Ako
Wed 27 Feb 2019 12:53 PM by Menfany
Warlay wrote:
Wed 27 Feb 2019 4:46 AM
dont know, for me its totally zergfest with the new task system which i really dont like. I see myself playing less and less everyday and i also see a lot of ppl already quit/break. devs, we want the old system back not this strange system
why you even go near the task area then?
I saw alot of 8man/small/solos staying or entering non-task area before or after the zerg arrive/left.. so there are already alternatives to the zerg.. and with the RRs raising tasks will get less and less efficent to get RP.. and more and more will spread out.
no need to call tasks a reason to stop playing.. you just failed to find a way to have fun so far..
Wed 27 Feb 2019 7:07 PM by Frigzy
Menfany wrote:
Wed 27 Feb 2019 12:53 PM
why you even go near the task area then?
I saw alot of 8man/small/solos staying or entering non-task area before or after the zerg arrive/left.. so there are already alternatives to the zerg.. and with the RRs raising tasks will get less and less efficent to get RP.. and more and more will spread out.
no need to call tasks a reason to stop playing.. you just failed to find a way to have fun so far..

This is the point. It's not fun to cripple your own character progression just so you can play the way you want. Both should go hand in hand. The current system is making it an either or story for many players. At some point they will get fed up getting funneled into this system and look for something else.
Fri 1 Mar 2019 7:32 AM by jhaerik
Warlay wrote:
Wed 27 Feb 2019 4:46 AM
dont know, for me its totally zergfest with the new task system which i really dont like. I see myself playing less and less everyday and i also see a lot of ppl already quit/break. devs, we want the old system back not this strange system

Same. All I do now is Afk lowbies in tasks zones to level them while watching tv.
Fri 1 Mar 2019 11:30 AM by Tritri
This new task mechanism helped spread the masses on the whole zone, but we have to admit it's still too crwoded in here

I would really like to see what would happen if we spread the tasks to at least one more realm. The only playstyle currently is zerging and it's getting annoying
Fri 1 Mar 2019 4:55 PM by Snoogy
So when is this going away do I can log again?
Fri 1 Mar 2019 5:25 PM by defiasbandit
The defending realm shouldn't be able to teleport. The whole point is to make the center zone the zerg zone, then players can travel to the Border Keep zones to find fights there. The defending realm has the option of doing objectives in their Border Keep Zones or joining the zerg objectives in the center zone.

If you let the defending realm teleport, then they will just teleport past the 2 border keep zones. This is mostly what is causing the zergfest in the center zones. In some tasks the defending realm controls all the teleports, and they are teleporting back into the center zone and running to milegates within a minute. The current realm task is mostly just zerging between a Milegate and the Center Zone. The issues are a combination of a lack of objectives spread across the center and border keep zones, and the ability for the defending realm to teleport.
Fri 1 Mar 2019 5:28 PM by defiasbandit
Map of Midgard border keep zones with new objectives.

https://imgur.com/a/29ucyza
Sat 2 Mar 2019 7:39 AM by jhaerik
Snoogy wrote:
Fri 1 Mar 2019 4:55 PM
So when is this going away do I can log again?

I feel about the say way to be honestly. Done a total of 2 nights of RvR since they changed it. Feels just beyond terrible.

So for now I'm just abusing the heck out of the Task system to level alts for when it's eventually changed again. Fun going from 39 to 42.5 in 45 minutes soloing.

Absolutely zero reason to group leveling now. So that's a plus. I guess.
Sat 2 Mar 2019 1:34 PM by jg777
jhaerik wrote:
Sat 2 Mar 2019 7:39 AM
Snoogy wrote:
Fri 1 Mar 2019 4:55 PM
So when is this going away do I can log again?

I feel about the say way to be honestly. Done a total of 2 nights of RvR since they changed it. Feels just beyond terrible.

So for now I'm just abusing the heck out of the Task system to level alts for when it's eventually changed again. Fun going from 39 to 42.5 in 45 minutes soloing.

Absolutely zero reason to group leveling now. So that's a plus. I guess.

Why is it a plus to have no reason to group when leveling? I’d say that’s quite the negative.

I’m leveling up as well, good time to switch realms since I don’t feel I’m missing out much on RvR at the moment. Thidranki was a nice breather of RvR for me.

I recommend something to encourage players to spread out in the Frontier zones. Another player recommended adding Agramon zone into the game, allowing players to go RvR there away from the masses but easily portable to the zone by all realms so easy to get into the action there. Interesting idea to me. I also really want to see Relic bonuses increased, keep defense/captures increased. We’ll see what the Phoenix staff does next!
Sat 2 Mar 2019 2:08 PM by Afuldan
jg777 wrote:
Sat 2 Mar 2019 1:34 PM
jhaerik wrote:
Sat 2 Mar 2019 7:39 AM
Snoogy wrote:
Fri 1 Mar 2019 4:55 PM
So when is this going away do I can log again?

I feel about the say way to be honestly. Done a total of 2 nights of RvR since they changed it. Feels just beyond terrible.

So for now I'm just abusing the heck out of the Task system to level alts for when it's eventually changed again. Fun going from 39 to 42.5 in 45 minutes soloing.

Absolutely zero reason to group leveling now. So that's a plus. I guess.

Why is it a plus to have no reason to group when leveling? I’d say that’s quite the negative.

I’m leveling up as well, good time to switch realms since I don’t feel I’m missing out much on RvR at the moment. Thidranki was a nice breather of RvR for me.

I recommend something to encourage players to spread out in the Frontier zones. Another player recommended adding Agramon zone into the game, allowing players to go RvR there away from the masses but easily portable to the zone by all realms so easy to get into the action there. Interesting idea to me. I also really want to see Relic bonuses increased, keep defense/captures increased. We’ll see what the Phoenix staff does next!

If the keep capture doesnt give more RP’s than afking at flags than noone will do them unless its to unlock df.
Sat 2 Mar 2019 2:47 PM by jg777
Afuldan wrote:
Sat 2 Mar 2019 2:08 PM
jg777 wrote:
Sat 2 Mar 2019 1:34 PM
jhaerik wrote:
Sat 2 Mar 2019 7:39 AM
I feel about the say way to be honestly. Done a total of 2 nights of RvR since they changed it. Feels just beyond terrible.

So for now I'm just abusing the heck out of the Task system to level alts for when it's eventually changed again. Fun going from 39 to 42.5 in 45 minutes soloing.

Absolutely zero reason to group leveling now. So that's a plus. I guess.

Why is it a plus to have no reason to group when leveling? I’d say that’s quite the negative.

I’m leveling up as well, good time to switch realms since I don’t feel I’m missing out much on RvR at the moment. Thidranki was a nice breather of RvR for me.

I recommend something to encourage players to spread out in the Frontier zones. Another player recommended adding Agramon zone into the game, allowing players to go RvR there away from the masses but easily portable to the zone by all realms so easy to get into the action there. Interesting idea to me. I also really want to see Relic bonuses increased, keep defense/captures increased. We’ll see what the Phoenix staff does next!

If the keep capture doesnt give more RP’s than afking at flags than noone will do them unless its to unlock df.

Yes, keep defense and captures should be worth more in my opinion.
Sat 2 Mar 2019 7:37 PM by Rayvn11
jg777 wrote:
Sat 2 Mar 2019 1:34 PM
jhaerik wrote:
Sat 2 Mar 2019 7:39 AM
Snoogy wrote:
Fri 1 Mar 2019 4:55 PM
So when is this going away do I can log again?

I feel about the say way to be honestly. Done a total of 2 nights of RvR since they changed it. Feels just beyond terrible.

So for now I'm just abusing the heck out of the Task system to level alts for when it's eventually changed again. Fun going from 39 to 42.5 in 45 minutes soloing.

Absolutely zero reason to group leveling now. So that's a plus. I guess.

Why is it a plus to have no reason to group when leveling? I’d say that’s quite the negative.

I’m leveling up as well, good time to switch realms since I don’t feel I’m missing out much on RvR at the moment. Thidranki was a nice breather of RvR for me.

I recommend something to encourage players to spread out in the Frontier zones. Another player recommended adding Agramon zone into the game, allowing players to go RvR there away from the masses but easily portable to the zone by all realms so easy to get into the action there. Interesting idea to me. I also really want to see Relic bonuses increased, keep defense/captures increased. We’ll see what the Phoenix staff does next!

Feel the same way, was away for a week and finally tried the new task system last night. Wasn't much fun honestly, it's just zergs face planting into each other. I am all for multi group battles, but with a purpose and something worth fighting over.

Would love to see a weekend of zero tasks just to see how it goes, just not seeing the need for it with such a good population. There are enough people on to let the 8v8 pop do their thing and the multi group zergs to do their thing, etc etc.
Sat 2 Mar 2019 10:07 PM by Fooj Fujiyama
The task system is unfair due to mids having way way more people at any given time, this current system isn't sustainable in terms of balanace. It clearly beneefits the people who always have way more people zerging everything in rvr. The solo game here is about as dead as uthgards. Any word from devs on trying to make the game better for anyone besides just people who enjoy zerg?
Sun 3 Mar 2019 8:14 AM by Dariussdars
Fooj Fujiyama wrote:
Sat 2 Mar 2019 10:07 PM
The task system is unfair due to mids having way way more people at any given time, this current system isn't sustainable in terms of balanace. It clearly beneefits the people who always have way more people zerging everything in rvr. The solo game here is about as dead as uthgards. Any word from devs on trying to make the game better for anyone besides just people who enjoy zerg?

Population is actually pretty well split three ways. /Serverinfo confirms such. Mids do not have a huge population advantage.
Sun 3 Mar 2019 11:01 AM by Akopra
Now the patch is avaible for 1 week approx, so we can begin to see things in stats maybe :

https://unixgeek.com/phoenix.html

Before this patch we see the population was incrasing a bit every week, and it seems in the graphic this week is the 1st little decrease (1st Wednesday under 3k2 without the 2 first weeks, 1st saturday under 3k4 without 2 first weeks) without last week end during tests of this patch.

I don't want to take too early conclusion and i don't know if it's mostly because of this patch, the normal life of the server or others reasons but i think we have to see that

Ako
Sun 3 Mar 2019 10:23 PM by defiasbandit
Akopra wrote:
Sun 3 Mar 2019 11:01 AM
Now the patch is avaible for 1 week approx, so we can begin to see things in stats maybe :

https://unixgeek.com/phoenix.html

Before this patch we see the population was incrasing a bit every week, and it seems in the graphic this week is the 1st little decrease (1st Wednesday under 3k2 without the 2 first weeks, 1st saturday under 3k4 without 2 first weeks) without last week end during tests of this patch.

I don't want to take too early conclusion and i don't know if it's mostly because of this patch, the normal life of the server or others reasons but i think we have to see that

Ako

Today was the 2nd highest population day ever.
Sun 3 Mar 2019 11:01 PM by Akopra
defiasbandit wrote:
Sun 3 Mar 2019 10:23 PM
Today was the 2nd highest population day ever.

Not at all, just the 1st and 2nd sundays were under before the little increase i told (because sure Sunday is the most played day, we can just compare with other sundays), it's the 4th, approx same with the 2 last weeks to be more accurate
Sun 3 Mar 2019 11:26 PM by defiasbandit
Akopra wrote:
Sun 3 Mar 2019 11:01 PM
defiasbandit wrote:
Sun 3 Mar 2019 10:23 PM
Today was the 2nd highest population day ever.

Not at all, just the 1st and 2nd sundays were under before the little increase i told (because sure Sunday is the most played day, we can just compare with other sundays), it's the 4th, approx same with the 2 last weeks to be more accurate

It's 3896 according to https://unixgeek.com/phoenix.html
Mon 4 Mar 2019 12:01 AM by Akopra
defiasbandit wrote:
Sun 3 Mar 2019 11:26 PM
It's 3896 according to https://unixgeek.com/phoenix.html

Yes yes mister "i like my posts" ^^ so it's the 4th like i said (27/01, 03/02 and 10/02 are above if it's too hard to read a graphic) near to be the 6th

Edit because i don't wanna flood the topic just to show a guy he does a mistake :
27/01 : 3904
03/02 : 3966 (the only that appears in clear number today, that's why you do the mistake i think, you didn't see all the numbers don't appear )
10/02 : 4050
Mon 4 Mar 2019 12:07 AM by defiasbandit
Akopra wrote:
Mon 4 Mar 2019 12:01 AM
defiasbandit wrote:
Sun 3 Mar 2019 11:26 PM
It's 3896 according to https://unixgeek.com/phoenix.html

Yes yes mister "i like my posts" ^^ so it's the 4th like i said (27/01, 03/02 and 10/02 are above if it's too hard to read a graphic) near to be the 6th


You can't read the graphic.

Ako.
Mon 4 Mar 2019 12:38 AM by defiasbandit
Akopra wrote:
Mon 4 Mar 2019 12:01 AM
defiasbandit wrote:
Sun 3 Mar 2019 11:26 PM
It's 3896 according to https://unixgeek.com/phoenix.html

Yes yes mister "i like my posts" ^^ so it's the 4th like i said (27/01, 03/02 and 10/02 are above if it's too hard to read a graphic) near to be the 6th

Edit because i don't wanna flood the topic just to show a guy he does a mistake :
27/01 : 3904
03/02 : 3966 (the only that appears in clear number today, that's why you do the mistake i think, you didn't see all the numbers don't appear )
10/02 : 4050


Yeah I know. I am just trying to reassure the playerbase.
Mon 4 Mar 2019 10:58 AM by Uthred
Invasion of a realm - Update #4

The next update will change the following:

Domination
After release, you will not be able to port for 2 mins. When clicking the porter, you will see a countdown that tells you when the 2min timer is over. In addition all players below level 40 will not be able to use the porter anymore. If you are below 40 and want to participate you have to run.

Items turned in
The supply masters in Hibernia will be moved out of the thimble/silo.

Champion of the Grove/Lady of Albion/Beastmaster of Midgard
The feather reward has been increased massively. You will now get about 5000 feathers each if you kill it with 50 players. This will change if you kill it with less/more players.

On a sidenote:
These changes are the first of some more changes to come about tasks. We read all your comments and ideas about tasks in general and about teleporting. As the voting is more or less even split between yes and no, the mentioned changes above are a first way of finding a compromis as it seems about half the players would like to keep the porting while the other half would like to remove it.

Expect further changes to come, especially about keeps and making them more attractive to raid and to defend.
Mon 4 Mar 2019 11:08 AM by jg777
Great news to hear and look forward to the keep capture/defend changes!
Mon 4 Mar 2019 11:26 AM by Chimosh
Uthred wrote:
Mon 4 Mar 2019 10:58 AM
Invasion of a realm - Update #4

The next update will change the following:

Domination
After release, you will not be able to port for 2 mins. When clicking the porter, you will see a countdown that tells you when the 2min timer is over. In addition all players below level 40 will not be able to use the porter anymore. If you are below 40 and want to participate you have to run.


TYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTYTY x infinity..
Mon 4 Mar 2019 12:09 PM by Sepplord
The changes all seem reasonable and improvements to the current system, but regarding the teleportation system i don't see how this is a compromise bettwen the two factions of pro/contra teleporting. It doesn't change anything in "big boy RvR" regards.

Don't get me wrong, it fixes loads of small problems the current system has:
-instant-rezzes to rejoin fights near flags
-too easy participation for lowlevels (effort <-> reward ratio was too big)
-realmbosses being mostly ignored
-hibernia siege masters being deathtraps

But regarding the general topic of the teleportationsystem it doesn't feel like anything got changed at all, which feels far from a compromise to me. Having the community split so evenly about the topic makes decision making really hard, and i don't envy that position. I have no better solution though, i am not blaming. Just giving the feedback that it felt bad to me when i read that these changes are seen as a compromise between not porting and porting.
Mon 4 Mar 2019 12:33 PM by Mac
Uthred wrote:
Mon 4 Mar 2019 10:58 AM
Invasion of a realm - Update #4

The next update will change the following:

Domination
After release, you will not be able to port for 2 mins. When clicking the porter, you will see a countdown that tells you when the 2min timer is over. In addition all players below level 40 will not be able to use the porter anymore. If you are below 40 and want to participate you have to run.

Items turned in
The supply masters in Hibernia will be moved out of the thimble/silo.

Champion of the Grove/Lady of Albion/Beastmaster of Midgard
The feather reward has been increased massively. You will now get about 5000 feathers each if you kill it with 50 players. This will change if you kill it with less/more players.

On a sidenote:
These changes are the first of some more changes to come about tasks. We read all your comments and ideas about tasks in general and about teleporting. As the voting is more or less even split between yes and no, the mentioned changes above are a first way of finding a compromis as it seems about half the players would like to keep the porting while the other half would like to remove it.

Expect further changes to come, especially about keeps and making them more attractive to raid and to defend.
All good changes Uthred /salute the team. One more huge change and we've got something that works for most.

Instead of porting to flags, port to the keeps.
Mon 4 Mar 2019 12:41 PM by Frigzy
Uthred wrote:
Mon 4 Mar 2019 10:58 AM
Invasion of a realm - Update #4

The next update will change the following:

Domination
After release, you will not be able to port for 2 mins. When clicking the porter, you will see a countdown that tells you when the 2min timer is over. In addition all players below level 40 will not be able to use the porter anymore. If you are below 40 and want to participate you have to run.

Items turned in
The supply masters in Hibernia will be moved out of the thimble/silo.

Champion of the Grove/Lady of Albion/Beastmaster of Midgard
The feather reward has been increased massively. You will now get about 5000 feathers each if you kill it with 50 players. This will change if you kill it with less/more players.

On a sidenote:
These changes are the first of some more changes to come about tasks. We read all your comments and ideas about tasks in general and about teleporting. As the voting is more or less even split between yes and no, the mentioned changes above are a first way of finding a compromis as it seems about half the players would like to keep the porting while the other half would like to remove it.

Expect further changes to come, especially about keeps and making them more attractive to raid and to defend.

This is disappointing to read to be honest.

The crux of the matter is not "can we improve this task?", but "is this task really how we want DAoC RvR to be?".

Can we please, please have a Dev response on what your reasoning is behind the task in the first place and what your vision for DAoC RvR is?

The response up till now is disappointing to me because it's completely oblivious to the fundamental criticism that has been made regarding the tasks.

What about the psychological effect of carrot and stick which funnels players into a playstyle they don't enjoy in the first place?
What about the unnecessary concentration of action into one realm?
What about porting to keeps?

Please don't avoid the elephant in the room, we know where that leads....
Mon 4 Mar 2019 12:47 PM by keen
Lets see how that change works out. To me this sounds like shutting down the porters. Who is gona wait 2min if there is insta action at the mile gates.
Mon 4 Mar 2019 12:57 PM by gruenesschaf
Frigzy wrote: This is disappointing to read to be honest.

The crux of the matter is not "can we improve this task?", but "is this task really how we want DAoC RvR to be?".


What about the psychological effect of carrot and stick which funnels players into a playstyle they don't enjoy in the first place?

Tasks may change, even considerably, but the carrot they represent will remain.
If you don't like to take part in that playstyle maybe go to another zone and find people who also don't like it? If there is a big disagreement with the nature of the tasks and the resulting play style another zone should be booming but apparently people prefer the small and dimishing bonus rp over playing how they say they'd like to play.

Frigzy wrote: What about the unnecessary concentration of action into one realm?
Yes, no tasks would resolve this as the action would absolutely not be basically exclusively in emain.
Mon 4 Mar 2019 1:32 PM by Keeto
gruenesschaf wrote:
Mon 4 Mar 2019 12:57 PM
Frigzy wrote: This is disappointing to read to be honest.

The crux of the matter is not "can we improve this task?", but "is this task really how we want DAoC RvR to be?".


What about the psychological effect of carrot and stick which funnels players into a playstyle they don't enjoy in the first place?

Tasks may change, even considerably, but the carrot they represent will remain.
If you don't like to take part in that playstyle maybe go to another zone and find people who also don't like it? If there is a big disagreement with the nature of the tasks and the resulting play style another zone should be booming but apparently people prefer the small and dimishing bonus rp over playing how they say they'd like to play.

Calling it a small and *diminishing bonus to rp is quite the understatement. And people are greedy. It's never gonna change, no matter how ruined the rvr is gonna be due to the task stuff.

Well maybe I am wrong. Maybe people will stop following the taskzerg once they have a decent realm rank. Let's hope so.
Mon 4 Mar 2019 1:42 PM by gruenesschaf
For anyone but the casual zerg, who the intended target audience is, It is a small and dimishing rp bonus. In an about rr6 group it's around 2k / hour extra which is almost nothing.
Mon 4 Mar 2019 1:45 PM by Frigzy
gruenesschaf wrote:
Mon 4 Mar 2019 12:57 PM
Tasks may change, even considerably, but the carrot they represent will remain.
If you don't like to take part in that playstyle maybe go to another zone and find people who also don't like it? If there is a big disagreement with the nature of the tasks and the resulting play style another zone should be booming but apparently people prefer the small and dimishing bonus rp over playing how they say they'd like to play.

This goes against basic human psychology and the law of least effort. It's just not realistic.

Yes, there is a large part of the playerbase that does not like the carrot and stick effect of the task. Yes, most of them STILL chase the carrot.

Two reasons:
1. The carrot is still juicy. Everybody likes juicy carrots and will sacrifice something (their preferred playstyle) to get it.
2. Sacrificing the carrot instead of the preferred playstyle goes against the law of least effort and thus results in the VAST majority of players to chase the carrot. This amount of players attracts more players and effectively sucks the other zones dry.

The system is creating a double barrier for people to play the way want to play and as a result, effectively funnels them into the carrot chase.

You can not expect players to collectively overcome that barrier on a consistent basis. This is just not how decisionmaking works.

You can get away with this for a while, but in the long term, people will start to resent it more and more. This should be a big red flag for server sustainability!

gruenesschaf wrote:
Mon 4 Mar 2019 12:57 PM
Yes, no tasks would resolve this as the action would absolutely not be basically exclusively in emain.
This reply is a bit worrisome to be honest. What you are really communicating is that you are now invested in the task system you have created and that there is no possible alternative.

Nobody knows what happens on a 3.5k player server in 2019 without tasks. Nobody. You have the power to test it though...

Look, we get is, you've invested a lot of time and effort into these tasks. Theorycrafting them, refining them, testing, reading feedback, inventing new ideas etc etc. I don't think the playerbase wants you to completely throw all that into the bin. We do respect your efforts to create a fun RvR environment and we completely support you in your attempts to get there.

However, let me ask you one thing. Please do not refrain from necessary critical decisions because of invested effort (sunk cost fallacy). This leads only to demise. Yes, it takes more guts to do so, but it is worth it.

I don't think anyone expects you to get it right the first, second, third or even fourth time, but we do hope you keep the most important goal in mind; fun, true DAoC RvR fit for a 2019 playerbase's needs.

What worries me in this response is that you've seemingly already given up on the goal in favor of your invested efforts. I hope I am mistaken.
Mon 4 Mar 2019 1:58 PM by gruenesschaf
Frigzy wrote: Nobody knows what happens on a 3.5k player server in 2019 without tasks. Nobody. You have the power to test it though...
We know what happened in 2017 though and I'd say there is no need to test it again for that simple reason.
Mon 4 Mar 2019 1:58 PM by vanillaface
Switch the timer to 3mins like the relic and you have me over!
Mon 4 Mar 2019 2:12 PM by Frigzy
gruenesschaf wrote:
Mon 4 Mar 2019 1:58 PM
We know what happened in 2017 though and I'd say there is no need to test it again for that simple reason.

Any response to the relevant part of my reply?
Mon 4 Mar 2019 2:17 PM by gruenesschaf
That you accuse us of holding on to it because of sunk effort instead of holding onto it because it does precisely what it is supposed to do, which is facilitate rvr action and making casuals come out while not having it exclusively in emain?

Or that people actually don't care about 8v8 but just rp/hour and hence any incentive for pugs to go to a zone is automatically where 8v8 people will be to find their challenging 8vpugs?
Mon 4 Mar 2019 2:20 PM by keen
At least I have a blast so far on the server and I guess many more do as well.
Ppl who are happy don't complain, ppl who are not satisfied are noisy, that's also human in regards to your psychology post.
Mon 4 Mar 2019 2:21 PM by Tritri
Please do something about tasks in EU Prime time, please x)

I don't mind to zerg sometimes, yes it's fun to have a chaotic fight, but I really would like to have ... something else... sometimes ... x)

The number of challenging fights where your decisions actually matter is getting insanely low, not just 8v8 but smallman aswell

There is nothing other than zerg everywhere at EU prime time


Do something, test something even if it's for one day, even if it's for one hour...
Mon 4 Mar 2019 2:22 PM by gruenesschaf
I personally don't care about the shape or form of the task just the result and right now it achieves the result even though I'd prefer more random keep raids to happen and that those don't happen is actually rather surprising to me considering that, as long as you do it in the task realm, there is exactly zero downside to raiding as every single action you take against the keep doors or guards or defender / attacker near a keep also counts towards the task, by raiding you'd basically be double dipping into both, the keep reward and the invasion reward. But apparently OF keep taking is really interesting, who would have thought.
Mon 4 Mar 2019 2:34 PM by Tavi
keen wrote:
Mon 4 Mar 2019 2:20 PM
At least I have a blast so far on the server and I guess many more do as well.
Ppl who are happy don't complain, ppl who are not satisfied are noisy, that's also human in regards to your psychology post.

The so called "not satisfied" ppl are also the ones that have every day 6+ hours of played time.

OT: great changes into the right direction, even though I am not a fan of the porting system.
Mon 4 Mar 2019 3:06 PM by dante`afk
Incentives to rvr in non-task zones please.

stop putting 3k players into a zone of a size of a shoe.
Mon 4 Mar 2019 4:17 PM by MiNDmaZing
Would be good to make the supply master model as a ogre / firbolg / troll... sometimes its beeing hard to drop items if there are 20 trolls standing onto the npc 😂

EU prime time, what about doing 2 tasks in different realms from 5pm to 11pm. But without jumping between the realms, so you have to decide where you wanna go this one task hour. Maybe a defensive route by defending your realm or offensive and invade.
Mon 4 Mar 2019 5:54 PM by defiasbandit
We all appreciate the task updates, but these changes don't really do much. The feather change on the bosses is good.

The issue with the task system is that the defending realm can teleport across the task frontier. The defending realm typically has an advantage in terms of securing flags, and adding a 2 minute timer does nothing to keep them from ultimately teleporting.

The RvR is so repetitve and zergy in the task zone, because the defending realm just teleports past the 2 border keep zones. This makes half the frontier empty. The defending realm ends up teleporting to the center zone and makes the RvR a nonstop zergfest in one zone. There could more objectives in the border keep zones to give players reasons to roam.

Nobody bothers taking keeps, because the flags are the objectives that matter. Why do the flags even exist? Why not just make players teleport to Keeps in the center zone instead?

As long as the defending realm can teleport the task system will be a mess.
Mon 4 Mar 2019 6:55 PM by Roto23
How about keep the flags. Make each flag associated to a keep. So that's 4 flags. You can only port to keeps if you own the keep and it's associated flag. So it would be difficult to take a keep without first talking its flag, since defenders would just port back in. This makes keeps more important
Mon 4 Mar 2019 7:31 PM by semadin
gruenesschaf wrote:
Mon 4 Mar 2019 2:22 PM
I personally don't care about the shape or form of the task just the result and right now it achieves the result even though I'd prefer more random keep raids to happen and that those don't happen is actually rather surprising to me considering that, as long as you do it in the task realm, there is exactly zero downside to raiding as every single action you take against the keep doors or guards or defender / attacker near a keep also counts towards the task, by raiding you'd basically be double dipping into both, the keep reward and the invasion reward. But apparently OF keep taking is really interesting, who would have thought.

It is quite surprising that people don't take advantage of this.

Maybe just some clearer communication/description in game on the rewards of keep battles?

I think most people don't realize there are feathers to be had as well (though maybe the feather reward doesn't scale enough for time/effort?)
Mon 4 Mar 2019 8:14 PM by Laviski
defiasbandit wrote:
Mon 4 Mar 2019 5:54 PM
Nobody bothers taking keeps, because the flags are the objectives that matter. Why do the flags even exist? Why not just make players teleport to Keeps in the center zone instead?



This, possibly make the rp payout depending on how many of the center 4 keeps is owned. Yes the home side has advantage at start of hour but so does each of the realm when it cycles over). Keep raids may be started in the other realms before the invasion ends in the other, as such may split the zergs.

To the main point though teleporting vote has still the majority to remove.
Mon 4 Mar 2019 9:23 PM by florin
I’m positive that putting a timer on gameplay will be as unpopular as the relic timer. It’s bad game making full stop. Being interested in only the result is short sighted, because as mentioned people will play along until their resentment reaches a point that they will simply not log in. Now something not being grasped is that these tasks are targeted to players who do not lead bgs, 8v8, or likely even solo. They are the auto zerg leader designed to focus the unorganized. So a response that that these people should simply go elsewhere is rediculous. The benefit of the task system is focusing action so that fights are frequent - why artificially limit them? Ps we don’t really care about the double dipping inflated rps. It’s insane we have people heading to RR10. We want engaging fights, in the spirit of the game, without the inherent imbalance of realm population. Can we focus on experience and not the end result? Simply flabbergasted.
Mon 4 Mar 2019 9:39 PM by Dragian
My simply thoughts.

I love the task system I think it has a great purpose. Having it only in one zone has helped me level a lowbie very quickly because I am just able to follow a zerg and staff/hit one person. My friends and I were able to get 25 people killed task complete by doing this, which is insane at level 30 or below in RvR.

I think the flags and porting needs to be changed, but not eliminated completely, I love the idea of Keeps being the flag.

Maybe allow porting into the keep if it is not under siege, this is still dangerous though because while my group is on Keep A, you could technically still port to keeps B, C, and D then come behind and attack in a large force, rather than having to run all the way out from a BK. I think this method would be great but require a lot of time and discussing with Developers.

I 100% back the idea of having multiple task's running in Multiple Zones. This will certainly Thin out the Herd, and give people wanting to do 8's a chance...maybe... I don't know what these task's would consist of though, Maybe Keep Captures in Alb, Invade BK zones in Mid and Invade Emain in Hib all running at once.

My only real complaint about the current system is the fact that after this server being up only a short period of time, that anyone is already above RR7. As of this post 152 people are at RR7 or above.

However when you really think about 4k people and only 152 are above that number its really not that bad..the XP boost is a major reason why people are so far ahead in RVR at this point.

I'm not sure that any of my post is helpful at all but This server is actually very Refreshing for me and has be addicting to a game that I spent a majority of my childhood playing.
Tue 5 Mar 2019 4:50 AM by defiasbandit
Teleporting to Keeps instead of Flags:

    Invading realms will teleport to the 4 center keeps instead of the flags. The invading realms can now battle over the center zone keeps at the start of the task to secure teleports. This is more in the spirit of Dark Age of Camelot.


Invader Teleporting Only:
    Allow only the invading realms to teleport to keeps. The defending realms will need to run from their border keeps. This will create more action in the Border Keep zones, and the action will flow from the portal zones towards the border keep zones instead of vice versa. It will spread the action into two more zones than just the center zone.


Objectives in Border Keep Zones:
    Add tons of new objectives to the border keep zones, so that the defending realm can choose to complete those instead of running to the center zone. In order to compensate for removing teleporting for the defending realm, they will now have objectives in their two border keep zones, which they can complete and earn realm task score. The invading realms will now be able to contest objectives that are spread out across the two border keep zones. New capture points that scale down based on group size. Treasure chests hidden across the zones that have 1,000 soil,snow, or branches.

    Here is a map of Forest Sauvage with New Objectives:

    https://imgur.com/a/FWRqcmd



Action Across 3 Frontier Zones:

https://imgur.com/a/PphjV4t
Tue 5 Mar 2019 6:18 AM by Chimosh
Worst day out in RvR yet. Couldn't get a clean fight. Not that I am looking for clean fights, but they did occur. The result was just giving up and zerg serfing.

The zerging is insane. I think the task system with the current pop is flawed.

You claim to support all playstyles.

But you dont.

The task system invites everyone into one zone, there is only one playstyle with that many people in a single area, zerg zerg zerg.

I tried to do other frontiers that task was not in. But its a ghost town. Forcing people who do not want to do it, in having to do.

I dunno how to remedy this.
Tue 5 Mar 2019 9:57 AM by Uthred
Invasion of a realm - Update #5

We will add the following changes within the next two updates:

Before i start, I would like to remind you why we implemented tasks. It was for two main reasons:
1. Get as many players as possible to take part in rvr
2. Provide a realmrank catch up mechanic

With the current numbers that are playing on Phoenix, it does get very zergy at some points of the day. Also one major objective of Daoc, taking keeps and defeding them, was neglected. To spread out the zerg a little further and to incentive players, that would like to avoid the zerg, every frontier zone now counts towards participation if you are killing players or if you are taking a keep.

To make keep taking/defending further important, a new kill task will be added, the "Kill creatures in Darkness Falls" task. If you are in xping in df, you will now have 4 tasks at once.

Also a new personal (daily) task will be added: "Raid keeps" which counts the keeps you raided per day. It will reset like all the other personal tasks at midnight utc.

The daily feather bonus for taking/defending a keep has been increase from 500 to 1000.

Every keeplord and caravan is now dropping one Phoenix Claw to every player that helps killing him.
Tue 5 Mar 2019 10:03 AM by Tritri
So if I'm getting this right, the task will still be on one zone (so the flags will be one one zone and the items drops aswell))

But killing people and taking keeps on other zones will grant completion of the task anyway.

I'd wager you get a less rp in the 'secondary' zone

So if task is on hib, you can go and kill people on mid, you'll get task credit, but no bonus for flag and no item drops.


Right ?
Tue 5 Mar 2019 10:17 AM by egidorp
Great job on keep updating the task system its on the good way. if i can suggest something.

if you add 10% reward bonus rp on killing where the invasion is not. all the team 8v8 oriented will play the game for sure.

exemple : invasion is on Hibernia , 10% reward kill on Mid and alb frontier zone.
Tue 5 Mar 2019 10:40 AM by Mac
Uthred wrote:
Tue 5 Mar 2019 9:57 AM
Invasion of a realm - Update #5

We will add the following changes within the next two updates:

Before i start, I would like to remind you why we implemented tasks. It was for two main reasons:
1. Get as many players as possible to take part in rvr
2. Provide a realmrank catch up mechanic

With the current numbers that are playing on Phoenix, it does get very zergy at some points of the day. Also one major objective of Daoc, taking keeps and defeding them, was neglected. To spread out the zerg a little further and to incentive players, that would like to avoid the zerg, every frontier zone now counts towards participation if you are killing players or if you are taking a keep.

To make keep taking/defending further important, a new kill task will be added, the "Kill creatures in Darkness Falls" task. If you are in xping in df, you will now have 4 tasks at once.

Also a new personal (daily) task will be added: "Raid keeps" which counts the keeps you raided per day. It will reset like all the other personal tasks at midnight utc.

The daily feather bonus for taking/defending a keep has been increase from 500 to 1000.

Every keeplord and caravan is now dropping one Phoenix Claw to every player that helps killing him.
All good changes! You folks on Phoenix staff are amazingly quick to react to features the player base doesn't like. /salute
Tue 5 Mar 2019 11:06 AM by Chimosh
So I am guessing that task reward applies to all zones not just task area? But task area only has teleportation?

I guess I will see you all in emain.... all day
Tue 5 Mar 2019 11:07 AM by Chimosh
Can you revert changes you made to the relic system and restore it back to classic.

Classic bonus and that the relics are kept in relic keeps.

They are far too easy to take back to make the investment worth taking them.
Tue 5 Mar 2019 11:29 AM by Miralaluna
Another thoughtful implementation... thanks again for providing us with the root of your thoughts behind the changes that you implement. Transparency raises understanding. :-)

Food for the thought...
One thing that has been lingering in my head is the fact that a lot of low level players (tagged grey) run around in the frontier zone in order to obtain realm points which is fine with me. But taking a look at the battlegrounds (Thidranki, Abermenai, Caledonia), I see a development that creates an inconsistency in game dynamics.

It is great that everyone can obtain realm points - no matter the level or constellation that they are in. It simply is a pity that - due to the realm tasks - a lot of players tend to prefer the quick solution by engaging in the frontier zone, instead of porting to the battle grounds.

I would find it more suitable to restrict the realm tasks to the ones who are NOT tagged grey for a lvl 50 player. That way, people would go back to frequenting the battle grounds (Thidranki, Abermenai, Caledonia) causing more action in those. I hardly ever see real action in the battle grounds.

After all, one of the reasons why battlegrounds were established were that people not only get accustomed to PvM but also RvR. It is a good training camp for your character, learning how to react to the different adversaries that you may face in the frontier zones. So once you hit lvl 50, you do have a bit of experience on how to handle your character best in RvR.

I would much appreciate you considering this - especially knowing that there are at least some players that seem to agree with my thought on this.
Tue 5 Mar 2019 11:33 AM by Muradin
I like these changes alot, the df change is understandable, have to give the realm holding df an advantage, but too much of an advantage. This system also might solve the issue of using the Porter's.
Tue 5 Mar 2019 12:21 PM by jg777
A great move in the right direction for RvR. The only two issues I believe still need adjusted are restoring/increasing relic value/meaning and their housing. It should be a major accomplishment of great effort to take a relic from an opposing realm, and it should be probable to hold on to a relic with timely response and effort as well in my opinion. I get the balance worry for the initial change but I believe populations are high enough and balanced enough to warrant restoring the relic values and housing. Relic raids should spark a massive effort on both sides, which helps generate more RvR.


Thanks for the continued effort to improve the RvR on the server! I appreciate it.
Tue 5 Mar 2019 12:26 PM by Estat
From my limited experience of playing mostly in small man groups and occasionaly in a fg the last few days and reading the patch notes here, this change translates to this:

We will give out free RP/XP/feathers to anyone doing RvR anywhere (except DF) every 15 minutes. The other remaining features like flags and supply masters might become more or less irrelevant.

As bad as that sounds I think that it is a good change. Even if it promotes round robin raiding of undefended unclaimed keeps (because thats easy to ignore if you dont like it).
Tue 5 Mar 2019 12:31 PM by Sepplord
sounds good, and the speed in which you are tweaking is really promising btw.

just to clarify:

>if you are taking a keep

does that mean being in the process of taking a keep when task completes also gives credit or is it more: if you have taken a keep?


First might be not wanted because of easy tagging by hitting a guard/door but the latter means that you have 5-10minutes to raid a keep depending on when in the taskrotation you start.
Tue 5 Mar 2019 1:30 PM by Frigzy
Uthred wrote:
Tue 5 Mar 2019 9:57 AM
Invasion of a realm - Update #5

We will add the following changes within the next two updates:

Before i start, I would like to remind you why we implemented tasks. It was for two main reasons:
1. Get as many players as possible to take part in rvr
2. Provide a realmrank catch up mechanic

With the current numbers that are playing on Phoenix, it does get very zergy at some points of the day. Also one major objective of Daoc, taking keeps and defeding them, was neglected. To spread out the zerg a little further and to incentive players, that would like to avoid the zerg, every frontier zone now counts towards participation if you are killing players or if you are taking a keep.

To make keep taking/defending further important, a new kill task will be added, the "Kill creatures in Darkness Falls" task. If you are in xping in df, you will now have 4 tasks at once.

Also a new personal (daily) task will be added: "Raid keeps" which counts the keeps you raided per day. It will reset like all the other personal tasks at midnight utc.

The daily feather bonus for taking/defending a keep has been increase from 500 to 1000.

Every keeplord and caravan is now dropping one Phoenix Claw to every player that helps killing him.

I can only say great job and thank you! /praise!
Tue 5 Mar 2019 1:31 PM by Dragonn
Amazing
Tue 5 Mar 2019 2:20 PM by dante`afk
Nice change, thanks for including non-task zones. Now give them like 5% bonus and we're good.
Tue 5 Mar 2019 2:44 PM by gorakthemighty
why not just remove the whole invasion thing and throw rps at people every 15minutes
Tue 5 Mar 2019 2:48 PM by Boric
Isn't that pretty much what is going to happen now?

Its going to be Emain 24/7 with the 'hardcores' and the remaining teleporting to tasks zones. The difference now is that everyone that is playing gets free RP's every 15 minutes.

Seems like this change was 100% to get the elitist their emain 24/7 back.
Tue 5 Mar 2019 2:59 PM by Tritri
The "elitist" mostly played on mid to do 8v8. Emain has historically always been zergland

The idea is just to permit more diverse battle scale
Tue 5 Mar 2019 3:14 PM by Leandrys
gorakthemighty wrote:
Tue 5 Mar 2019 2:44 PM
why not just remove the whole invasion thing and throw rps at people every 15minutes

Yup, i just do not understand task's concept anymore. Just give people 1-2K every 15 min, it's all the same now.

Phoenix, i loved you at the first day, but now, i remember that topic on the forum called "Phoenix has too much QOL and it will kill it", and i'm starting to think the same, it doesn't feel as DAOC at all, just an easy and casual mini clone of original game without economy, bad balance, less classes and stuff than original + ultra flawed OF, worst thing is nothing here has any kind of real value.

Won't be playing for long around here i think, no pleasure. I understand some people can enjoy this, it will just never be my case.
Tue 5 Mar 2019 3:53 PM by Boric
Agreed, I wish we could have a description of the point of Task Zone's now. From the sounds of it:

1. Kills in any zone (task or non task) count for the RP tick every 15minutes
2. Keep attacks in any zone (task or non task) count for the RP tick every 15minutes

So from that the only advantage / part of the task zone left are:

1. PvE / RvR Kills to get turn in items to turn in ports. (and get task credit)
2. Mini Capture the flag w Teleporting (and get task credit).
3. PvE superboss that has been completely ignored since day 1 attempts?

Seems there is not much of a 'Task invasion' left, and this is circling back to start but just giving everyone in the game 15min RP ticks.

Maybe I am missing something.
Tue 5 Mar 2019 4:21 PM by Ninefingers
There needs to be a viable reason for the invasion region to be amenable to Casual players, and for the other zones to be amenable to higher RR players. We definitely need clarfication on what the difference is between participating in the invasion zone and participating via kills and keep takes in other frontier zones in terms of RP's gained.

1) There definitely needs to be a reason to be in the invasion zone for lower RR/casual players, spreading out RVR too much will make these ppl have to actually fight 8v8 which will stop them playing pretty quickly (They will lose 24/7) so the invasion zones needs a noticable increased RP gain or easier RP gain but only up to RR6

2) There needs to be an incentive to RVR in the other zones for the higher RR players. Strangely enough all the 'elite' 8mans, are still 24/7 in the invasion zone because they can make easier RP from the lower RR groups than from fighting each other in one of the other zones. I would advise making a much steeper drop off in the number of RP's gained based on difference in RR between 2 groups. I.e RR8 grp v RR8 group - 100% RP, RR8 grp v RR2 grp - 20% RP's. Or simply make each RR mean much more in terms of RP's gained. I never could work out why the difference between killing a RR8 player and a RR2 player was so small, maybe tweak this. The intention being that the better (higher RR) groups will then choose to fight each other for better RP gain.

3) You could also include an 'aftermath' bonus of say 5-10% RP gain for killing players in the frontier zones of the last invasion, again to incentivise those who would like to 8v8 to do this somewhere other than the invasion zone
Tue 5 Mar 2019 5:14 PM by Roks
I think all kills and keep takes in all 3 realms shouldn't count as participation.

Nor DF.
Tue 5 Mar 2019 5:27 PM by kotsouba
Just a quick though against all this anti-zerg talk and the task blaming. Try to keep track of the rp flow and make sure it stays relatively constant amongst all these changes. Tasks should indeed be a catch up mechanic, the majority of people has made crazy rps through this zerg-tasking and people starting later should be able to do the same if the server hopes have long lifetime. I guess some of them wanted to shift towards a different kind of play but cant stay away from the sweet task rps so they kinda want both. but tasks have a specific purpose, i dont think they were meant just an a extra way to make more rp.
Tue 5 Mar 2019 5:44 PM by defiasbandit
All the updates just seem random at this point.
Tue 5 Mar 2019 6:11 PM by keen
defiasbandit wrote:
Tue 5 Mar 2019 5:44 PM
All the updates just seem random at this point.
so you won, all your suggestions are random...
Tue 5 Mar 2019 6:17 PM by Boric
I think at this point in the server the best bet may be for everyone (including dev's) to take a deep breath and step back.

The current evolution of Tasks (from Beta --> Now) seems like a giant stack of bandaids ontop of bandaids. At this point it does not seem clear what the point of any of them are. Once the objective of having tasks in place are clear then the community / developers can start discussing the best way to achieve the goal.
Tue 5 Mar 2019 6:29 PM by Cadebrennus
To the updated tasks (more feathers/claws) that get people out of the raid dungeons and attacking/defending keeps and supplies

Tue 5 Mar 2019 6:32 PM by gruenesschaf
Boric wrote:
Tue 5 Mar 2019 6:17 PM
I think at this point in the server the best bet may be for everyone (including dev's) to take a deep breath and step back.

The current evolution of Tasks (from Beta --> Now) seems like a giant stack of bandaids ontop of bandaids. At this point it does not seem clear what the point of any of them are. Once the objective of having tasks in place are clear then the community / developers can start discussing the best way to achieve the goal.

The point of the tasks is and has always been increasing the rvr participation via the participation trophy as well as a small rp bonus that decreases with higher rr aka a catch up mechanic. The change from individual single focused tasks to a whole realm was to open up more space covered and so does the most recent change.
Tue 5 Mar 2019 7:08 PM by Vkejai
I think the change of credit in all realms has broken the zerg type action , deffinately favours the 8v8 crowd now.
Tue 5 Mar 2019 7:12 PM by defiasbandit
Why not incentivize fighting in the border keep zones of the task frontier?

There should be more objectives in the other zones. Not just keeps, but objectives like treasure hunts or collection quests.

The new changes spread the action out a bit. Hopefully it helps.
Tue 5 Mar 2019 7:35 PM by defiasbandit
gruenesschaf wrote:
Tue 5 Mar 2019 6:32 PM
Boric wrote:
Tue 5 Mar 2019 6:17 PM
I think at this point in the server the best bet may be for everyone (including dev's) to take a deep breath and step back.

The current evolution of Tasks (from Beta --> Now) seems like a giant stack of bandaids ontop of bandaids. At this point it does not seem clear what the point of any of them are. Once the objective of having tasks in place are clear then the community / developers can start discussing the best way to achieve the goal.

The point of the tasks is and has always been increasing the rvr participation via the participation trophy as well as a small rp bonus that decreases with higher rr aka a catch up mechanic. The change from individual single focused tasks to a whole realm was to open up more space covered and so does the most recent change.


If you don't have objectives in the other zones for players to trickle to, then you likely just have set groups roaming them.

The current task frontier is so zergy, because half the frontier is not even used due to teleporting. There is no trickling, because the defending realm just teleports into the center zone.

Full groups have huge advantages. Buffs, speed 6, etc.. Why would players RvR in a nontask frontier if they aren't in a set group?

The reason there was lots of different types of action in the realm tasks, was because of players trickling and running to the various objectives or task zone.
Tue 5 Mar 2019 7:55 PM by semadin
defiasbandit wrote:
Tue 5 Mar 2019 7:35 PM
gruenesschaf wrote:
Tue 5 Mar 2019 6:32 PM
Boric wrote:
Tue 5 Mar 2019 6:17 PM
I think at this point in the server the best bet may be for everyone (including dev's) to take a deep breath and step back.

The current evolution of Tasks (from Beta --> Now) seems like a giant stack of bandaids ontop of bandaids. At this point it does not seem clear what the point of any of them are. Once the objective of having tasks in place are clear then the community / developers can start discussing the best way to achieve the goal.

The point of the tasks is and has always been increasing the rvr participation via the participation trophy as well as a small rp bonus that decreases with higher rr aka a catch up mechanic. The change from individual single focused tasks to a whole realm was to open up more space covered and so does the most recent change.


If you don't have objectives in the other zones for players to trickle to, then you likely just have set groups roaming them.

The current task frontier is so zergy, because half the frontier is not even used due to teleporting. There is no trickling, because the defending realm just teleports into the center zone.

Full groups have huge advantages. Buffs, speed 6, etc.. Why would players RvR in a nontask frontier if they aren't in a set group?

The reason there was lots of different types of action in the realm tasks, was because of players trickling and running to the dofferent objectives or task zone.

Would be nice if they'd at least test out running the current setup with no ports. Take a weekend and see what happens.

Or test out variations on ports (to keeps, no defending ports, etc)

(as a personal aside, the flags feel super silly...the keeps are supposed to be the region control)
Tue 5 Mar 2019 8:11 PM by defiasbandit
semadin wrote:
Tue 5 Mar 2019 7:55 PM
defiasbandit wrote:
Tue 5 Mar 2019 7:35 PM
gruenesschaf wrote:
Tue 5 Mar 2019 6:32 PM
The point of the tasks is and has always been increasing the rvr participation via the participation trophy as well as a small rp bonus that decreases with higher rr aka a catch up mechanic. The change from individual single focused tasks to a whole realm was to open up more space covered and so does the most recent change.


If you don't have objectives in the other zones for players to trickle to, then you likely just have set groups roaming them.

The current task frontier is so zergy, because half the frontier is not even used due to teleporting. There is no trickling, because the defending realm just teleports into the center zone.

Full groups have huge advantages. Buffs, speed 6, etc.. Why would players RvR in a nontask frontier if they aren't in a set group?

The reason there was lots of different types of action in the realm tasks, was because of players trickling and running to the dofferent objectives or task zone.

Would be nice if they'd at least test out running the current setup with no ports. Take a weekend and see what happens.

Or test out variations on ports (to keeps, no defending ports, etc)

(as a personal aside, the flags feel super silly...the keeps are supposed to be the region control)

I agree totally. I wish they tested no defending ports, porting to keeps not flags etc..

The flag teleporting is ridiculous.
Tue 5 Mar 2019 10:22 PM by tylerforeal
Great change on the feathers/claws for Keeps/Caravans. I think this is a great start toward getting more keeps in the mix, although a major part of this is to get Defenders there. Now Takers have a reason to go for keeps, 1k feathers is solid. What about Defenders? If you can't incentivize a material Defense force from showing, than we are just PVE'ing down a keep and this is very boring.

The two personal tasks for DF.. meh... you are saying "RvR with intent to switch to your alt and level it in DF". I guess this is a bone to the PvE oriented players to get them more involved in RvR.

Domination Teleporters.. I agree with the poster above. These are frankly just silly. The keeps have always been about region control and are the obvious choices for implementing something like this. The complaints from good players are that the Teleports make it so there is less strategy for searching for opposing players, which is true (this is like a Call of Duty version of DAOC, with people respawning anywhere around you without you having a chance to predict/out play). It also just completely breaks any type of immersion going since they look/feel so out of place with the world.

All in all some good changes, very much looking forward to trying it out. Thanks Uthred/team for another fast response. Thanks for being so invested in your awesome project and thanks for letting us all relive the magic. You guys rock and I look forward to being apart of this server's development/community.

Cheers
Tue 5 Mar 2019 11:33 PM by jg777
I think these changes reflect a move in the right direction. There are still adjustments that need to be made but testing and getting feedback before anymore changes is necessary to ensure over steps aren’t made. Also keep in mind most players aren’t voicing their opinions on the forums and Discord, many are playing the game and having fun. Phoenix staff has to keep that in mind as well.

You have to appreciate that Phoenix staff is constantly in a tug and pull with the community’s wants which are often polarized. One aspect Teleportation with flags appears to be helping with is mile gate choke point issues seen previously. It does have its own drawbacks and I believe with time this can be solved with continued adjustments.

Look forward to the continued efforts made by the Phoenix staff and thanks again for running this server!
Wed 6 Mar 2019 6:50 AM by Sepplord
After testing the new system for one evening i must say, it felt worse than i had expected.
The Population might be split up more, but for smallmen it doesn't matter if you get zerged by 3-5 or 8-10 fullgrps.
While before there were two zones to avoid the taskzerg, one zone (Hibernia/Emain) is always zergy on top off the taskzone. So two realms are zerged now, and while we found a few smallmen battles in the third zone my fear is that as soon as normal groups adapt and take over that zone, there will be no room left for smallmen in 2of3 hours, where task is not in emain. One night of RvR after a change is not representative and this is just my personal feeling regarding that small sample, i will see in the next days if it gets worse or not.


Adding to the frustration/confusion is also the non-information how the taskrewards work. What is the benefit of even joining a taskzone, if hitting a keepguard anywhere already gives participation?
What is the difference (in reward) between capturing one flag in domination or capping ten flags in domination?
What is the difference (in reward) between capturing 5flags and losing the domination task, and capturing 5flags and losing the domination task
What is the difference between loosing and winning a singular task at all?
What is the difference between loosing and winning the whole invasion (and how is that calculated anyways)?
Does winning matter at all?
Wed 6 Mar 2019 7:42 AM by Ceen
Sepplord wrote:
Wed 6 Mar 2019 6:50 AM
After testing the new system for one evening i must say, it felt worse than i had expected.
The Population might be split up more, but for smallmen it doesn't matter if you get zerged by 3-5 or 8-10 fullgrps.
While before there were two zones to avoid the taskzerg, one zone (Hibernia/Emain) is always zergy on top off the taskzone. So two realms are zerged now, and while we found a few smallmen battles in the third zone my fear is that as soon as normal groups adapt and take over that zone, there will be no room left for smallmen in 2of3 hours, where task is not in emain. One night of RvR after a change is not representative and this is just my personal feeling regarding that small sample, i will see in the next days if it gets worse or not.
Haha I was just waiting on this one. No matter what they do the forum will be full of QQ.
Wed 6 Mar 2019 7:45 AM by Sepplord
Ceen wrote:
Wed 6 Mar 2019 7:42 AM
Haha I was just waiting on this one. No matter what they do the forum will be full of QQ.
exactly, which is why i believe they need to listen less to the QQ and focus on their own vision again

That said: i don't think my post classifies as QQ, but when it seems that you listen to QQ it is expected that more people start to voice all of their opinions/"whine".
The whining has definitely increased a lot in the last two weeks
Wed 6 Mar 2019 7:47 AM by Ceen
Maybe not QQ but exactly the kind of posts I expected. They spread the action and now people argue zerg is everywhere
Wed 6 Mar 2019 8:30 AM by Uthred
We spread the action over the whole frontier = "you are catering the 8vs8"
We spread the action over the whole frontier = "It is still to too zergy for solo and smallmen"
We spread the action over the whole frontier = "no 8vs8 here man, dead server. all 8men are just following the zerg."

Last night at about 10pm EU time there were 300 players in Emain & 350 in HW (15 mins after an invasion of Albion started).
Wed 6 Mar 2019 9:04 AM by Sepplord
Uthred wrote:
Wed 6 Mar 2019 8:30 AM
We spread the action over the whole frontier = "you are catering the 8vs8"
We spread the action over the whole frontier = "It is still to too zergy for solo and smallmen"
We spread the action over the whole frontier = "no 8vs8 here man, dead server. all 8men are just following the zerg."

Last night at about 10pm EU time there were 300 players in Emain & 350 in HW (15 mins after an invasion of Albion started).

Welcome to the internet

It's just when it seems like opinions i disagree with get heared, then i feel like i need to voice my own (maybe shortsighted) disagreements more frequently too. (Not trying to justify, just mentioning my personal reasons of "QQing" more)

Seriously though, sorry for adding to the "problem"
Wed 6 Mar 2019 11:48 AM by opossum12
I have to say that I noticed a huge improvement last night. It felt like the zergs were definitely broken up in smaller ones, and when the task ended you didn’t have the mass exodus/suicide ln guards effect. You could play the clean up crew and find good numbers left over.
Wed 6 Mar 2019 12:01 PM by Vkejai
I thought the previous version was enjoyable , I.e. invade Hibernia for example. Yes you would get more players in Hib zone but that's what the task wants you to do.

Now it has gone with just 8man groups picking off solo or small man groups as there is really no zero in one particular area.

I would like to see it go back to previous task patch , remove the flags , put two keeps up for defend or attack with more Rps and feathers as keep objectives are met.
Wed 6 Mar 2019 12:04 PM by keen
edit: post is obsolete, i didnt read about the new system properly
Wed 6 Mar 2019 12:30 PM by opossum12
keen wrote:
Wed 6 Mar 2019 12:04 PM
Well tbh i think this change is a step in the wrong direction.
The task system telling where to go was perfect for casuals. They just logged in did /task and knew where to go. Now they have no mechanism like that anymore.
I know it is too early for a verdict, but when I look around I see many more organised 8men running around and much less casuals just forming a small men and running into big fights at their designated zone.
Harming gameplay of casuals is always bad in my opinion since they are the backbone of your server.

What are you talking about? When you type /task it still says « invade mid/alb/hib », why do you say that it doesn’t tell you where to go? Just go where the task is?

How does it hibder casual play? Just do the same thing you did before, the only difference is that there won’t be 99% of the server pop running circles around the same 4 flags for an hour.
Wed 6 Mar 2019 12:52 PM by keen
Yeah I didnt get that the task is stil in just one zone, thought it is active now in all three zones as well.
Wed 6 Mar 2019 1:28 PM by Durgrim
keen wrote:
Wed 6 Mar 2019 12:52 PM
Yeah I didnt get that the task is stil in just one zone, thought it is active now in all three zones as well.

plus DF <3
Wed 6 Mar 2019 2:22 PM by PingGuy
Last night was definitely a different experience. As a person who has mostly zerg-surfed on this server, I expected the breaking up of the zerg to lead to less opportunities for action for my playstyle. In the end it turned out to be about even. I still found action, some better, some worse. I never saw a zerg anywhere, only one or two groups max on my realm or any other realm in the area at any given time. I had fun, but I can't say yet if it was more fun than what I've had so far with the zerg. It was new and different, and it wasn't bad.

All I did was follow the invade tasks. Never made it out of the Portal Zones in Alb or Mid, only bothered trying a few times. Mostly just ran to the opposing mile gates and looked for fights. Never saw a Domination Port open in the Portal zones, one time we didn't even turn in enough branches to open them at all. I did port a few times on the Hib realm defense task, as it was the only time I saw the option available. Breifine felt empty, but I think that was just the effect of the flags being spread out and the hilly terrain. The biggest fight of the night that I saw was North of the flag on the road to Emain, looked like two groups on each side battling it out.

So no complaints from me so far. I would like to see if the zerg settles into running in a certain area where it can be easily found and joined. If so I'll definitely get in on some of that to compare better. But I think having the option to play either way is better than one or the other. The only real problem is if that location ends up being Emain, but I guess I could just play my Albs if I want to zerg. Or go make a Skald, I hear that's what all the cool kids do these days.
Wed 6 Mar 2019 6:00 PM by jhaerik
Chimosh wrote:
Tue 5 Mar 2019 11:07 AM
Can you revert changes you made to the relic system and restore it back to classic.

Classic bonus and that the relics are kept in relic keeps.

They are far too easy to take back to make the investment worth taking them.

Well maybe if you wouldn't out of BG ninja the relic away from the 1300 member guild, with members on 24/7 to protect said relic, it might be a bit easier to defend. Ya know?
Wed 6 Mar 2019 6:13 PM by jhaerik
Sepplord wrote:
Wed 6 Mar 2019 6:50 AM
After testing the new system for one evening i must say, it felt worse than i had expected.
The Population might be split up more, but for smallmen it doesn't matter if you get zerged by 3-5 or 8-10 fullgrps.
While before there were two zones to avoid the taskzerg, one zone (Hibernia/Emain) is always zergy on top off the taskzone. So two realms are zerged now, and while we found a few smallmen battles in the third zone my fear is that as soon as normal groups adapt and take over that zone, there will be no room left for smallmen in 2of3 hours, where task is not in emain. One night of RvR after a change is not representative and this is just my personal feeling regarding that small sample, i will see in the next days if it gets worse or not.


Adding to the frustration/confusion is also the non-information how the taskrewards work. What is the benefit of even joining a taskzone, if hitting a keepguard anywhere already gives participation?
What is the difference (in reward) between capturing one flag in domination or capping ten flags in domination?
What is the difference (in reward) between capturing 5flags and losing the domination task, and capturing 5flags and losing the domination task
What is the difference between loosing and winning a singular task at all?
What is the difference between loosing and winning the whole invasion (and how is that calculated anyways)?
Does winning matter at all?
Wed 6 Mar 2019 8:33 PM by defiasbandit
Sepplord wrote:
Wed 6 Mar 2019 6:50 AM
After testing the new system for one evening i must say, it felt worse than i had expected.
The Population might be split up more, but for smallmen it doesn't matter if you get zerged by 3-5 or 8-10 fullgrps.
While before there were two zones to avoid the taskzerg, one zone (Hibernia/Emain) is always zergy on top off the taskzone. So two realms are zerged now, and while we found a few smallmen battles in the third zone my fear is that as soon as normal groups adapt and take over that zone, there will be no room left for smallmen in 2of3 hours, where task is not in emain. One night of RvR after a change is not representative and this is just my personal feeling regarding that small sample, i will see in the next days if it gets worse or not.


Adding to the frustration/confusion is also the non-information how the taskrewards work. What is the benefit of even joining a taskzone, if hitting a keepguard anywhere already gives participation?
What is the difference (in reward) between capturing one flag in domination or capping ten flags in domination?
What is the difference (in reward) between capturing 5flags and losing the domination task, and capturing 5flags and losing the domination task
What is the difference between loosing and winning a singular task at all?
What is the difference between loosing and winning the whole invasion (and how is that calculated anyways)?
Does winning matter at all?


Exactly. You have to incentivize zones or else players will just zerg in the portal zones.

Bottom line the Frontiers need to be more fun. More quests, more objectives, more stuff to farm. Otherwise you just have zergs running up and down the roads of the portal zones.

Why can't there be daily quests for level 50s or treasure chests or objectives hidden in the zones?
There are 4 zones yet the action is so linear. Players running from border keep to portal zone.
If keep taking is going to matter, then DF should matter. Is 4 XP tasks in DF enough of an added ince tive? Is extra claws from keep lords enough? It's a start. The action needs to be more dynamic.

There are 12 frontiers, yet its zerging in emain or zerg the center zone of the task zone.

There needs to be reasons and rewards for roaming the entire frontier.
Wed 6 Mar 2019 8:45 PM by defiasbandit
Uthred wrote:
Wed 6 Mar 2019 8:30 AM
We spread the action over the whole frontier = "you are catering the 8vs8"
We spread the action over the whole frontier = "It is still to too zergy for solo and smallmen"
We spread the action over the whole frontier = "no 8vs8 here man, dead server. all 8men are just following the zerg."

Last night at about 10pm EU time there were 300 players in Emain & 350 in HW (15 mins after an invasion of Albion started).

The defending realm could port past the 2 border keep zones in the realm tasks. That isn't spreading the action across a whole frontier, it is skipping over more than half the frontier.
Thu 7 Mar 2019 6:20 AM by Sepplord
jhaerik wrote:
Wed 6 Mar 2019 6:13 PM
Sepplord wrote:
Wed 6 Mar 2019 6:50 AM
After testing the new system for one evening i must say, it felt worse than i had expected.
The Population might be split up more, but for smallmen it doesn't matter if you get zerged by 3-5 or 8-10 fullgrps.
While before there were two zones to avoid the taskzerg, one zone (Hibernia/Emain) is always zergy on top off the taskzone. So two realms are zerged now, and while we found a few smallmen battles in the third zone my fear is that as soon as normal groups adapt and take over that zone, there will be no room left for smallmen in 2of3 hours, where task is not in emain. One night of RvR after a change is not representative and this is just my personal feeling regarding that small sample, i will see in the next days if it gets worse or not.


Adding to the frustration/confusion is also the non-information how the taskrewards work. What is the benefit of even joining a taskzone, if hitting a keepguard anywhere already gives participation?
What is the difference (in reward) between capturing one flag in domination or capping ten flags in domination?
What is the difference (in reward) between capturing 5flags and losing the domination task, and capturing 5flags and losing the domination task
What is the difference between loosing and winning a singular task at all?
What is the difference between loosing and winning the whole invasion (and how is that calculated anyways)?
Does winning matter at all?


:

I am confused why you post that picture, beneath a comment where someone explains his experiences of roaming non-task-zones before and after kills gave participation everywhere... Mindboggling
Thu 7 Mar 2019 4:32 PM by antiflagdan
I agree w/ more reasons to have DF. Exp for your alts and realmmates isn't a bad idea but I don't think it's enough to keep it going. I think if they could somehow make it so the seal drop is x2 and gold drop from mobs in DF is higher, it could also help. That would make the 50's want DF more often, for $ reasons. They really should make the realm points for taking a keep and defending a keep significant enough that would make people want to not ignore the keep system. Also, relic bonuses that would increase things like gold % on drops or something would be nice. These aren't really well thought out ideas, but I think it's where their head needs to be if they want this game to not just be mindless fighting.
Thu 7 Mar 2019 10:07 PM by Calad
I vehemently disagree with those calling for more objectives. The continued feature creep of the RvR task system is worrisome. Adding more tasks to do will only water down what we already have. I love the idea of the task system as a way to allow people to catchup to those who (somehow already?!) are approaching RR10, and a way to give some direction to the zerg. I think the recent changes did a good job in helping spread out the RvR population.

The game was designed with objectives in mind, these are keeps and relics. Players will always min-max and find whatever route is easiest to gain RPs, as seen in the previous iteration of tasks, people would mindlessly follow whatever the task told them to do as it offered great rewards for doing so. Ever since the recent changes were made, people have hardly made an effort at taking keeps. They sometimes do enough to jockey for ownership of DF, but generally people are content to just port to one of the flags and run around and die just to get task credit, often actively avoiding keeps. I agree with those calling for an integration of teleportation with keep capture/ownership. Giving a nice RP/feather bomb on top of the ability to teleport to this area of the frontier would be a great incentive to revive the days where a keep standoff would last long, sometimes hours.

As it stands now you have groups of stealthers (especially those built around minstrels) camping out around domination flags, 8 mans roaming from flag to flag, small man animist based groups setting up shroom traps on supply masters and flags. Literally everything revolves around these teleport flags. RvR in this game hardly resembles what RvR was back in the day and it's a bit disappointing, considering I came back to this game in large part for the great RvR of classic.
Fri 8 Mar 2019 12:29 AM by jg777
Calad wrote:
Thu 7 Mar 2019 10:07 PM
I vehemently disagree with those calling for more objectives. The continued feature creep of the RvR task system is worrisome. Adding more tasks to do will only water down what we already have. I love the idea of the task system as a way to allow people to catchup to those who (somehow already?!) are approaching RR10, and a way to give some direction to the zerg. I think the recent changes did a good job in helping spread out the RvR population.

The game was designed with objectives in mind, these are keeps and relics. Players will always min-max and find whatever route is easiest to gain RPs, as seen in the previous iteration of tasks, people would mindlessly follow whatever the task told them to do as it offered great rewards for doing so. Ever since the recent changes were made, people have hardly made an effort at taking keeps. They sometimes do enough to jockey for ownership of DF, but generally people are content to just port to one of the flags and run around and die just to get task credit, often actively avoiding keeps. I agree with those calling for an integration of teleportation with keep capture/ownership. Giving a nice RP/feather bomb on top of the ability to teleport to this area of the frontier would be a great incentive to revive the days where a keep standoff would last long, sometimes hours.

As it stands now you have groups of stealthers (especially those built around minstrels) camping out around domination flags, 8 mans roaming from flag to flag, small man animist based groups setting up shroom traps on supply masters and flags. Literally everything revolves around these teleport flags. RvR in this game hardly resembles what RvR was back in the day and it's a bit disappointing, considering I came back to this game in large part for the great RvR of classic.


Yes, I agree and hope the next patch regarding endgame RvR is concerning keeps and relics. I’d like to see keep taking and defense very rewarding, as well as return of relics being meaningful. I’d like to see relic keeps return so that losing relics is much more difficult and will often if not always generate a lot of action, and if you lose a relic you can attempt to recapture it more easily as they'll be held in normal keeps by the opposing realm. I don’t think this will make the bonuses for possessing relics to overpowering as no realm will probably be able to hold on to an opposing realms relics for long. If the rewards for keep capturing and defense are throughout the entire Frontiers this will also make the RvR spread out even more as groups may decide to attempt a keep capture while the current RvR task zone is in another realm. I’d like to see the long stand offs of keep battles and relic raids for sure- a classic DAoC experience. With the available RvR task system already in place, there will then be ample options for RvR for every type then.

I’m sure the Phoenix staff will implement something to address this, and probably a better idea than that- we’ll see!
Fri 8 Mar 2019 12:57 AM by jhaerik
Sepplord wrote:
Thu 7 Mar 2019 6:20 AM
jhaerik wrote:
Wed 6 Mar 2019 6:13 PM
Sepplord wrote:
Wed 6 Mar 2019 6:50 AM
After testing the new system for one evening i must say, it felt worse than i had expected.
The Population might be split up more, but for smallmen it doesn't matter if you get zerged by 3-5 or 8-10 fullgrps.
While before there were two zones to avoid the taskzerg, one zone (Hibernia/Emain) is always zergy on top off the taskzone. So two realms are zerged now, and while we found a few smallmen battles in the third zone my fear is that as soon as normal groups adapt and take over that zone, there will be no room left for smallmen in 2of3 hours, where task is not in emain. One night of RvR after a change is not representative and this is just my personal feeling regarding that small sample, i will see in the next days if it gets worse or not.


Adding to the frustration/confusion is also the non-information how the taskrewards work. What is the benefit of even joining a taskzone, if hitting a keepguard anywhere already gives participation?
What is the difference (in reward) between capturing one flag in domination or capping ten flags in domination?
What is the difference (in reward) between capturing 5flags and losing the domination task, and capturing 5flags and losing the domination task
What is the difference between loosing and winning a singular task at all?
What is the difference between loosing and winning the whole invasion (and how is that calculated anyways)?
Does winning matter at all?


:

I am confused why you post that picture, beneath a comment where someone explains his experiences of roaming non-task-zones before and after kills gave participation everywhere... Mindboggling

I know this must be something you aren't used to. But I was agreeing with you.

Frankly I don't even feel like RvRing on this server anymore. it's just a bunch of "led by the nose CoD crap" where people mindlessly go to their deaths for credit. Win or lose you are rewarded so half the player base doesn't even try. The number of people that just run around solo waiting to sit down and die entirely ruins the immersion of the game.

It's like WOOT I got a solo fight.... then you watch the guy just sit down and wait for you to kill him so he gets credit.... /sigh.
Fri 8 Mar 2019 3:46 AM by tweedledumb99
jhaerik wrote:
Fri 8 Mar 2019 12:57 AM
Sepplord wrote:
Thu 7 Mar 2019 6:20 AM
jhaerik wrote:
Wed 6 Mar 2019 6:13 PM


:

I am confused why you post that picture, beneath a comment where someone explains his experiences of roaming non-task-zones before and after kills gave participation everywhere... Mindboggling

I know this must be something you aren't used to. But I was agreeing with you.

Frankly I don't even feel like RvRing on this server anymore. it's just a bunch of "led by the nose CoD crap" where people mindlessly go to their deaths for credit. Win or lose you are rewarded so half the player base doesn't even try. The number of people that just run around solo waiting to sit down and die entirely ruins the immersion of the game.

It's like WOOT I got a solo fight.... then you watch the guy just sit down and wait for you to kill him so he gets credit.... /sigh.


When I was in level 30-49, I would do that run-up-and-die thing, but that's cause I had shit gear and was lower level and was un-buffed because of low gold, so I had no chance to compete fairly.

If it weren't for the task system, I never would have been in the zone to begin with.

So what was the benefit of me being there (other than to me: tasks made it easier to level and easier to get a 'footing' in RvR? When I found a fight I could help with and not get immediately annihilated no matter what I did, I would join it. I.e. I would contribute to RvR when I could.

But if the task system wasn't there, I never would have been in RvR at all.

I never would have been a part of those fights where I was actually useful for my realm-mates/added challenge for enemies.

And I wouldn't have gotten the basic start with some basic RA's (or the faster leveling when I couldn't find a group as a hero).

And all of the above should be valued over the immersion of not having people /sit to you - something that will happen anyway when someone is clearly over-matched.
Fri 8 Mar 2019 10:02 AM by Vkejai
tweedledumb99 wrote:
Fri 8 Mar 2019 3:46 AM
jhaerik wrote:
Fri 8 Mar 2019 12:57 AM
Sepplord wrote:
Thu 7 Mar 2019 6:20 AM
:

I am confused why you post that picture, beneath a comment where someone explains his experiences of roaming non-task-zones before and after kills gave participation everywhere... Mindboggling

I know this must be something you aren't used to. But I was agreeing with you.

Frankly I don't even feel like RvRing on this server anymore. it's just a bunch of "led by the nose CoD crap" where people mindlessly go to their deaths for credit. Win or lose you are rewarded so half the player base doesn't even try. The number of people that just run around solo waiting to sit down and die entirely ruins the immersion of the game.

It's like WOOT I got a solo fight.... then you watch the guy just sit down and wait for you to kill him so he gets credit.... /sigh.


When I was in level 30-49, I would do that run-up-and-die thing, but that's cause I had shit gear and was lower level and was un-buffed because of low gold, so I had no chance to compete fairly.

If it weren't for the task system, I never would have been in the zone to begin with.

So what was the benefit of me being there (other than to me: tasks made it easier to level and easier to get a 'footing' in RvR? When I found a fight I could help with and not get immediately annihilated no matter what I did, I would join it. I.e. I would contribute to RvR when I could.

But if the task system wasn't there, I never would have been in RvR at all.

I never would have been a part of those fights where I was actually useful for my realm-mates/added challenge for enemies.

And I wouldn't have gotten the basic start with some basic RA's (or the faster leveling when I couldn't find a group as a hero).

And all of the above should be valued over the immersion of not having people /sit to you - something that will happen anyway when someone is clearly over-matched.

.........

I think a lot of that hits the nail on the head, but I also feel that Phoenix have let the Rps go to much. People are not far off RR10 ffs. So any talk of reducing task Rps , etc would only make it worse for the lower RR guys.

Every shard seems to repeat itself, the no lifers / elitist crowd get to much of a head start all the time. Mainly due to bad design than anything else. Then when people start whingeing about to many Rps etc the devs adjust stuff and it makes that RR gap even bigger. Then the casuals leave , then the server dies.
Fri 8 Mar 2019 10:21 AM by Sepplord
Vkejai wrote:
Fri 8 Mar 2019 10:02 AM
tweedledumb99 wrote:
Fri 8 Mar 2019 3:46 AM
jhaerik wrote:
Fri 8 Mar 2019 12:57 AM
I know this must be something you aren't used to. But I was agreeing with you.

Frankly I don't even feel like RvRing on this server anymore. it's just a bunch of "led by the nose CoD crap" where people mindlessly go to their deaths for credit. Win or lose you are rewarded so half the player base doesn't even try. The number of people that just run around solo waiting to sit down and die entirely ruins the immersion of the game.

It's like WOOT I got a solo fight.... then you watch the guy just sit down and wait for you to kill him so he gets credit.... /sigh.


When I was in level 30-49, I would do that run-up-and-die thing, but that's cause I had shit gear and was lower level and was un-buffed because of low gold, so I had no chance to compete fairly.

If it weren't for the task system, I never would have been in the zone to begin with.

So what was the benefit of me being there (other than to me: tasks made it easier to level and easier to get a 'footing' in RvR? When I found a fight I could help with and not get immediately annihilated no matter what I did, I would join it. I.e. I would contribute to RvR when I could.

But if the task system wasn't there, I never would have been in RvR at all.

I never would have been a part of those fights where I was actually useful for my realm-mates/added challenge for enemies.

And I wouldn't have gotten the basic start with some basic RA's (or the faster leveling when I couldn't find a group as a hero).

And all of the above should be valued over the immersion of not having people /sit to you - something that will happen anyway when someone is clearly over-matched.

.........

I think a lot of that hits the nail on the head, but I also feel that Phoenix have let the Rps go to much. People are not far off RR10 ffs. So any talk of reducing task Rps , etc would only make it worse for the lower RR guys.

Every shard seems to repeat itself, the no lifers / elitist crowd get to much of a head start all the time. Mainly due to bad design than anything else. Then when people start whingeing about to many Rps etc the devs adjust stuff and it makes that RR gap even bigger. Then the casuals leave , then the server dies.

the no-lifers and hardcores will always pull ahead, there is no system (unless you force hardcaps on RP gains) in an MMO that doesn't reward time spent. Fast RP gains that have diminishing returns the higher rank you are let casuals catch up faster, and shifts the gap further upwards while making the gap smaller at the same time.
The ONLY downside is that due to the additional scaling with diminishing returns the RP-curve is steeper than at live (but you push through faster anyways).



Look at the highest ranked player on the Herald, Flumpy, If he had only his kill-RPs he still would be RR 8L9 instead of 9L6. woopdedoo, what a big difference. And it's like that for most of the high-RR set grps.
Fri 8 Mar 2019 1:01 PM by Durgrim
Sepplord wrote:
Fri 8 Mar 2019 10:21 AM
Vkejai wrote:
Fri 8 Mar 2019 10:02 AM
tweedledumb99 wrote:
Fri 8 Mar 2019 3:46 AM
When I was in level 30-49, I would do that run-up-and-die thing, but that's cause I had shit gear and was lower level and was un-buffed because of low gold, so I had no chance to compete fairly.

If it weren't for the task system, I never would have been in the zone to begin with.

So what was the benefit of me being there (other than to me: tasks made it easier to level and easier to get a 'footing' in RvR? When I found a fight I could help with and not get immediately annihilated no matter what I did, I would join it. I.e. I would contribute to RvR when I could.

But if the task system wasn't there, I never would have been in RvR at all.

I never would have been a part of those fights where I was actually useful for my realm-mates/added challenge for enemies.

And I wouldn't have gotten the basic start with some basic RA's (or the faster leveling when I couldn't find a group as a hero).

And all of the above should be valued over the immersion of not having people /sit to you - something that will happen anyway when someone is clearly over-matched.

.........

I think a lot of that hits the nail on the head, but I also feel that Phoenix have let the Rps go to much. People are not far off RR10 ffs. So any talk of reducing task Rps , etc would only make it worse for the lower RR guys.

Every shard seems to repeat itself, the no lifers / elitist crowd get to much of a head start all the time. Mainly due to bad design than anything else. Then when people start whingeing about to many Rps etc the devs adjust stuff and it makes that RR gap even bigger. Then the casuals leave , then the server dies.

the no-lifers and hardcores will always pull ahead, there is no system (unless you force hardcaps on RP gains) in an MMO that doesn't reward time spent. Fast RP gains that have diminishing returns the higher rank you are let casuals catch up faster, and shifts the gap further upwards while making the gap smaller at the same time.
The ONLY downside is that due to the additional scaling with diminishing returns the RP-curve is steeper than at live (but you push through faster anyways).



Look at the highest ranked player on the Herald, Flumpy, If he had only his kill-RPs he still would be RR 8L9 instead of 9L6. woopdedoo, what a big difference. And it's like that for most of the high-RR set grps.

I cannot stress this more. In addition to that I have to admit that they deserved it...those who invest more time, should be the better geared, the richer and the highest ranks.
What are the peoples fear here? If you cant beat them with 8, then with 16. The game allows you to counter every situation and to be honest, you can narrow it down to the organization and people that lead. I mean truly lead. Imagine a RvR-leader in Albion who is able to pull the same 24 people in a good setup together every evening......RR of other FG doesn't matter at all anymore.
In an 8on8 environment, I'd be in line with some quotes here, stating that the gap is too far. But 8on8 situation is not regularly the reality.
Fri 8 Mar 2019 3:16 PM by Vkejai
No one is disputing the fact that either hard-core or 24hr players should deserve more due to the time invested but the call for removing tasks or changing the To component will hurt the new player / casual more , thus making the RR gap bigger.

The call for changing the tasks to stop zerging will not help casuals.
Fri 8 Mar 2019 3:41 PM by Connavar
I still would find it more useful to move the flags into the keeps. Maybe we get then a bit more keep raids. Porting to all the keeps would be nice too. You could also implement a supply line like in nf so that you can only port when it is not under attack and the supply line isn't broken. Or just give us nf.

On the other side keep raiding is at the moment difficult because of the guardians and the keep boss. You need 3-4 groups and hopefully not a big inc. Although its nice that the keeps don't switch to often but on the other hands no keep fights sucks too. Rewards for taking a keep is a joke too. 1000 feathers for the first keep? I got barely 120 Feathers for it.

Make the guardians and boss weaker and raise the hp pool of the doors. Let them autorepair after a while because noone will spend his money to repair them.
Fri 8 Mar 2019 11:53 PM by Frigzy
Connavar wrote:
Fri 8 Mar 2019 3:41 PM
1000 feathers for the first keep? I got barely 120 Feathers for it.

Yep, the cake is a lie :<
Sat 9 Mar 2019 9:44 AM by dbsanfte
I'd like to see actual realm invasions -- no horsing around in the frontiers, the border keeps should be conquerable and we should be able to march into Camelot and slaughter everything in sight.
Sat 9 Mar 2019 8:11 PM by jg777
dbsanfte wrote:
Sat 9 Mar 2019 9:44 AM
I'd like to see actual realm invasions -- no horsing around in the frontiers, the border keeps should be conquerable and we should be able to march into Camelot and slaughter everything in sight.

Now maybe not permanently, but how cool would that be for a special event?
Sat 9 Mar 2019 8:18 PM by Mac
Frigzy wrote:
Fri 8 Mar 2019 11:53 PM
Connavar wrote:
Fri 8 Mar 2019 3:41 PM
1000 feathers for the first keep? I got barely 120 Feathers for it.

Yep, the cake is a lie :<

Amount of feathers depends on your level AND how many attackers
Sun 10 Mar 2019 3:29 PM by bigdaddyo
can the devs clarify the keep taking rewards? I'm definitely not seeing 1000 feathers with one group taking it. not seeing that with multiple groups taking it. not seeing it with defenders (altho there are almost NEVER any thanks to the changes to task system).

Again, if for some crazy reason we HAVE to keep porting in classic OF daoc (which it isn't designed for and clearly doesn't work well with), then make it so you have to port to keeps. And should be only if you control the supply line. That makes keeps very relevant and worth taking, especially with a higher feather reward (which was supposed to happen but didn't and if it did it's implemented or worded very poorly).

Also make relics a task after an invading realm controls all the keeps in a task zone. have it result in huge feathers for a successful take or defense.
Sun 10 Mar 2019 4:01 PM by MiNDmaZing
How about a title for capturing flags? I also handed in anout 5 k of items once, but the rp bonus wasnt that high, how is it calculated?
Mon 11 Mar 2019 2:53 PM by ibeturgood
It is funny how no matter what you do to try to fix this abomination of a system, people will still zerg.
Mon 11 Mar 2019 6:43 PM by Aervine
ibeturgood wrote:
Mon 11 Mar 2019 2:53 PM
It is funny how no matter what you do to try to fix this abomination of a system, people will still zerg.

Why would they stop playing how they want to play?
Mon 11 Mar 2019 7:19 PM by waffel
If people are going to zerg, force them to zerg keeps. Make keeps worthwhile again.
Tue 12 Mar 2019 12:57 AM by ibeturgood
Aervine wrote:
Mon 11 Mar 2019 6:43 PM
ibeturgood wrote:
Mon 11 Mar 2019 2:53 PM
It is funny how no matter what you do to try to fix this abomination of a system, people will still zerg.

Why would they stop playing how they want to play?

It's not even about want. Zerging is incentivized and its the easiest way to get rp. If I can make 40k/h or more with no effort why wouldn't I? The server was a lot of fun during the beta prior to tasks, this current situation is disgusting.
Tue 12 Mar 2019 2:57 AM by Sofely
« Disgusting » Hahahaha, who the fcuk still play on a game that disgust him ?
Tue 12 Mar 2019 6:59 AM by Mac
Sofely wrote:
Tue 12 Mar 2019 2:57 AM
« Disgusting » Hahahaha, who the fcuk still play on a game that disgust him ?
Perhaps he hopes that that the situation will be changed?
Tue 12 Mar 2019 7:13 AM by Sepplord
ibeturgood wrote:
Tue 12 Mar 2019 12:57 AM
Aervine wrote:
Mon 11 Mar 2019 6:43 PM
ibeturgood wrote:
Mon 11 Mar 2019 2:53 PM
It is funny how no matter what you do to try to fix this abomination of a system, people will still zerg.

Why would they stop playing how they want to play?

It's not even about want. Zerging is incentivized and its the easiest way to get rp. If I can make 40k/h or more with no effort why wouldn't I? The server was a lot of fun during the beta prior to tasks, this current situation is disgusting.

what zergs are making 40k RPs/hr?
Tue 12 Mar 2019 7:20 AM by Ceen
Sepplord wrote:
Tue 12 Mar 2019 7:13 AM
ibeturgood wrote:
Tue 12 Mar 2019 12:57 AM
Aervine wrote:
Mon 11 Mar 2019 6:43 PM
Why would they stop playing how they want to play?

It's not even about want. Zerging is incentivized and its the easiest way to get rp. If I can make 40k/h or more with no effort why wouldn't I? The server was a lot of fun during the beta prior to tasks, this current situation is disgusting.

what zergs are making 40k RPs/hr?
He gets online and can kills a green within 30 seconds while the zerg passes by and task ends, no effort everyone gets 40k/h minimum!!
Tue 12 Mar 2019 1:08 PM by Aervine
ibeturgood wrote:
Tue 12 Mar 2019 12:57 AM
Aervine wrote:
Mon 11 Mar 2019 6:43 PM
ibeturgood wrote:
Mon 11 Mar 2019 2:53 PM
It is funny how no matter what you do to try to fix this abomination of a system, people will still zerg.

Why would they stop playing how they want to play?

It's not even about want. Zerging is incentivized and its the easiest way to get rp. If I can make 40k/h or more with no effort why wouldn't I? The server was a lot of fun during the beta prior to tasks, this current situation is disgusting.

I would love to know what zerg is getting 40k/h so I can join in. It sure isn't from task credit.
Tue 12 Mar 2019 3:16 PM by Sepplord
Aervine wrote:
Tue 12 Mar 2019 1:08 PM
ibeturgood wrote:
Tue 12 Mar 2019 12:57 AM
Aervine wrote:
Mon 11 Mar 2019 6:43 PM
Why would they stop playing how they want to play?

It's not even about want. Zerging is incentivized and its the easiest way to get rp. If I can make 40k/h or more with no effort why wouldn't I? The server was a lot of fun during the beta prior to tasks, this current situation is disgusting.

I would love to know what zerg is getting 40k/h so I can join in. It sure isn't from task credit.

is anyone making that much consistently btw?
I could see the really skilled high performance groups making that much while they are still medium RR, but don't even know if that is realistic.
I would think if some people can make 40k/hr consistently we would see much higher values in the herald under "RP in the last 48h"

What kind of RP are people making on average/consitently? Seems like zerging nets 10-15k at RR4, Smallmanning also around that number depending on luck/success (for me was more 10k but we also only play EU prime which isn't the best for smallmanning). Solo-Stealther i am usually at about 10k, but i haven't played much and i am not really good ^^ Yeah i had a crazy streak once where i was making 26k/hr after 45minutes, but that is not the norm and included a lot of luck with incs. So, what are you guys making in which playstyle?
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