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Amberwave

Intermediate

Posts: 369

Location: Chicagoland

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21

Friday, December 13th 2013, 3:54pm

Siege is very different at the lower levels than it is at the higher levels. A sub 300 point guild will have issues with the guards. I am unaware of anyone being banned for doing this, and what I think really happened is someone came up with an excuse as to why they got banned other than the truth.

22

Friday, December 13th 2013, 6:24pm

In my opinion, luring the guard to the gate is just another strategy. I think there are better ways to take down a gate, but don't think of it as cheating or exploiting. The opposing guild is free to do the same thing, if they wish. IF it's something that we shouldn't be doing, then changes need to be made (by the game developers) to make the guards stay with the towers. That way they wouldn't run after every balloon they see.

Djed

Intermediate

Posts: 273

Location: Erf

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23

Monday, December 16th 2013, 4:00pm

The guards chain aggro when you put up towers; you can have them farm balloons for you if you do it right; would that be considered exploiting? If this is a problem, then 1) remove guards ability to chain aggro; 2) remove tower ability to chain aggro; and/or 3)code the walls so nothing passes through them (flames, balloons, etc.)

And for lower guilds that cannot kill guards easily, use the catapults.

Kalvan

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24

Monday, December 16th 2013, 8:17pm

The guards chain aggro when you put up towers; you can have them farm balloons for you if you do it right; would that be considered exploiting? If this is a problem, then 1) remove guards ability to chain aggro; 2) remove tower ability to chain aggro; and/or 3)code the walls so nothing passes through them (flames, balloons, etc.)

And for lower guilds that cannot kill guards easily, use the catapults.

The tower guards (includes Guild Honor Guard, of course) will aggro and attack anything that a flame or electric tower attacks. This can also include "attacks" by FoTs and/or Eyes of True Knowledge, if the "target" is close enough to the tower for the guards to aggro. This is apparently intended. You will not receive merits from a balloon if the guard(s) alone kill it.

Multiple electric towers, especially after they've been upgraded one step, have their range and power extended past the nominal 450 units range. This is intended and can be quite useful for interrupting spellcaster skills and for popping characters out of Hide or Invisibility (potion or Visual Illusion tower effect.) Of course, the towers must be within range of each other, but as more towers are added to the "chain", the range is added and extended. Several years ago a video was posted showing a line of chained electric towers running from the "home" guild castle to the opponents' guild castle. Each of the towers was well within range of each other, all were single-upgraded. (It was done as an exercise by the poster's guild during a "no-show" siege.) Use your imagination here. :D

BTW, electric towers do not need to be upgraded in order to remove an invisible foe from invisibility. A single, un-upgraded electric tower can be useful for revealing Rogues or anyone using an Invisibility pot far beyond the range of an Eye of True Knowledge.

Many lower-level players will set up a flame tower or three in the back areas of their castles in order to farm balloons and collect merits. This isn't an exploit or cheat.
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Jguy

Intermediate

Posts: 493

Location: Chicago Area, IL, USA

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25

Monday, December 16th 2013, 10:35pm

It would be really cool if you setup a flame/electric and it kills a balloon, for those merits to go somewhere...like to the herald (even half of the merits you're supposed to get). Same when a guard takes a player down or a balloon. That would be kinda nifty. While it makes the lawn farmers somewhat obsolete it still would be fun and not that unbalanced, since it's something any team can take advantage of as long as they have a tower with guards and/or 200 crystals and 20 merits.

Kalvan

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26

Tuesday, December 17th 2013, 6:59am

Flames/electrics are different from the tower guards. You can gain the merits from the balloons if the towers kill them if you are close enough to the flame/electric tower.
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Jguy

Intermediate

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Location: Chicago Area, IL, USA

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27

Tuesday, December 17th 2013, 3:24pm

Flames/electrics are different from the tower guards. You can gain the merits from the balloons if the towers kill them if you are close enough to the flame/electric tower.


Yes, I know this. My post was mainly revolving around if someone was NOT there. It would be nice if you just setup a flame and the merits go somewhere, with no one around it.

Kalvan

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28

Tuesday, December 17th 2013, 8:27pm

Flames/electrics are different from the tower guards. You can gain the merits from the balloons if the towers kill them if you are close enough to the flame/electric tower.


Yes, I know this. My post was mainly revolving around if someone was NOT there. It would be nice if you just setup a flame and the merits go somewhere, with no one around it.


While it would be something that lower level toons would find useful, and make them feel more useful to their guild, I'd think that idea would be a tad bit OP and prone to a bit of abuse. I would doubt that RW would program something like that into the game. Just my opinion, of course.
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