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OhItsDylan

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1

Tuesday, September 27th 2011, 11:14pm

Suggestion: Make siege war harder.

It becomes far to easy at higher levels

First give all war machines much higher attack and defense

Second give the castle walls so much defense and HP that using the war machines would be the most efficient way to take them down

Third, given the fact that the gates will be so much harder to take down, take away the ability to heal them.

These are the few things i can think of off hand , i will come back later and add more.

2

Tuesday, September 27th 2011, 11:20pm

SW does need some buffing. I am not really OP, but I can take down all three tower defenders and cap the tower solo (assuming that the other team does not interfere). Honor Guard is also no longer someone that you can leave around and expect to last - he can go down to a moderately well geared group.

Making things stronger will make things harder on the lower geared toons and guilds, though.
-- Rustyx --- 92R / 92S / 92M on Reni (Guild KnightShift). Yes, running the new FOTM R/M, cause I am not elf enough to be WD/S.

Oh, and people who have more than 3 classes are clinically insane.


3

Wednesday, September 28th 2011, 12:18am

yah, it is kinda sad that honor guard + all 3 guards can be solo'd very quickly anymore.

OhItsDylan

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4

Wednesday, September 28th 2011, 12:21am

Quoted from "vfwiffo;467743"

SW does need some buffing. I am not really OP, but I can take down all three tower defenders and cap the tower solo (assuming that the other team does not interfere). Honor Guard is also no longer someone that you can leave around and expect to last - he can go down to a moderately well geared group.

Making things stronger will make things harder on the lower geared toons and guilds, though.

True, but people who aren't really geared yet should be focusing more on killing balloons anyways
And of course working on gearing them selves while not in siege

Adami

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5

Wednesday, September 28th 2011, 12:39am

Part of the current issue with SW is when we leveled....SW didn't
This is why the guards and towers seem less OP or less effective than they used to be. It's also why a max level can see some one sitting under an invis tower further away than they used too. the Invisibility effect is that of a level 55/58 or so.
Sadly this is likely something only RW can fix and Frogster won't be able to do much other than hound them about it.

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6

Wednesday, September 28th 2011, 1:02am

The only issue I have with increasing the strength of the guards and other weapons in siege is that if it is done then the non-op toons will have some serious issues. I always thought the % debuff to toons to be a better way to go. That way everyone gets an equal debuff and raises the effectiveness of the guards and weapons accordingly. One thing I seriously would like to see is an option to refuse siege. As was discussed in another thread theres certain guilds that have some "issues" and it would be nice to be able to refuse to siege them without getting hit with an automatic loss.
Christophermc
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7

Wednesday, September 28th 2011, 1:03am

Quoted from "OhItsDylan;467767"

True, but people who aren't really geared yet should be focusing more on killing balloons anyways
And of course working on gearing them selves while not in siege


Yeha, but what if its an entire guild of not so geared toons? Are they supposed to not be able to participate just because they havent dropped tons of money or time into the game?
Christophermc
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Sarcasm is the shield behind which I hide my contempt for the stupid thing you just said.

8

Wednesday, September 28th 2011, 8:40am

Agree, Siege needs to be reworked, but making siege harder is the wrong way to go. It would really dump on lower levels, and next chapter when new stats/gear come out, everyone will be back here having the same discussion.

Siege was harder when cap was 55, you sent a team cap a tower and had a good fight doing it. When it went to 58 you halved the players in the team you sent, at 62 teamwork went out the window completely and one person hit each tower.

With stats and gear as they are, flames are about useless, faces/eyes etc are one hit routinely,and gates go down so fast they may as well not be there. I am nowhere near OP, but can easily cap a tower even if I have to take out the guards along with several flames and faces.

A more sensible course would be to introduce a level cap for players/skills, and drop higher levels to 55 or 60 when they enter siege. That way it's far more balanced, low levels will have a chance, it would still be a challenge for higher levels, and if they instituted it, they wouldn't need to adjust siege again.

9

Wednesday, September 28th 2011, 9:44am

i honestly don't see the suggestion here... this seems all to be point-of-fact observations and half-attempted thoughts on how to make them less obvious. "Make it so pvp is not the defining element of siege, and make it more about construction!"... comon, really?

While I agree that players being able to take down a gate in a matter of seconds is absurd, it's because currently siege is mis-pairing stronger opponents against weaker guilds. You don't think it would be that easy for a high-powered player to take down a gate in a few seconds if he had strong opposing competition to rival his/her actions do you?

Ok yes, the fact that siege wasn't level-scaled with the new chapter is obvious, as well as being a well-known fact; that needs to change (obviously). But a well defended castle, with gear-appropriate resistance should be able to effectively counter other powerful players from exploiting those weaknesses. However, BECAUSE there's also a way that high-powered players can exploit the system into pairing them against other guilds that don't stand a chance, making constructions more powerful will not fix the problem. It will only prolong the inevitable outcome for a few minutes longer... and siege only lasts for an hour... so timeout loss is the same loss as a crystal loss, just makes it come slower.

Instead of trying to put a band-aid on a broken leg here, we need to look more to the source of the problem and put a fix onto what really needs it first.

LonerMan

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10

Wednesday, September 28th 2011, 1:12pm

It has been nearly 2 years - no significant changes with Siege. And I am not expecting it.

Simple modifications could be, at least until siege is "fixed":
- up the level of the guards and honor guards
- up the level of the defenses (flames, electric, gate, etc.)
- line of sight for people should be enabled (no shooting through walls, etc.)
- fix wardens
- disallow bugging of towers (continually busy) and gates (no hammer)
- get a new/expanded server

Nothing major here.

TheMann64

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11

Wednesday, September 28th 2011, 7:58pm

I like the idea of better-geared players getting hit harder by and dishing out less damage to tower guards. That way their gear is still an asset in taking out other players, but the guards will maintain a certain level of difficulty when it comes to taking them down.

Also, making towers fall more slowly is an easy fix. Direct damage done to gates was severely nerfed months ago. They need to do the same to damage done by DoTs. I say take DoTs out completely when it comes to gate damage.

If they want to keep some semblance of DoT damage on gates, create an item called Corrosive Acid that can be purchased from the throne. When applied to the gate it does a steady amount of damage until the gate is destroyed, but it releases a cloud of smoke that gets larger and larger the longer the buff is on the gate, alerting the guild that their gates are being attacked with acid.
Govinda
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12

Wednesday, September 28th 2011, 8:43pm

The easyest way to make siege harder is to scale the guards by ranking.
example: 1200 guild tower guards get a 3% buff
2400 guild tower guards get a 23% buff
The Numbers are just an example. It would be and easy way to Adjust The strength of the tower guard with out hooping the lower levels and lesser geared people.

OhItsDylan

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13

Thursday, September 29th 2011, 12:55am

Quoted from "wolfstorm000;467781"

Yeha, but what if its an entire guild of not so geared toons? Are they supposed to not be able to participate just because they havent dropped tons of money or time into the game?

No, they should wait to get stronger before participating in siege
IMO siege is mainly to give end gamers something to do while they wait for the level cap to be raised : P

14

Thursday, September 29th 2011, 1:10am

Quoted from "wolfstorm000;467780"

As was discussed in another thread theres certain guilds that have some "issues" and it would be nice to be able to refuse to siege them without getting hit with an automatic loss.



I really like this suggestion +1
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TheMann64

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15

Thursday, September 29th 2011, 1:29am

Quoted from "OhItsDylan;468126"

No, they should wait to get stronger before participating in siege
IMO siege is mainly to give end gamers something to do while they wait for the level cap to be raised : P


Why? If siege was just for end gamers, it would either have an entrance fee (cuz most endgamers have millions and millions in gold) or require a drop from an end-game instance or something like that.

I'm more inclined to think that siege is for everybody, not just the uber elite. Level 30 balloons and captured towers that can be farmed for merits make me think it's not just for the strongest players out there.
Govinda
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Babesmann - Dwarfmann

16

Thursday, September 29th 2011, 1:36am

Quoted from "Joron;468139"

As was discussed in another thread theres certain guilds that have some "issues" and it would be nice to be able to refuse to siege them without getting hit with an automatic loss.


I really like this suggestion +1


Something really good could come from this idea because its so simple. It does have a lot of room to be abused though.

17

Thursday, September 29th 2011, 2:10am

I think a good way to balance the field, in siege, is to bring in a handicap system... this system would be tied into a leader board system w/ tangible rewards.

1. every toon is given a siege ranking w/ appropriate wins & losses increasing/decreasing the siege rank. This siege rank could also be modified by achievements in siege.

2. the top 1000 siege ranks across the servers should be awarded a "stipend" of ... 50 phirius tokens per day. This is the reward for enduring. actually, there could be more rewards for #1, top 5, top 10, whatever as well. These rewards are VITAL to removing mercs. If you don't stay within the top 1k, you don't get your daily stipends. I think more ppl would be interested in staying within the top guilds to raise their own rankings.

3. The Arena can also be used to challenge others for siege ranks. In fact, more and more ppl will prolly be in the arena fighting it out.

4. Siege rank scoring: every player starts @ 1k
4a. A guild's siege rank resets to 0 every day.
4b. Every guild member that logs into siege adds their siege rank to the guild siege rank
4c. This acculation does not stop. ie, if you relog to bring in alts, the alt siege rank is added to the guild rank scoring for the night, but your main siege rank score is NOT removed

5. Effects of guild siege rank in siege
5a. Whenever a new player enters siege, the opponent's castle gates are adjusted to match the higher guild siege ranking as well as castle upgrades adding to gate hp/pdef/mdef.
5b. Whenever a guard is respawned, the guards will match the opposing guild's siege ranking with castle upgrades adding to hp/pdef/mdef
5c. When the guild honor guard is spawned, it will have stats appropriately matching both guilds' siege ranks and castle upgrades adding to hp/pdef/mdef.

6. Each member of the losing team loses 100 siege rank points, adjusted by achievements in siege.

7. Each member of the winning team gains 50 siege rank points, adjusted by achievements in siege
7a. If the siege ranks are within 10% of each other, an additional 10 points are awarded
7b. If the siege rank is lower than the losing team, an additional 50 points are awarded

8. In the advent of a tie.. if the guild siege ranks are more than 10% apart, each member of the guild with the fewest siege rank points is awarded 10 siege ranks

Only participants in siege will win/lose siege ranks. But it does no good to just sit out if there are people out there gunning to take your daily stipends.

This way, each player is playing to win. Someone who is serious about being on top won't join a guild where there's a good chance they could lose just to gain a few siege rewards.

MegaMouseSEC

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18

Monday, February 20th 2012, 2:35am

Ok I did necro this but I wanted to add some thoughts.

1 Siege needs some major work done before anything can be done to improve it.
2 Scaling the level of the NPC's in siege would most likely get more high level players into it, and give the lower level players a real reason to get to the high levels (if they like siege anyways).
3 Frogster should look into adding an anticheat program to RoM if Runewaker allows it. Get rid of the cheaters and that will balance Siege for those that do not cheat.
4 Tier the Siege wars to the levels of the Guilds. Stop sticking a guild with tons of resources against one that doesn't.