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MegaMouseSEC

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1

Tuesday, May 8th 2012, 1:11am

Siege Tower Guard Fix.

Ok reading another post I have come up with a small fix for runnaway guards.
Most people ahve seen this and complain mightly about it. A tower guard aggro's to something close to teh castle then the Guard proceeds to abbandon his post on a collision course with anything they see. This doesn't happen a lot but can be quite problematic when they start destroying buildings within a castle and even the gates. Now when this is done on purpose it cna be concidered an Exploit.
Now here is what I suggest:
Stick those guards on leashes. Set a maximum range at which they will not go beyond and when they hit that invisible boundry they should return to the tower automaticaly. Anything out of this invisible boundry should not be aggroable by the Guards.

Now here is several things that this can lead to:
Guards not beign able to be pulled away from their tower by someone so someone else can take the tower. The Guards are supposed to defend the tower not run off into the sunset to disappear when the tower is taken by another guild.

Sieges that are more about skill. Keeping the Gurads closer to the towers they are supposed to defend will cause the attacking guild to have to put more effort into taking said tower. If the guards auto return everytime they hit the boundry they will be more effective in defence.

Killing the posts about Guards beign exploited by a guild to get the upper hand. Many times I have seen posts about people using the Guards for things other than what they were intended for. Leashing them to the towers will again keep them where they belong.

As it stands now some Guilds are using the Guards as offence which is not right and should stop. Hopefully this will get to those in control and the problems can be fixed.

2

Tuesday, May 15th 2012, 9:07pm

I like this idea. I would also like the ability to set flame & electric towers to not aggro on balloons, so guards don't go running off after them.

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Tuesday, May 15th 2012, 10:34pm

Hmmm Didn't think or that one Nerra. Thanks. Another possibility is to set it so the Guards do not aggro to the balloon monsters at all. I know guilds exploit this fact right now to auto farm merits.

4

Tuesday, May 15th 2012, 11:42pm

each mob has at least 3 range parameters out of the like 87 variables total..probably more but the identifiers are hard to translate sometimes. looks like range, monitor range, and follow range until it drops aggro. the guards arent the highest rangers in rom but looks higher than the anything else in siege. easy to change..but they put the increased range for a reason i imagine.

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Friday, May 18th 2012, 7:57pm

Quoted from "pazuzzu;530691"

each mob has at least 3 range parameters out of the like 87 variables total..probably more but the identifiers are hard to translate sometimes. looks like range, monitor range, and follow range until it drops aggro. the guards arent the highest rangers in rom but looks higher than the anything else in siege. easy to change..but they put the increased range for a reason i imagine.


The problems with the guards has been an issue for a very long time. But a lot of guilds never even thought about exploiting or just using the guards for anything except guarding the towers. Some guilds started using the guards for farming merits when they realized that they would attack everything that got into range of them, which is as I think not intended by the devs. As far as the range that the Guards have it is way too far seeing as once they lose aggro to a player they attack anything near them they feel is not on the team they are supposed to be helping. Tower Guards are just that "Tower Guards" and as such should only be keeping the other team from taking the tower they are supposed to be protecting. When they wander off to attack some other target they leave the tower defenceless and very much open for the other team to take. This is even more of a problem when the team that owns the tower did not stick protection around it. Something else that should be done is making it so that the tower automaticaly has a debuff on it that brings anyone that is invisible out of it when they get within a certain range. Some Rogues use their skill "Hide" to take towers and the guards never see them. Kinda defeats the reason for having guards.

6

Friday, May 18th 2012, 8:56pm

idk i try never to make dogmatic claims without citing something. over the years i cant remember any fa or feu person saying anything like that in the bazillions of anti-[insert class that killed you tonight] or siege sucks! threads.

maybe someone will chime in

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Friday, May 18th 2012, 9:23pm

A few comments, in no particular order...

Defenders, don't place flame/electric towers so close to the crystal tower so as to aggro the balloons. I see my guildies do this *every night* in siege, and it drives me nuts. It's tougher at the castle-side towers ("A"-side, especially), but far easier at the middle ground towers. Electric towers have a longer range (450) than flame towers (350) do, so plan and place accordingly.

Make sure that you can drop a few treaches and eyes of true seeing on or very near your towers. At the very least, this will discomfit Rogues who try to stealth a tower--treaches and eyes will stun the rogue, eyes pop him out of Hide, guards respond. Use visual illusion towers to hide the treaches/eyes.

Rogues can drop treaches while in Hide without leaving Hide. Nerf Hide so that dropping a treach = an attack. <obligatory "nerf rogues" comment>

Castle towers can also be protected in this way, seeding the area closer to the castle walls and gates with eyes of true seeing means that you don't need to place electric towers so close to the castle, where their range will be enough to aggro the balloons there, and thereby drawing the guards to attack the balloons.

Now, direct comments...

Pulling the guards away from the towers, however one does it, is *not* an exploit, Mega. (I hate it when anyone screams "exploit" at the drop of a hat, especially with the self-willingness to drop the hat.) It may seem unethical to use flame or electric towers to pull the guards from a tower your team has just occupied over to the opponent's castle gate by using flame/electric towers, but it's long been an accepted tactic. I've done it myself, no shame in admitting to taking advantage of something that's built into the game. After all, don't players simply kite guards well away from towers, one at a time, either for merit farming or so their compatriots can more easily assault the tower? I've watched guards get kited from a B-side tower all the way to the bridge.

But I could easily go along with reducing the actual *distance* that a tower guard, or the guild honor guard, is allowed to move away from a tower in order to attack an opponent or device (flame/electric tower, catapult, gate, or building inside a castle.) However, if RW should program something like that into siege, I would hope that the guard just doesn't run in place *after* he hits the radius boundary, if you know what I mean. And I'm not so sure I'd trust them to get that right.

No need for a "debuff" on towers that will pop a Rogue out of Hide. That's what eyes are for. I don't want "easy-mode" siege, thankyouverymuch.

That's all for now.

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Friday, May 18th 2012, 10:48pm

Mal you did bring up a couple nice thoughts. First was the stupid guard mode, or them running in place isntead of returning to the tower. That could be an issue if the programers just dummy the original programing. Rogues dropping any trap while in hide should also be addressed. Not very funny to be farming the merits then have to find a Rogue that just turned you into a flopping fish. As far as the towers having a debuff that removes invisibility I will stand by that one due to the fact that too any people do use that to keep the guards off themselves and take the towers uninpeeded. Or better yet just make it so the guards can see everyone regardless if they are supposed to be invisible.
Several mechanics about siege are broken and trhhfully I would prefer to stay away from the Nerf type threads. I do not really want to nerf any one class (well maybe rogues do need nerfed), but I would like to see the Guards fixed so they do their jobs instead of running away. Limit their range, make it so they cannot attack anything but actual players, and either make it so they see invisible players or give the towers an ability to remove players from invisibility. Noone should be able to take tower while hiding from everyone else (and no the hiding reference is not specificaly targeted at Rogues).

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Friday, May 18th 2012, 11:40pm

Paragraph breaks FTW, Mega. :D

"As far as the towers having a debuff that removes invisibility I will stand by that one due to the fact that too any people do use that to keep the guards off themselves and take the towers uninpeeded."

You apparently missed what I said:

"No need for a "debuff" on towers that will pop a Rogue out of Hide. That's what eyes are for. I don't want "easy-mode" siege, thankyouverymuch."

"Eyes" being "Eyes of True Knowledge", of course. Treaches won't knock a Rogue out of Hide, but Eyes will. Plop a Visual Illusion or two within a small field of them, close enough to the tower, and the Rogue stuns, becomes visible, and the guards aggro. Toss in a few treaches to keep him stunned for a bit, and maybe castle defenders can come to help the guards. Maybe a couple of upgraded flame towers (hidden w/Visual Illusions) on the side opposite the castle, to hopefully make him run around and at least take damage. Simple? Simple! No need to recode the game and take a chance on a RW "oopsie".

Not to mention that siege isn't intended to be a "looking out only for myself" operation. Teamwork and tactics work moar bettah, as do offensive and defensive strategies. That's why there are lowbies

Also:

"...make it so they [the guards] cannot attack anything but actual players..."

Nah. Easy-mode again. Don't need it. I'd settle for just reducing the max radius that the guards can either roam or be kited away from their posts.

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Saturday, May 19th 2012, 1:05pm

Sorry for the wall of text Mal, but sometimes I forget while typing. But I do not believe that s3tting the Guards so they only attack players will create easy mode. Doing it would stop guilds from drawing balloons to the guards and thus "exploiting" their propensity to attack anything that gets close (I only say exploiting because they were not intended to do that).
As it stands now Guards attack anything they see as a threat to the team they are supposed to be assisting. Reducing their range is one fix but others need done too. I am not calling for an all out nerf of the Guards, but a simple redo of them so they actually protect the towers, instead of wandering all over creation.
While using traps is nice some guilds do not know what they actually do. Not sure if it is because they do not read their description or what, but with a tower debuff it will become harder for ANYONE to sneak up on a tower and take it without the Guards seeing them. I am not specifically talking about Rogues in hide but other players using invisi pots also. Its not real fair for a Guild to work hard at gaining a tower to have it sneakily taken away by someone that even the Guards cannot see.

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Saturday, May 19th 2012, 8:31pm

Paragraph breaks added, responses in boldface

Quoted from "MegaMouseSEC;531374"

Sorry for the wall of text Mal, but sometimes I forget while typing. But I do not believe that sttting the Guards so they only attack players will create easy mode. Doing it would stop guilds from drawing baloons to the guards and thus "exploiting" their propensity to attack anything that gets close (I only say exploiting because they were not intended to do that).

First, I've *never* seen anyone intentionally kite a balloon to a guard. In fact, most players, unless they are under-level and under-geared/skilled, will one-shot the castle balloons.

As I said previously, tossing the word "exploit" around willy-nilly shows that one doesn't understand either the term or how class skills properly work.

I'm not a mind reader, nor have I interviewed the RW programming team to ask them what they intended the guards to do. But a WAG would be that they're intended to be super-aggroing NPC Elites, therefore responding to and attacking *anything* which enters their normal detection range or envelope--including the castle balloons. Rogues in Hide and other players using Invis Potions are outside the envelope and aren't attacked *until* they enter that envelope, either by leaving Hide or the Invis Pot wears off, or either are negated (Eye of True Knowledge effect.)


As it stands now Guards attack anything they see as a threat to the team they are supposed to be assisting. Reducing their range is one fix but others need done too. I am not calling for an all out nerf of the Guards, but a simple redo of them so they actually protect the towers, instead of wandering all over creation.

True, for the dimensions of this discussion. The guards will attack balloons *if* those balloons are in turn attacked by a flame or electric tower, or if the balloons attack a Face of Treachery (FoT), Eye, or Sea Washed Stone (SWS) placed within the radius of the guards' detection envelope.

I've already agreed with you that the actual radius or range away from their tower should be reduced. But how *much* it should be reduced is another question entirely.


While using traps is nice some guilds do not know what they actually do. Not sure if it is because they do not read their description or what, but with a tower debuff it will become harder for ANYONE to sneak up on a tower and take it without the Guards seeing them. I am not specifically talking about Rogues in hide but other players using invisi pots also. Its not real fair for a Guild to work hard at gaining a tower to have it sneakily taken away by someone that even the Guards cannot see.

If players don't know what an FoT, Eye, or SWS does, then they either need to learn or be instructed by their guild officers/leaders. In my experience, it's common for a newbie player to either ask about them, as well as other defenses that can be acquired and placed. It's equally common for guild members to give at least short explanations before or during siege, and then longer explanations when there's more time. It's a matter of strategies and tactics, and every guild should explain them to their new members .

And that's where we disagree. If there's an item already available which provides the effect you want, then use the item, instead of asking that RW change something else to provide the effect.



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Sunday, May 20th 2012, 2:02am

Damn Mal my spelling was atrocious.

Also players might not realize they are pulling the balloons to the tower guards with tarps intended to stop players. Maybe creating an area where traps such as the Flame tower cannot be placed might be a better idea. But I still think that having the Guards set to they will not attack anything that is not a player would work better.
Too many guilds use the traps, flame towers, and lightening towers to farm Balloons, which I believe is using them as not intended. But until a GM/CM decides using them like that is an exploit Guilds will continue to do it. But I relly do not want to get into that part because so many Guilds do that it is a mute conversation.

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Sunday, May 20th 2012, 2:13am

I haven't problems with guards too much in siege war but it would be nice if guards couldn't fly across the wall of a guild castle and end up beating a tower on top of a castle.

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Sunday, May 20th 2012, 1:19pm

Quoted from "L3g3nd;531518"

I haven't problems with guards too much in siege war but it would be nice if guards couldn't fly across the wall of a guild castle and end up beating a tower on top of a castle.


And that is exactly why the Guards need to have a max range they will go and then just completely fall out of combat, and they need to be set to not attack ANYTHING except players who are not on the team that holds the Tower they Guard.

I remember using the catapult on top of the wall without fear of the Guards attacking me at all. Now it seems if you even build a cat on top of the wall they come out of the woodwork just to attack it.