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1

Monday, April 8th 2013, 4:51pm

Siege: Points and caps

I had a thought this morning while sitting on my favorite throne. ;)

Siege... points... level caps. :)

Basically, start siege out by matching 2 opponents by their points. check.

Take the average of the 2 points and that is the siege Level.

@ 1000 points or fewer ( 1000 is the default for new guilds in siege ):
Siege Level 10:
1. All mobs inside this siege are lvl 10 mobs
2. Anyone who is over lvl 10 has their skills capped @ lvl 10
3. Anyone who is over lvl 10 has a siege debuff equal to their level - 10. ie, lvl 77 toon will have a -67% debuff on ALL stats & Gear.

@ 1000-1099 points:
Siege Level 15:
1. All mobs inside this siege are lvl 15 mobs
2. Anyone who is over lvl 15 has their skills capped @ lvl 15
3. Anyone who is over lvl 15 has a siege debuff equal to their level - 15. ie, lvl 77 toon will have a -62% debuff on ALL stats & Gear.

@ 1100-1199 points
Siege Level 20:
...
...
...

I think everyone gets the idea. :)

Basically every 100 points, you have a different siege cap placed on you.

What I would like to also see is a reward system for the highest point guilds. Something that could be as simple as top 10 guilds receive dia vendors for a day & the top 20 guilds receive Owenstein for a day in their castles only available to guild members that have been part of the guild for over a month.

ruisen2000

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2

Tuesday, April 9th 2013, 12:59am

I don't really like #3. A SW damage nerf would do the exact same thing, but te way #3 puts it, I don't think nerfing gear will suit people well, since SW is one of the driving forces for people to gear.

Imo, #1 should be more focused on damage reduction against NPC's, and all NPC attacks buffed up, rather than the actual levels. As it stands, whenever guard/defense levels go up, it dosn't really affect their survivability or damage. So a level 90 guard that would still get one shotted, well, defeats the point. I'm not saying level is unimportant or anything - wouldn't want guards going zzZ while people cap their towers, but just does not seem to make such a huge difference.

I can see people from reni making 10 pages of QQ if #2 is implemented lol.
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3

Tuesday, April 9th 2013, 1:35am

The point is that @ some point level, the cap and nerf will not exist... 2400 or so? since that's a lvl 80 cap.

The system I'm proposing would hopefully rid the siege world of point droppers & make people want to advance up the ladder.

Mobs wouldn't just have the lvls mentioned in the suggestion, but stats that are appropriate for that level. Dunno what that would be @ the moment, but guards should be elite types & the captain of the guard would be a boss of that level.

yodased

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4

Tuesday, April 9th 2013, 1:37am

Its not a 1 or 2 proposition, he is suggesting a sliding scale dependent on the level difference of players within guilds. If u are fighting a full 77/77 roster there would be no "nerf". Correct me if I am wrong here, but seems like an equalization setup

5

Tuesday, April 9th 2013, 3:20am

It is a sliding scale based on guild points. :) the higher the points, the higher the caps. It's a handicapping system that tries to keep people within "range" of one another.

Guild Points start at 1000 for guilds that first siege.

0-1000 points, max level is lvl 10. Any toons higher than level 10 will be handicapped down to that level. Skills will max out at level 10 & siege debuff will be applied based on your level - 10. Let's say, you're level 15, you get a 5% debuff to your stats & gear... lvl 15 stats & gear - 5% is negligable vs. level 77, you get a 67% debuff to your stats & gear so it could be a bit of a shocker. Chances are you'll still be better geared, but w/ your own skills capped @ lvl 10, the other group has a chance to fight back.

1001 - 1099 points, max level is 15.
1100 - 1199 points, max level is 20.
1200 - 1299 points, max level is 25.
1300 - 1399 points, max level is 30.
1400 - 1499 points, max level is 35.
1500 - 1599 points, max level is 40.
1600 - 1699 points, max level is 45.
1700 - 1799 points, max level is 50.
1800 - 1899 points, max level is 55.
1900 - 1999 points, max level is 60.
2000 - 2099 points, max level is 65.
2100 - 2199 points, max level is 70.
2200 - 2299 points, max level is 75.
2300 - 2399 points, max level is 80.
2400 - 2499 points, max level is 85.
etc...

The Siege Level is the average of the 2 Guilds' Point Values. ie, guild 1 has 1000 points, guild 2 has 1400 points = 2400/2 = 1200 points. According to the above chart, the Max level would be level 25. So both guilds would have lvl 25 mobs & guards and be handicapped down to lvl 25 values.

Whereas, 2 guilds fighting w/ an average # of points between 2300 - 2399 would have level 80 mobs & guards. The level cap would be level 80, so in-effect, no cap at all ( at the moment ).

I hope this makes more sense.

RoMunited

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6

Tuesday, April 9th 2013, 5:42am

I really like this idea :P

ruisen2000

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7

Tuesday, April 9th 2013, 6:37am

Ohhh I see now. Sorry, i misunderstood you in your original post. Agreed with that point then. Good fix for point dropping.
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8

Tuesday, April 9th 2013, 12:39pm

One thing RW could do is to make siege level "max out" based on the highest level in the game.

ie, so 2300 is lvl 80 siege and current max level is 77, so RW could make it 2300+ points = lvl 80 siege.

When they bring out a new chapter, siege level is advanced to 2400+ points = lvl 85 siege.

This would prevent guilds from dropping points due to having to kill mobs much higher level than they can attain... unless the top guilds want that kind of challenge.. lvl 77 toon vs lvl 95 balloon if the siege was 2600 average points. :)

Something else I would ask RW to implement would be guaranteed siege slots for the top 10 guilds. They are given the OPTION to siege or not, like automatic bids. Other guilds have to earn the right to siege by spamming that register button :)

Conversely, any guild that does not participate in siege will lose 1 point per night they do not siege. Make it one of those, you gotta play to win kind of things.... especially if GF allows the rewards I listed above for all guild members that have been in the guild for 30+ days:
1. top 10 guilds get access to Cedric for 1 day, 5 dia purchases up to 3x per day
2. top 20 guilds get access to Owenstein for 1 day, 99 traps for something decent

Pretty much make people want to climb the ladder and be the best in the game.

I think this would be a win/win for all parties involved. GF doesn't lose a lot of "money" since only 10 guilds get access to Cedric, so he can go back to selling as many dias as he used to & both tools are great gold sinks. Players get a feeling of accomplishment & the epeen goes up when you buy dias from Cedric in front of everyone! ( or not, who knows lol )

9

Tuesday, April 9th 2013, 12:55pm

The only problem I see with giving guilds incentive to advance up the ladder by giving them special rewards in-game is that by doing so, you encourage the creation of "Super Guilds". That is to say, guilds with hundreds of members (max, 220?), and that are only members because of the Siege rewards (such as the above mentioned Diamond Seller or Owenstein). Large guilds at the top of the brackets would absorb the smaller guilds, strictly for the rewards.

As an alternative, I would suggest something a bit different, such as giving all "winning" Siege guilds a small reward (in addition to the badges, orbs, and (worthless) equipment, such as 3-5 diamonds per participating member (and perhaps a smaller 1-2 diamond reward for ties)); but by doing so, you would also have to eliminate guild hopping -- which could be done by preventing someone from joining a guild within 24 hours after leaving the last one, or by denying a member that joined within the last 24 hours entrance to Siege; either way would work.

A small diamond reward would go a long way, I think, in encouraging Siege participation.

One thing to keep in mind, however - any in-game reward would also encourage guilds to win "at any cost", which could increase the amount of hacks/exploits used. I'd almost certainly have to disable World Chat to avoid the inevitable nightly drama that would follow each nights Siege. :)

10

Tuesday, April 9th 2013, 7:57pm

It's definitely a balancing act. People want to be rewarded for doing well & making the climb.

But as you say, there are others who would move to larger guilds just to get the rewards... but how many people would really leave their guilds to join another one for 30 days of no rewards? Remember the stipulation before was that people would need to be a guild member for 30+ days to get the rewards.

& right now, the win-at-all-cost mentality is still here. Until we get GM's in siege or... I dunno trusted "referees" who have limited abilities:
1. Restore Gate Fixing tools
2. Adjust Z-Axis - Bring all toons/mobs in the vicinity to ground level

& I dunno what else.. but these could be GF employees or trusted volunteers like Forum mods. These people would be able to do helpful things when bugs happen.

11

Tuesday, April 9th 2013, 10:09pm

Quoted from "ruisen2000;597106"

I don't really like #3. A SW damage nerf would do the exact same thing, but te way #3 puts it, I don't think nerfing gear will suit people well, since SW is one of the driving forces for people to gear.

But number 3 does address the #1 reason for people calling for nerfs. If people gear for damage and start actually doing damage, the forums are full of "X/x needs a nerf" posts.

The only way to make siege entirely fair across the board would be to either cap siege at 50 or 60, player stats, HP, and gear would all be capped at whatever level they choose.
Or, more complicated, figure out a way to equalize damage based on level and gear. two players attacking would have their damage and defense dropped/raised to a balance point halfway between the difference in level and gear. If a level 60 attacks a level 30, their damage, attack and defense are set to level 45. Would eliminate any incentive for point dropping.