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ruisen2000

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Saturday, July 5th 2014, 5:43pm

Multiple Siege War Maps

It would be nice to have several difference maps for siege war that's randomly chosen, so we don't always have to siege on this same old map. And maybe they can make a map that doesn't lag as much lol.

And again... fix siege engines/vehicles... They get one shot by players and do almost 0 damage against players.

It would be interesting to have foods that can be bought in siege and can only be used in siege that gives PvP damage reduction. For example, a food that increases resistance against damage from a player for 5 mins by 20% but decreases your physical/magical damage by 10% and healing done by another 5%. If they were sold for gold, for example, 15k gold each time you get the buff, it may serve as a decent gold sink.
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Saturday, July 5th 2014, 7:16pm

I like the idea of different maps and on the food but lets get it out of beta first.

ruisen2000

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Saturday, July 5th 2014, 10:01pm

I like the idea of different maps and on the food but lets get it out of beta first.
I don't think it really matters whether its beta or not. Beta is just a word that they use as an excuse not to fix siege anyway. If they remove the word Beta it wouldn't really change siege in any way, because they just won't fix it.
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Saturday, July 5th 2014, 10:13pm

I think I talked about this before in a PvP thread, and I think it's a wonderful idea, even if there were only 3-4 maps instead of the 1 we use today, that would be a fantastic change of scene. As for the 20% dmg reduction food, either i say ney-ney, or make the percentage much lower, say 5% or so. This because tanky classes with knight primary/secondary using honor gear already get 60% less dmg + 63% less dmg almost permanently... Wardens, champions, many classes now have their fair share of dmg reductions to use and stack on themselves for now what is much longer lasting fights in sw. However, do we really want them to last longer now too? Turning the RoM we all love from a fast pace quick thinking pvp pit, into a sit there and try and burn a player for 5minutes with a few p/k's healing... Unless healing were reduced, I think RoM has introduced enough dmg reductions now as it is, a comfortable amount. :)
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ruisen2000

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Saturday, July 5th 2014, 11:22pm

The map idea was originally in the discussion forums, so I thought I'd mention it here, since back then they said all bug reports/suggestion not in correct subforums will be ignored.

As for reduction food... the problem is that PvP gear is expensive. The majority of the players are still getting 1-2 shot in siege because 1 set of gear is expensive enough. And of course, non-tanky classes die quickly in honor gear too (we don't all get 50% Pdef increase lol). In addition, Refine Steel/Magic Infusement cancels out Upgraded Defense as well. I did consider healers/tanks, which was why I added another healing nerf from using the food, in addition to Mdam nerf (this is referring to the one from your weapon, not magic power, so that effects healers as well), and tanks would lose incentive from using it (maybe), since it further reduces what little damage they do.
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Saturday, July 5th 2014, 11:46pm

As I said, I like the idea of it, but with people already getting 60% less dmg, an extra dmg reduction could put some people over the top. So Maybe just something less then 20% ^.^ (Trust me, that extra 50% pdef does next to nothing in cloth gear >.>)
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Sunday, July 6th 2014, 3:47am

Turning the RoM we all love from a fast pace quick thinking pvp pit, into a sit there and try and burn a player for 5minutes with a few p/k's healing... Unless healing were reduced, I think RoM has introduced enough dmg reductions now as it is, a comfortable amount. :)

this. while i am all for balancing pvp, i REALLY don't want them to go overboard with it and make it into a slower pvp style like many other games.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

8

Sunday, July 6th 2014, 5:31am

I did consider healers/tanks, which was why I added another healing nerf from using the food, in addition to Mdam nerf (this is referring to the one from your weapon, not magic power, so that effects healers as well), and tanks would lose incentive from using it (maybe), since it further reduces what little damage they do.
I think it would be cool to have some sort of item or skill that makes a player unable to receive heals for x seconds. Heals are pretty powerful in pvp right now. Get a big tanky person + healer and you've got your work cut out.
Quaffy - 87 Mage/ 85 Priest/ 70 Scout (formerly one of the much hated P/S in PvP :()
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Cike

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Sunday, July 6th 2014, 5:40am

implement more % based damage items and maybe % based heals...
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

darkexodus

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Sunday, July 6th 2014, 9:16pm

Another idea I thought might be interesting with regard to Siege War maps is to build out the zones in such a way that you are not absolutely sure where the mid-towers are. Also, in the mid, it would be great to not only have towers that are not in the same place every siege, but also... instead of balloons, put another creature or creatures out there that are hostile to all players, and no pushover. Killing the creature or creatures could also yield merits, but it should make farming the mid less of a cakewalk.

Thoughts?

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Monday, July 7th 2014, 8:43pm

Yes...make the middle Island a dangerous place to pass through...I like it
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Monday, July 7th 2014, 9:09pm

Yep different maps would be a lot of fun, having more than 2 road to go to the other side and floaties, make it 6 to 8 ways to get to the other side, it would make it more challenging and fun.

Also once a week, go into siege with no gear, just a white weapon of your level and fight it off, that would be so cool and see who really got skills.

TYVM

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Monday, July 7th 2014, 10:12pm

Also once a week, go into siege with no gear, just a white weapon of your level and fight it off, that would be so cool and see who really got skills.

TYVM
I feel like that wouldn't really make it a fair playing field. Certain classes would have huge advantages in that play style with everyone's health so low (Warden immunes and Champion AOE's come to mind).

The only pro i see there is that it might actually make scouts viable in pvp again if everyone had no gear and a white weapon. The kiting ability alone might make them beasts in that playstyle.


Still.. it's not a good idea in my opinion. Gotta think these things through..

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Tuesday, July 8th 2014, 4:37pm

Thinking this through, the mid area should be longer and wider than the two home areas.

Another great add to the more dangerous mid would be that if either team controls both mid towers, that they could complete another objective that would allow them to spawn in the mid (if they choose). The criteria for this would be to control both towers AND to have built a spawn point in a specific spot. The spawn point should be able to be destroyed or disabled by the other team.

This mid area spawn point gives the team that has it an advantage (not having to go so far if they are killed on the opponent's side), but also creates another resource that the team has to protect to maintain this advantage.

Thoughts?

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Tuesday, July 8th 2014, 4:53pm

Another great add to the more dangerous mid would be that if either team controls both mid towers, that they could complete another objective that would allow them to spawn in the mid (if they choose). The criteria for this would be to control both towers AND to have built a spawn point in a specific spot. The spawn point should be able to be destroyed or disabled by the other team.
This mid area spawn point gives the team that has it an advantage (not having to go so far if they are killed on the opponent's side), but also creates another resource that the team has to protect to maintain this advantage.
This could go a few ways, though I do love all these ideas coming up regardless! :D


Anyway, it could go;

1. A guild is 'steamrolling' there opponents do to a large point difference in match-ups, and easily keeps middle therefore yet another advantage for them to an already uneven playing field.

2. Could create as you said, epic battles to keep both mid towers for that closer spawn.

3. Lastly, it could change nothing at all, since a lot of guilds are grouping up into one solid power force to try roaming through the battlefield at full strength... if they were to split this group into 2 and attempt to hold both mid, this would either create, the 'steamroll' affect if there half-army's can hold an enemies full push, or on the other side of the spectrum, they could not take the pushes being done and have one of the towers get taken over, starting a epic battle for mid.

So it's a great idea, and ofc could be tweeked to perfection as all ideas can, however as you described it, I don't see much of an in between, it will make sw's so they are either extremely fun if the guilds are match, or a steamroll if the difference in players/points is a little too great. :gamer:
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darkexodus

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Tuesday, July 8th 2014, 5:51pm

Anyway, it could go;

1. A guild is 'steamrolling' there opponents do to a large point difference in match-ups, and easily keeps middle therefore yet another advantage for them to an already uneven playing field.

2. Could create as you said, epic battles to keep both mid towers for that closer spawn.

3. Lastly, it could change nothing at all, since a lot of guilds are grouping up into one solid power force to try roaming through the battlefield at full strength... if they were to split this group into 2 and attempt to hold both mid, this would either create, the 'steamroll' affect if there half-army's can hold an enemies full push, or on the other side of the spectrum, they could not take the pushes being done and have one of the towers get taken over, starting a epic battle for mid.
Thank you for the insight. I have to agree that the idea is not perfect, but I am wondering if steamrolls will always be steamrolls. When a 5000 guild is matched up with a 750 guild, I don't believe anything short of an act of God is going to affect that outcome. It's a mismatch and it is going to be ugly. Those matches should not happen, although we know they do.

How about periodically having a siege night where:
1. Multiple guilds join together against multiple guilds (2 guilds vs 2 guilds)
2. Random siege night where everyone who logs in is put in a random siege... you don't know who you are going to have on your team and you do not know who is going to go against you. I know this sounds a little like arena, but this could be interesting. Give special prizes to get everyone participating.
3. Create a siege night where 4 guilds all join and the 'mid' is accessed by 4 entry points. Don't advertise who the guild is going against until they are in. Progressive prizes for 4th, 3rd, 2nd, 1st place.

Yes I realize that these all require development, but to me, they all sound like a blast.

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Tuesday, July 8th 2014, 8:03pm

Actually a lot of really cool ideas in this thread. I would love a random siege or a 4 guild siege battle over the middle, "King of the Hill" style.

I just wish these were something that would actually happen, the fact that siege has been in beta for a couple years now makes me less than optimistic that we will ever see any sort of change for the better, but it's nice to see people's ideas for improving it.

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Tuesday, July 8th 2014, 8:56pm

Yea that idea of 4 guilds fighting for the middle seems like it would work out the best (other then lag for that many players in one location).

But everyone one of those does sound like it would be a great change up from the repetitive sw's of today, though I do still love sw's regardless. ^.^
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ruisen2000

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Tuesday, July 8th 2014, 9:48pm

Yea that idea of 4 guilds fighting for the middle seems like it would work out the best (other then lag for that many players in one location).

If they did that, they'd need to seriously improve siege performance. If there's over 40 people in siege total from both teams, siege gets unbearably laggy and unstable already. With 4 teams... X_X

4 teams going against each other would be heaven for C/M though lol. Elemental Rampage would be epic with that much people around.
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20

Wednesday, July 9th 2014, 2:51am

Yea that idea of 4 guilds fighting for the middle seems like it would work out the best (other then lag for that many players in one location).

If they did that, they'd need to seriously improve siege performance. If there's over 40 people in siege total from both teams, siege gets unbearably laggy and unstable already. With 4 teams... X_X

4 teams going against each other would be heaven for C/M though lol. Elemental Rampage would be epic with that much people around.

I remember being in 50 vs 50 people sieges and the server was able to handle it back then. I'm not sure if there have been downgrades over time or what, but the load siege has now is quite a bit less than it used to be. Remember when u had to spam signing up for siege because all the spots got taken in like half a second.
Quaffy - 87 Mage/ 85 Priest/ 70 Scout (formerly one of the much hated P/S in PvP :()
Heavensfury, Govinda
KilledbyBorella February 15, 2012