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Rougetopriest

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61

Thursday, February 5th 2015, 7:05pm

I don't know a single guild with a full 36 attackers :p Meaning 1 character per person in a full siege war. Though that would be really nice :)
Siege War Videos :)

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62

Friday, February 6th 2015, 12:55am

Not saying there is but I have seen 20+ attackers to 5-10 attackers. Although I have been in a few sieges where we did log out alts and fill all the seats with 1 toon per player and even a couple of players still couldn't get into siege because it was full.

63

Monday, February 9th 2015, 2:51am

Siege War

Yes some skills and buffs have different effects on gates buildings ect. This is due to previous complaints and issues making buildings gates ect too easy to take down.

Siege war is something that most players attend daily and is a big concern of ours. We changed certain things such as hp of guards and having to use different strategies for pvp to even out pvp.

Though players that are higher geared are still at an advantage, players that are not so much so still have a fighting chance.

We are always open to suggestions and the game is always changing. We can not please everyone but we do our best follow the suggestions of players. We do our best to change things to benefit the majority of the players.

When things change it can be hard to adapt but please persevere if something doesn't work we will do out best to fix it. Nothing is set in stone.

Also please be sure when you are leaving feedback to be constructive.

64

Monday, February 9th 2015, 11:06pm

If anything, changing the guards to be so ridiculously powerful did nothing except make siege even MORE geared toward only endgame guilds.
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65

Monday, February 9th 2015, 11:28pm

Buffing the guards made siege war fun again for everyone, just gotta fix Guard leader to whack anyone off the tower if someone is trying to take it. Not have him follow the decoy with the regular guards, make tower taking a real challenge.

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Cike

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66

Tuesday, February 10th 2015, 2:34am

If anything, changing the guards to be so ridiculously powerful did nothing except make siege even MORE geared toward only endgame guilds.
+1.

i know some guilds that already had a challenge with the guards. they have since quit doing SW.

that being said, i believe all the pve elements of SW should be doable by even a lvl 1(exaggeration), using SW-specific items(catapult that can effectively kill npcs for one). SW is (imo) a player verses player event, but with the emphasis on pve elements detracts from the overall "pvpness" of it, and thus, caters to those who can easily do the pve elements verses those who struggle with the pve elements. if anybody has ever been in a low point SW, the guilds spend more time fighting the guards/balloons than they do fighting each other, simply because to win you NEED to perform the pve actions.

some1 posted what i assumed was a troll post, yet i agree with them. take out the guards, take out the castles. make SW a giant game of karros canyon. either that, or add(and thus, balance) elements that allow an ungeared, lvl 1 char to participate fully in the pve experiences, instead of choosing between getting 1 shot by guards or getting 1 shot by players(siege engines is a great idea...they just need help, or make more variations). point is, give the pve aspects even more SW-specific strategy. add more herald-style positions, that are not necessary, but allow a lvl 1 char to actually play(something like the transformations from origin 2nd boss come to mind, scaled to current SW, or the transformations("flag") in the other arenas after stone is captured). something that loses potency the more geared/leveled you are(set values for skills, ISS-style, comes to mind, so not to scale with current gear).

yes, lvl 1 char is an exaggeration, but you get the point.


dunno if it was this thread or another, but to the point of tower capping time: increase total time to cap a tower to 45 seconds, and leave fearless where it is. in addition to that, change capping to a more fps-style capture system, in which you have 1 person capping, it goes normal speed, 2 people capping, double speed, 3 people capping, triple speed(3+ people required for a fearless cap), etc.

i know i kinda rambled, and my post prolly doesn't make much sense, but whatever.
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This post has been edited 2 times, last edit by "Cike" (Feb 10th 2015, 2:40am)


Rougetopriest

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67

Tuesday, February 10th 2015, 6:54am

That's an interesting thought, having the capping speed increase with multiple people capping at once, while increasing the overall time while alone. So +1 for that :D
Siege War Videos :)

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68

Tuesday, February 10th 2015, 5:26pm

Buffing the guards made siege war fun again for everyone, just gotta fix Guard leader to whack anyone off the tower if someone is trying to take it. Not have him follow the decoy with the regular guards, make tower taking a real challenge.

If anything, changing the guards to be so ridiculously powerful did nothing except make siege even MORE geared toward only endgame guilds.

I agree with this.
I feel they've been going the wrong way with the game. I don't want a cakewalk, but don't want it to be so difficult that less geared players/guilds are locked out, and by buffing everything that's what happened.

Auros

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69

Tuesday, February 10th 2015, 8:35pm

I just wanted to step in and say, IMO, I kinda like the changes made to seige, including the buff to guards. I also have no issue with fearless capping, it is just a strat like any others, you can defend against it if you so desire. The buffed guards are a good thing, again, IMO, I appreciate the added challenge as it was just way too easy before (farm guards for merits anyone?). To answer Borellas' concern, well, I seige in a multitude of guilds of varying levels and believe me, the lower point guilds that know seige have no problem capping a tower guards or no guards, I don't care how buffed they are, there are ways to do so. If anything, Zidlefs idea scares me the most as this does drive tower capture to the Fearless cap only for those non-hypergeared.
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