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Tuulikki

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1

Monday, October 5th 2015, 8:24pm

Mercenaries

Let me start with what this post is NOT. It is NOT a post to simply complain things are broken and that “somebody” should fix them. If that is your “thing” - to read a post and simply respond that you don’t like it without any further explanation or offer of a comparative solution then this conversation is not directed at you and I suggest you stop reading here.

This is a post to suggest a game refocus and change that COULD positively affect siege warfare. I am not saying this is the correct or even most correct answer to some of the current issues but it is ONE approach that I put forward for discussion. Here it is…

Background and justification

Throughout history smaller armies have enlisted the aid of mercenaries in their disputes with larger and often better armed opponents. With the current state of the game, we often see guilds that are low in numbers or are at full strength one day and have only a few players on the next.

This has created havoc in a point system that has never been truly effective. There are simply too many random factors involved with regard to the number of players who show up, differences in gear and/or skill (not the same thing) and the lack of available guilds within range of each other to make siege a truly competitive event.

To help guilds, I propose we take what some players are already doing and make it a structured option that can be regulated and used towards improving the game experience.

How it would work

The first step would be to give individual players the ability to sign themselves up to be mercenaries. This would be an action independent of the guild registration. Once a player signs up to be a mercenary they commit themselves to fight for another guild. The mercenary would be assigned individual points based on their participation and whether the guild they assisted won or lost the match.

Establishing the relationship and creating a gold sink

When a player signs up to be a mercenary, they list that they are available and set a price for their services. Prices will vary based on gear and experience with OP players costing more to hire than lesser geared and experienced ones. Arguably these numbers will be extremely subjective and unbalanced with players both over and undervaluing their contributions but, with time, these prices will find equilibrium and establish price points that can be realistically supported.

Next, when a guild registers for siege, they have the option to pre-pay whatever amount they feel is fair to hire mercenaries to fight for them. The number and level of mercenaries will be determined based on what amount the guild has allocated to spend. Prior to siege (say ½ hour or 15 mins prior – good deliberation point), the guild will have the opportunity to look at a list of available mercenaries and purchase the services of those they wish to hire. These mercenaries will then be added to that guild for the duration of siege only.

Controls

There would of course need to be some control to protect both the guilds and the players electing to be mercenaries. Once the siege starts, mercenaries that do not participate can be booted within the first 5 mins to protect guilds from players who don’t show or who log in and stand around. Likewise, a mercenary cannot be booted within the last 5 mins of siege to protect the mercenary from a guild utilizing their services then booting them at the end to avoid paying out.

Conclusion

I have avoiding going into lengthy discussion of this with the sincere hope that we can engage in a meaningful discussion/debate. What that means is if you feel compelled to disagree then by all means do so, but please state WHY you disagree and what YOUR suggestion would be to deal with the same issue(s ). :)
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Monday, October 5th 2015, 9:46pm

Within my guild we have a strict 'no mercenary' policy. The way I explained it to them was that once you hire mercenaries to win, you are stuck forever hiring them or be faced with a series of losing seiges. At least with the matching system the way it used to be, whatever your strength, you settled into a point range you belonged in. With the new system, not sure it matters anymore.

Is there a demand for this service that warrants changes in the current system? I am not seeing it. You want my suggestion as to how to deal with the "issue", and I assume that the "issue" you are trying to address is how to make seige more "competitive", the only real way is to have a minimum participation limit and no alts. Note that this would prevent many guilds from participating at all. Or, they can hire mercs, and watch as your group of mercs fight it out with the other teams group of mercs.

Face it, the issue with seige is the lack of population. Fix that and everything will fall into place.
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Tuulikki

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Monday, October 5th 2015, 11:59pm

Obviously it would have to be voluntary with guilds deciding for themselves whether they wish to participate or not. What norms and beliefs your guild shares is entirely up to your group. Others may not see it in the same light. I would think though that the inclusion of a gold sink would make it not economically viable in the longer term for for guilds to rely solely on mercenaries to do their fighting for them.

Demand for this service is really an unknown. We do know that some players currently "merc" with other guilds and that the process requires them to leave their current guild, wait on join timers, etc. Not a spur of the moment decision. Who then is to say how the player base would respond if this were an option that was much less of a hassle and afforded more opportunity. Likewise, I would think that not everyone wishing to be a merc would be an OP geared player with tons of experience. Quite the contrary. If a player wants to siege and their own guild either didn't get a match or for any other number of reasons decided not to siege as a guild it would still allow the individual player to at least get into a match if they were so inclined.

Now to the debate portion: You made an assumption in your reply about the issue but unfortunately missed the mark by focusing on only a single element of a much larger, more systemic issue. The issue is the decline in the overall gaming experience which includes finding ways to reinvigorate the communities through increased player involvement. In hindsight I could have been more clear on that so I apologize if that caused anyone who read this to feel I was singularly focused on only one specific aspect.

Second, your absolutist contention that the ONLY REAL way to make siege more competitive is to mandate minimums and not allow alts to participate in the events is totally unsubstantiated. Even if we gloss over the first point as having some potential merit, your second point is not only highly impractical but would result in discriminatory conduct and practices. How would you even implement something like that to ensure ONLY alts were banned from siege?

Finally, you concluded by saying fix the lack of population and everything will fall into place. Another absolute. While I agree that the lack of population doesn't help any, the point system has never been an efficient system for matches, sieges are still very often one sided and players who's guild does not register to siege do not have any other recourse if that is what they wish to do that night in game. Would increasing the population help? I think most of us can agree that it would definitely help. Will increasing the population cause everything to fall into place? Most likely not. Actually it could just as easily take the existing problems and magnify them by the increase in the players.
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Tuesday, October 6th 2015, 12:04am

Also i think mercenaries should only be available to the guild with a point difference of 500+ and only that guild can hire mercenaries to have a fighting and fun chance for a good fight in siege.

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Tuesday, October 6th 2015, 12:18am

When you do siege, how many active people are on your side? How many active people are on the other side?

Everyone and their mother seems to have their own weak useless guild. With RoM already having a population problem, having lots of guilds spread the player base so much that siege is now just a few people vs another few people.

Get ride of useless guild!

I have no idea what my post has to do with topic...Npc Mercs for dungeons would be nice...sure could use a tank and a healer..

6

Tuesday, October 6th 2015, 12:32am

I'll cost 69 gold. What can I say, I love sieging.

+1
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Tuesday, October 6th 2015, 12:38am

Maybe I'm wrong here, but what Kingzamorak tossed in here is basically what this proposal breaks down into. A PUG.

You want to turn seige into a PUG then just have them up the player count on the arena.

Seige is supposed to be guild against guild. You want to change that, fine, but it would be far easier to expand the current arena system than to change seige.

I could fisk your wall of words also, but it ain't worth the effort.

People complain about Mercs in seige now, making them official is going to improve this how?
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This post has been edited 1 times, last edit by "Auros" (Oct 6th 2015, 12:44am)


Zerienga

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Tuesday, October 6th 2015, 2:11am

And this topic comes up again... Time to repost my suggestion from a while back.
I had an idea about a mercenery register option on the US forums... Lemme go grab it. Brb

EDIT: Got it. Changing the rewards I had suggested for it to include rubies.

I would not want mercenaries to work like this. As I stated in the sw times thread, this would completely unbalance siege wars. Just as we have an issue with people rank dropping currently, we would instead have merc point dropping as well. Also, the guild in question would just use the invite player option for an easier win.

I would rather have the registration button have a "merc join" option where it pooled together all the mercs across the servers and divide them in half at random (kind of like how the arenas work). The merc guilds would then have to talk with each other and figure out a strategy that would work for them. It would be much more interesting this way than having guilds able to invite mercs. Also, you should not be able to merc sign up for sw if your guild is signed up. The way this would work is that the guild has to be not signed up for sw in order to use the merc join feature. To prevent people from going around that restriction, when a guild registers (not declares war), all current mercs in the guild would be automatically deregistered.

In the case of less than 20 mercs signing up, all mercs would form one merc guild and siege against a random opponent with 900 or more points. In this case, the guild facing the merc guild would receive the same rewards options as the merc guild, which are listed below.

The rewards in the merc sw would be 20 badges of trial, 5000 honor points, 4 of the 100 rubies donation items (forget what they're called), and 4 strange radiances for a win or tie. If you lose, you would receive 10 badges of trial, 2500 honor points, 2 of the 100 rubies donation items (forget what they're called), and 2 strange radiance. The reasoning for the higher rewards is simply for the fact that you would be playing with random people across the servers.

To prevent people from abusing this system for greater rewards, you can only merc sign up twice in one day (days resetting same time as guild sign up).

As for the merc guild castles, they would have rank v buildings with upgraded walls available to deployed during the preparation stage of sw. Only a level 90-95 can place the buildings, and other level 90-95 players can move them.


How would my suggestion be for those of you against Tuu's suggestion? And also, how would you like my suggestion, tuu?
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9

Tuesday, October 6th 2015, 2:14am

I've been thinking of something along these lines, except instead of individuals merc'g I was thinking of whole guilds merc'g, i.e. 'tag-team' siege if you will. It would be interesting if two guilds on the same server could siege together yet still stay separate guilds after siege ends. Siege would be a lot more fun for everyone who's in a guild where there aren't very many people and sieges could become more competitive.

Tuulikki

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Tuesday, October 6th 2015, 4:23am

I think we're on track here for a meaningful discussing folks. Great feedback so far. A couple responses:

@Auros: My intent was to address each of the issues you raised directly. I'm sorry if that felt like I was scrutinizing your words line by line.

@Zeringa: I do like your approach though in truth it does seem like it would likely lead to the purposeful creation of more "elitist" pug groups. This could result in guilds facing groups very similar to the "point dropping" guilds now. As such, I don't think there would be much support for that or for the creation of any venue for OP characters to "roflstomp" under-geared/under-represented guilds. Perhaps there are some controls that could be implemented to help avoid that?

@radeon: I looked briefly at that angle as well and absolutely see the merit in it. My only concern would be how it was implemented or more to the point, if it could even be implemented in a way that would create more evenly matched contests and not just be a way to switch the balance of power. How do you envision this working? Say for example, two 2k guilds could combine to go up against a 4k guild using the existing point system? Would you keep the point system intact with this or abandon it in favor of a different system altogether?

Thanks for keeping this constructive folks :)
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11

Tuesday, October 6th 2015, 4:47am

I'm actually mostly in agreement with Auros on this subject. I'm not sure there is a good answer to incorporate mercenaries as a positive in the game, but I'll leave the possibility open that there is. :)

12

Tuesday, October 6th 2015, 5:06am

I'm actually mostly in agreement with Auros on this subject. I'm not sure there is a good answer to incorporate mercenaries as a positive in the game, but I'll leave the possibility open that there is. :)


Auros is right, and there isn't such a possibility.
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Tuesday, October 6th 2015, 6:43am

While it would be possible, it would also be highly unlikely. When I made that suggestion, I figured that people would likely try to abuse it, so, the toons are distributed randomly and evenly unless there are not enough to split it into two teams as close to 10 v 10 as possible. It might need to be lowered to 14 or so, though for it to be vs a regular guild to help further prevent that. While an entire guild could merc sign up for sw with my suggestion to try to achieve the same effect of point dropping, it is impossible to know what others on the server would choose to do. I figured that, if there aren't enough players that they should be able to face a regular guild to not make it a waste of time if not many sign up. The increased rewards were also decided to encourage players to use it instead of letting it sit similar to the arenas.
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14

Tuesday, October 6th 2015, 3:23pm

Seige PUGS

I have to agree with Auros this really wont change much. Players can already jump from guild to guild or guild to alt guild. This would make a guild vs guild event into a bloated arena (which RW already trashed, killing 3vs 3 and 6vs6 was so dumb and 1vs1 is hardly exciting).

For pvp pugs just enhance arena with new battlefields.

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Tuesday, October 6th 2015, 3:35pm

For pvp pugs just enhance arena with new battlefields.


this. RW all but killed arena with some of the changes they made, and the arcanium thing is not a substitute.

i'd also recommend giving arena better rewards, as the pots are just pointless. maybe have a bag that gives out random mem pots/food or something if you are lvl 55+.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

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Tuesday, October 6th 2015, 5:17pm

Imagine a 12 v 12 arena on the seige battlefield; or 24 v 24, etc. With participants randomly distributed Red or Blue. Might have to have a 2 minute prep period to organize comms. I would think rewards could be similar to seige, but reduced somewhat to cut down on abuse.
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17

Tuesday, October 6th 2015, 6:07pm

Upgraded arena sounds like a better option.

Wouldn't use the whole siege map. Maybe one lane with a tower to cap on each end with x hp. Some guards, maybe some giant flame towers and giant elecs to fight through so you can't just run up and burn the main tower.

24 v 24 is unrealistic.

6-12 per side.

Matchups willl be just as unbalanced as siege now.

Organized matches could be fun but how to prevent exploiting rewards?

Sounds complicated so just play league of legends instead
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18

Tuesday, October 6th 2015, 7:55pm

How about something like this:

1. Set a siege player limit: 36 toons, so you're looking at 36 x 36
2. During Siege Prep ( 1 hour before siege ), all of the toons planning to enter siege must click the siege button acknowleding that they are going to be in the Siege
3. ONLY the first 36 toons are accepted to the siege

Here's where Mercenaries come in

4. Toons that do not intend to enter their guild siege or are in a guild that is not sieging can click the Mercenary button
5. Open spots in the current siege are filled in by Mercenary toons randomly. ie, if a Reni team has 32 toons vs an Osha team with 8 toons; the Reni team would have 4 Mercenaries fill in for the final 4 slots and the Osha team would have 28 Mercenaries fill in for the final 28 slots to have a full-on 36 x 36... given enough Mercenaries are registered. lol

Guilds may siege more than once per day depending on their guild level; lower level guilds can only perform 1 siege per day, higher level guilds can join multiple sieges. If we state that only level 5+ guilds can siege then we could make it something like: 5-6 = 1 siege, 7-8 2 sieges, 9-10 3 sieges, 11+ 4 sieges.

You may still only enter a siege with your guild once per day for Siege rewards. The multiple siege entries are so your guild w/ more than 36 toons can make sure everyone is allowed to siege throughout the day.

Mercenaries would earn Mercenary points that could be traded in for things. What things? no clue right now. lol

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Tuesday, October 6th 2015, 8:22pm

Imagine a 12 v 12 arena on the seige battlefield; or 24 v 24, etc. With participants randomly distributed Red or Blue. Might have to have a 2 minute prep period to organize comms. I would think rewards could be similar to seige, but reduced somewhat to cut down on abuse.

Try looking at my post earlier. It might be what you are imagining or similar to it.
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Tuesday, October 6th 2015, 9:24pm

Actually what I am imagining is a separate seige type warfare that is not guild related. Closer to a Ronin type Seven Samurai, except it would be Seven Samurai against another Seven Samurai instead of the local Warlord.

And, all in the current seige battlefield with its existing structure and components.

You'd get there by doing the seige sign-up but with a button to register as a Merc, not as a guild. This button would ignore your guild and server and dump you into a pool of other individuals who also sign up. At seige assignment time this pool gets distributed into two groups of 36 (or, w/e) Red team against Blue team. If more than 72 signed up, the next group also gets assigned similarly. And, so on. At Seige time you still press the enter battle button, but you get ported to the Red or Blue Castle and....off you go.

I would imagine that you can do this every day at all seige times if you so desire, but rewards should be adjusted accordingly.

An option could be to ignore guild but consider server, once the servers are merged. To facilitate preparations.
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