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Author Topic: Topic of the Week [Locked]
Vault_News  3 stars
Title: 0110011010
Be Nice to Me I'm a Bot

Posts: 982
Registered: 2005-10-18 12:53:17
With this week's "Topic of the Week", the Vault would like to know " From the depths of knowledge a light beckons. Surrounded by a blinding light you are stunned at its brilliance and alert to your surroundings. A voice whispers in your ear, "Welcome brave warrior of the realm! Your dreams have come true!" The voice has a soothing and familiar feel to it and as yours eyes adjust to your environment you notice your now awake at a round table with many hands ready to transcribe your every desire, a message for all the people to enjoy. This week our eyes and ears are to you, the brave and imaginative. What directions do you feel the game should go? What would you have planned for the years to come? The fate of the Dark age of Camelot rests in your every word. What is your message for us and for those who are ready to mold your every desire. Your dreams and wishes today could be a patch away tomorrow, you never know who is listening!"

Thank you for sharing!


Posted from Camelot Vault
Shamoth  1 star
Posts: 108
Registered: 2005-10-16 09:37:50
Ok, I'll bite

To me, there is absolutely no doubt where Mythic can improve the game the most with the least amount of resources: *Small* scale RvR. I have been a soloer for many years (and with no intentions of stopping anytime soon), but small scale RvR really needs some direction. Especially for the many players who enjoy casual RvR (red is dead). Most people (developers too?) probably associate soloers with dueling and such, but I would like to present an idea designed to give small scale RvR a more *natural* flow and bring it *closer* to the spirit of the game.

My idea revolves around a simple RvR quest. The quest itself is not very exciting. The reward is not great either (sounds good so far, eh?). The idea behind the quest is to make some very *general* changes to the way players use the frontiers. Im not sure whether to explain the quest first, or the general changes first, but feel free to choose for yourself.

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The Quest:
The theme is to steal resources from the depths of enemy frontiers. These resources (wood and stone) are scattered around in the two innermost zones of each frontier. Wood in one zone, stone in the other. Collect five pieces of wood/stone and you instantly get a small reward. No NPC is involved at all. The only requirement is that you alternate between wood and stone.

Let's say the wood/stone can spawn in 30 different places, but only 10 are up at any given time. This way players run different routes from one quest to the next. Also, to prevent players from competing for the same pick-ups, the wood/stone will not despawn on pick-up (it will despawn on a timer). Instead, each wood/stone is unique and players must collect five *different* pieces. This design allows an unlimited number of realmmates to do the quest together, grouped or not (or simply cross paths without annoying each other).

Players will also be able to complete this quest by defending their own realm's resources. If you kill an invader you will automatically recieve his pieces of wood/stone *plus* one extra piece. The extra piece makes sense because then you always get at least one piece, and besides, it is impossible for the invader to carry five pieces because then his quest is complete.

The trickiest part to this quest is no doubt the reward. I'm thinking a flat gold reward for the quest alone, but with some kind of realmpoint bonus when players encounter enemies during the quest. A proximity reward (to all nearby realmmates) would be great to underline that this is a realm objective. Keep in mind that the quest reward is just meant to be a small sidebonus to encourage roaming. The real goal is to encounter enemies.

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The changes:
1. The first general change is to encourage invasions, thus creating a flow of invaders heading deep into enemy frontiers. Even on a small scale level you should always encourage players to invade. The more inward traffic, the better.

2. The second general change is to create a conflict between realms. This one is complicated to explain because you would think that being from different realms is a conflict in itself, but this is far from always the case. You could easily argue that soloers from different realms have a *shared* interest with each other - To fight each other uninterrupted by anyone else. When you are fighting for a concrete objective of some kind it creates intensity between you and your enemy, but equally important it makes you more open to assistance/interference from realmmates. You dont need relics at stake to achieve this. In this case there is only a simple quest reward at stake. The key is to make invaders' objective conflict with defenders' objective.

3. The third general change is movement. This RvR quest encourages constant movement because it is essential to small scale RvR. When everyone is on the move, the chances of small fights without interference from other players are much greater. This may seem like a contradiction to #2 (above) where cooperation is encouraged, but it is really the best of both worlds. Viewing realmmates as something positive (or neutral at the very least) is fundamental to RvR, but the key to small scale RvR is to disperse the action (as opposed to large scale RvR which builds up action in specific places). Also, movement makes encounters with enemies seem more natural because it can happen anywhere at anytime (in open terrain).

---------------
Final thoughts:
It's easy for developers to influence where soloers and small groups go. We dont need much incentive, and we can bring life where there is none. History has shown that (in small scale RvR) players do not automatically invade "just because", nor do we work together "just because". It all depends on the scenario. Please give us some direction, Mythic. If you can "channel" small scale RvR into the open terrain of the frontiers you will find that it opens a great new opportunity. The opportunity to create new structures and landmarks in places where you know players are often travelling through. Fighting in and around structures (without mob/guard aggro) is great fun, but please, no more bridges

/Zohath

 

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[Hib] Druid - Blademaster - Bard - Mentalist
Meddyck  1 star
Posts: 118
Registered: 2002-4-23 09:26:03
The dev team has spent the vast bulk of their time since release on adding new pve and gear to DAOC. I'd like instead to see them spend the rest of the game's life on improving RvR:

- Creating new incentives to engage in small scale RvR sounds good to me too. The dopplegangers worked very well for that. Whether you bring them back or create something brand new, giving people who don't have the time or inclination to spend 2 hours forming the perfect group something to do in RvR would be appreciated.
- Fine tune the RA system. Add some new interesting active RAs. Make the level 1 version of actives more powerful to close some of the gap between lowbies and all the R11+ players.
- Fix the lag and ghosting.
- Make minotaur relics more appealing to take and bring into the frontiers.
- Add realm loyalty bonuses. Don't give relic, rp, or xp bonuses unless you've played a realm for, say, 24 hours. If you play a realm for 48 hours, give a 25% bonus on top of all the other bonuses. After a week, increase it to 50%.
- Add buff NPCs to the BGs (how frakking hard can it be?)
- Allow level 50s under RR 5 to play in Cathal Valley
- etc. etc.

 

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Vyxar  2 stars
Title: Arbiter Elegantiarum
Posts: 329
Registered: 2002-3-13 04:54:08
Vault_News posted:

What directions do you feel the game should go?



Free to play.

 

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Vyxar
Master Eldritch
Shadow Legacy
12,11,11,11,10,10,10,9,8,7,7,7,6,6,6,6,5 etc...
Marubaloobalah - "Mediocre people that don't know they are mediocre are like the homosexual to your hate crime."
Kamlauaut  1 star
Posts: 84
Registered: 2010-8-19 10:40:13
Meddyck posted:

- Add buff NPCs to the BGs (how frakking hard can it be?)

- Allow level 50s under RR 5 to play in Cathal Valley

- etc. etc.



I agree with the Under RR5 Play in Cathal Valley. Or make it F2P Under RR5


Also Add A necro Pet buff Token. ( since that is the Core source of power for the Necromancer)
BigSeph
Posts: 8
Registered: 2003-3-29 21:09:09
Just admit you guys were stupid and make an OF server with no classes from Catacombs on up.


I really don't care about all the whiners who say "oh but people will stop playing Ywain and population will drop."


Yeah, know why?


That's really all I'd like to see changed, that and finish the job you started when you were merging all the servers. This "ywain10" crap gets old.

 

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You can eat your dinner, eat your pork and beans
I eat more chicken any man ever seen
"My post count is more than twice that of yours which alone speaks volumes about how much more i know about this game than you do."- PasswordLLOTH
^rainman lol

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