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Is AAO Very (too) Difficult to Add?

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Azuzu
Posts: 551

Re: Is AAO Very (too) Difficult to Add?

Post#21 » Thu Oct 01, 2015 6:10 pm

dkabib wrote:What Azuzu is mainly trying to find out is if it's viable to add? Maybe too much work? (I know nothing about that)
Do the devs consider it a good way to improve RvR (Improve, not solve it)?
This as well, if it's a really complicated and daunting task to add AAO, I'm sure everyone understands there are more important things.
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Sulorie
Posts: 7461

Re: Is AAO Very (too) Difficult to Add?

Post#22 » Thu Oct 01, 2015 6:20 pm

AAO is vital for any rvr rework. In the long run we need it implemented properly.
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Serak
Posts: 33

Re: Is AAO Very (too) Difficult to Add?

Post#23 » Thu Oct 01, 2015 6:22 pm

dkabib wrote: Simple, it's not hard for me to see Order locking zones with 45% population. You want them now to lock and get more because of AAO with no one defending, but because there are players somewhere else, maybe in IC's Monolith roleplaying?

^This. Sorry to hijack but Is this what's going on? When the numbers are showing Destro clearly outnumbers Order by percentages but you don't see them? Honest question because I've been wondering since I haven't played destruction so I don't know.

As far as AAO I'm for it if easily implemented at devs leisure. I like anything that will keep the current future playerbase increasing. I believe it needs to be said nor can it be overstated that the development team members are doing a pretty awesome job that is pretty much thankless by a portion of the playerbase and it's sad but alas that's just my opinion.

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SpikyBitz
Posts: 110

Re: Is AAO Very (too) Difficult to Add?

Post#24 » Thu Oct 01, 2015 6:41 pm

If AOO only accounted for RvR flagged, and flag border was well away from the mailboxes, it would work pretty well, imo. Aion almost does this, but gets it totally wrong, buffing pvp stats massively if the other side owns more territories in the abyss. Buffing REWARDS is a great idea.
Last edited by SpikyBitz on Thu Oct 01, 2015 6:53 pm, edited 1 time in total.
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Tiggo
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Posts: 1948

Re: Is AAO Very (too) Difficult to Add?

Post#25 » Thu Oct 01, 2015 6:44 pm

so you say of the 50% (350 players) on right now, 99,9% of them do roleplaying in IC? ^^ IC must be very busy right now ;)
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Luuca
Posts: 1204

Re: Is AAO Very (too) Difficult to Add?

Post#26 » Thu Oct 01, 2015 6:47 pm

Why couldn't the AAO calculator simply take a poll of those players who have been physically in the WC or Zone for at least 1 minute and who have also been flagged for combat(taking dealing/taking damage/healing a damaged player) within the last 60 seconds. The AFKers aren't taking damage, and if they return from an SC, they wont count as In-Zone for the minimum 60 seconds; however, a player dying in the lake and respawning at the WC would.

I'm no programmer, but those two basic checks would sort the SC crowd sitting in the WC fromt he players fighting while still allowing a fast enough change if the actual numbers fighting in the lakes change.

The real problem I see with AAO is only one open zone. It's basically ensuring max AAO at this point. Two open zones would balance it out some. Maybe when T3 opens up?
Last edited by Luuca on Thu Oct 01, 2015 6:50 pm, edited 1 time in total.

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dkabib
Posts: 408

Re: Is AAO Very (too) Difficult to Add?

Post#27 » Thu Oct 01, 2015 6:48 pm

Tiggo wrote:so you say of the 50% (350 players) on right now, 99,9% of them do roleplaying in IC? ^^ IC must be very busy right now ;)
You tell me, I play Order... The Library is quite empty at Altdorf... Get your WAAAGHs on!
Vanhorts

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dkabib
Posts: 408

Re: Is AAO Very (too) Difficult to Add?

Post#28 » Thu Oct 01, 2015 6:49 pm

Luuca wrote:Why couldn't the AAO calculator simply take a poll of those players who have been physically in the WC or Zone for at least 1 minute and who have also been flagged for combat(taking damage) within the last 60 seconds. The AFKers aren't taking damage, and if they return from an SC, they wont count as In-Zone for the minimum 60 seconds; however, a player dying in the lake and respawning at the WC would.

I'm no programmer, but those two basic checks would sort the SC crowd sitting in the WC fromt he players fighting while still allowing a fast enough change if the actual numbers fighting in the lakes change.

The real problem I see with AAO is only one open zone. It's basically ensuring max AAO at this point. Two open zones would balance it out some. Maybe when T3 opens up?
It can be for the future, we just need to get things as straight as we can for T4.
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Luuca
Posts: 1204

Re: Is AAO Very (too) Difficult to Add?

Post#29 » Thu Oct 01, 2015 6:58 pm

Serak wrote:^This. Sorry to hijack but Is this what's going on? When the numbers are showing Destro clearly outnumbers Order by percentages but you don't see them? Honest question because I've been wondering since I haven't played destruction so I don't know.
That's the rub now, isn't it? The number show one thing, but your experience is telling you its not true. I see the same numbers and I see whats going on in the IC and scratch my head as well. How can the actual numbers be so far off from reality?

I play in what can only be considered "off-hours" and on Destro. I'm on the west coast and there's only 2-3 of my guild in-game on a good night. As such, I know the numbers at that time of night are going to be lower - nothing I can do about it. But still, the numbers from the website show even numbers most nights and it's clearly not even. Not even close. Why?

Well, I work on cars. I have a Jeep that tells me, on its gauge that it's running at perfect temp. Suddenly, I'm overheating - steam rolling out of the grill and under the hood. The gauge says 195° F ?!! The engine CAN'T be overheating.. the gauge says 195°F. The gauge must be broken.

Abolition
Posts: 336

Re: Is AAO Very (too) Difficult to Add?

Post#30 » Thu Oct 01, 2015 7:10 pm

I may be incorrect, but on Live didn't you only get flagged for RvR once you left the warcamp and ran past the "RvR Flags" at the entrance to the warcamp and into the RvR Lake?
Obviously I am not a dev and know nothing about code, but could these flags be added as the "boundary" of the RvR zone?

AAO was a wonderful thing and I would love to see it implemented down the track.
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