Re: [Submit your idea] - New scenarios & mechanics
Posted: Fri Apr 23, 2021 7:23 pm
Oi gitz!
I haz been away for a while...(about 6 months) anyway... stumbled on this topic.
As a vocal gobbo I have talked about this for a long time. From maps sizes to new mechanics. The old world has changed a bit since reckoning and some thing have not changed at all. This creates complications. But not one we can solve with some simple tweaks and creaks.
As some maps are based for more servers and lower tiers(no mount) they represent about 10% of the map. Way too small for 300 gitz trying to murder each other. Look for instance to troll country rvr zone. This can be enlarged easily. ( you can even add a new mechanic, for taking over pieces of a zone)
The lower tier problem only gets real cause of the distance, mostly due the fact lower players had no mount. So the objectives are placed closer to each other.
Another thingie that annoys this gobbo in da new world is keep switch. Yes it changes the map, but it's lazy and only creates unfair zones, those warcamps were placed just right to create bottlenecks and fun places to fight. This solution not only makes it unfair but creates maps devoid of people.(Think about Badlands zone)
I suggest a few mechanics we were never able to put in. It makes maps more unique and replayable.
- The first change is something like the goblin/dwarf scrapper to get to lotd. Players gather scrap/supplies from fallen enemies. These supplies must be carried to the warcamp. And when a side have enough, it can creates an siege engine.
- The second would be a must to have more siege engines and tactics for both the besieged and attackers.
For attackers:
- Ladders or ropes (cheap, easily breakable, one player only, maybe not all classes)
- Siege towers (expensive, though, loads of gitz)
- Tunnels (expensive, takes a long time, new small instanced maps beneath the zone)
For defenders:
- Every supply is a respawn inside the keep
- Extra, better guards,doors, boss upgrades
- Tunnels (to counter and bring in supplies)
I did not specify who will be attacker and who will be defender. There should be a maximum of supplies for a zone. Players have to make a decision. But who chooses what we will build? The solution is bring back Realm Captains, guild selected members that had their own channel on their side.(yes, the rvr channel) The number of those captains is based on how high the guild lvl is.
And this is just a start...
I haz been away for a while...(about 6 months) anyway... stumbled on this topic.
As a vocal gobbo I have talked about this for a long time. From maps sizes to new mechanics. The old world has changed a bit since reckoning and some thing have not changed at all. This creates complications. But not one we can solve with some simple tweaks and creaks.
As some maps are based for more servers and lower tiers(no mount) they represent about 10% of the map. Way too small for 300 gitz trying to murder each other. Look for instance to troll country rvr zone. This can be enlarged easily. ( you can even add a new mechanic, for taking over pieces of a zone)
The lower tier problem only gets real cause of the distance, mostly due the fact lower players had no mount. So the objectives are placed closer to each other.
Another thingie that annoys this gobbo in da new world is keep switch. Yes it changes the map, but it's lazy and only creates unfair zones, those warcamps were placed just right to create bottlenecks and fun places to fight. This solution not only makes it unfair but creates maps devoid of people.(Think about Badlands zone)
I suggest a few mechanics we were never able to put in. It makes maps more unique and replayable.
- The first change is something like the goblin/dwarf scrapper to get to lotd. Players gather scrap/supplies from fallen enemies. These supplies must be carried to the warcamp. And when a side have enough, it can creates an siege engine.
- The second would be a must to have more siege engines and tactics for both the besieged and attackers.
For attackers:
- Ladders or ropes (cheap, easily breakable, one player only, maybe not all classes)
- Siege towers (expensive, though, loads of gitz)
- Tunnels (expensive, takes a long time, new small instanced maps beneath the zone)
For defenders:
- Every supply is a respawn inside the keep
- Extra, better guards,doors, boss upgrades
- Tunnels (to counter and bring in supplies)
I did not specify who will be attacker and who will be defender. There should be a maximum of supplies for a zone. Players have to make a decision. But who chooses what we will build? The solution is bring back Realm Captains, guild selected members that had their own channel on their side.(yes, the rvr channel) The number of those captains is based on how high the guild lvl is.
And this is just a start...