Page 2 of 3

Re: Cool Invasion

Posted: Sun Feb 05, 2006 12:09 pm
by kostika
blaah wrote: first "wave" was in pyr's gate. they spawned on us. (no "starship troopers" style invasion to city ;-(. all homins got killed.
when i got back from kara spawn, all kitins were killed (probably by city guards).
Invasions aren't supposed to be thought provoking and full of RP. They're about fighting and killing the invading creatures. Its about fighting aside other people who have the same goal as you.

I got some RP in and the GMs got some story in. So we all had a reason for this. It wasn't terrible. I found it highly enjoyable.

Re: Cool Invasion

Posted: Sun Feb 05, 2006 12:50 pm
by iphdrunk
I must admit, I liked the invasion and enjoyed it a lot. I congratulate both Nevrax and the CSR team. Nevertheless, I think it's also positive to raise a few points, which I think can improve them:

* As a minor annoyance, the still remaining bugs, most notably, the kick out of team, when the team has mixed flagged/non flagged players. Not a big deal, this will be fixed eventually.

* I for one, would appreciate minor variations of the invasion. Although I am well aware of the issues, I think minor invasions without notice (maybe a MOTD) could provide a bit more of immersion and the thought of the "always present" danger. Invasions that were dimensioned not for a server wide effort, even for a group of 40-50 players (MOTD: Scouts coming from Jen Lai stating an invasion of...). Some players asked about rewards and risk, like NPCs disappearing, Merchants increasing prices, NPCs not buying -- hehe this one will hurt --, hawkers refusing to store/buy and saying "your help is needed in ..." instead and so on.

* Remove the non aggro kincher patrols the days before the invasion. They can hardly be explained from a RP / lore point of view -- specially kinchers -- or make them Kibans / kipees / kipestas with a "Kitin Scout" etc appropriate title.

* Add the now gone kitin patrols from PR. Those patrols can provide a nice challenge for a mid sized team, can provide the illusion of a minor invasion, and can be the sign announcing an invasion.


Some of these points have already been stated by other players before, some may need some coding effort, scripted events, spawning limitations, but well this is an evolving game.

Re: Cool Invasion

Posted: Sun Feb 05, 2006 1:16 pm
by lathan
Well, I thought it was really good.. it was more challenging than the previous invasions have been, and I loved the fact that they got into the city too, reminded me of the old days :)

I think if we keep seeing a step up in invasions like this to match the step up in people's skills as time goes by then the invasions could really give something good to the game, as well as keeping the rp, PvE or just non-PvP fans happy. There is more that could be done, but it's a big step forward in my opinion from the previous invasions, so I have hope for the future :)

Re: Cool Invasion

Posted: Sun Feb 05, 2006 4:20 pm
by vguerin
Looks like I missed a good one, and the feedback should help them be even better in the future. I wanted to be sure I was off for the Superbowl and had to work during the event :(

Keep em coming !

Re: Cool Invasion

Posted: Sun Feb 05, 2006 5:36 pm
by rellis
Aye excellent invasion, loved it, two bosses our forces split and we had to form up into one force . WELL DONE NEVRAX - now can we have more pls.

Also well done to all the healers did an excellent job.

Clopper hill was cool too

Xycox

Re: Cool Invasion

Posted: Sun Feb 05, 2006 5:57 pm
by kazaam31
yep was great .. except the pvp flag thing right ani ? :)

Re: Cool Invasion

Posted: Sun Feb 05, 2006 6:24 pm
by iphdrunk
kazaam31 wrote:yep was great .. except the pvp flag thing right ani ? :)

hehe :) well, there was this itsmagic player (for those who don't know he's probably the best looking player in Atys, or so they say) who was bombing them bugs... I got hit by his bomb several times :D .

On that note, I think AoE spells should affect everything, either heal or nuke, and be the target homins, mobs or whatever. I must admit that a bomb that carefully selects PvP tagged players is a bit.... unrealistic, maybe? just my opinion, though....

Re: Cool Invasion

Posted: Sun Feb 05, 2006 11:00 pm
by blaah
iphdrunk wrote:I must admit that a bomb that carefully selects PvP tagged players is a bit.... unrealistic, maybe? just my opinion, though....
if you think a little about it, then that's the only way it can work ;-)
you dont want to force ppl to PvP (if bomb would effect every player) now would you ;-) ... or did you mean to disable bombs in PvP completely ? ;-)

Re: Cool Invasion

Posted: Mon Feb 06, 2006 12:03 am
by iphdrunk
blaah wrote:if you think a little about it, then that's the only way it can work ;-)
you dont want to force ppl to PvP (if bomb would effect every player) now would you ;-) ... or did you mean to disable bombs in PvP completely ? ;-)

yes you are right. The only thing I could see worth trying would be to consider the center and main target of the AoE spell. If it is a mob, use PvE settings, affecting mobs only. If it is a tagged player, use PvP settings affect enemy faction players and mobs. If it is a GvG zone, affect all players not in guild and mobs. This could result in funny situations tho, like teammates not in same guild.

Just thinking loud while digging, and I'd rather alttab back before I gas myself...again...

Re: Cool Invasion

Posted: Mon Feb 06, 2006 7:41 am
by norvic
Great Event, best moment for me was after fighting off one wave and feeling rather euphoric, although battered and bruised, charged over the crest of a Dune to see a fresh wave of Kitin as far as I could see. We were spread abit thin some homin were still down and I thought we were done for but nope, people rallied tightened up healed and we suvived, great work :)