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Re: Change of Policies: aggro dragging, spawn camping etc...
Posted: Wed Aug 22, 2007 6:44 pm
by khyle
fiach wrote:Have to agree with that, I used to get motion sickness playing WoW because of all the wannabe kangaroos there
There are even players who feel the same is true about running, that avatars shouldn't be able to run all the time. I would certainly welcome some form of exhaustion/stamina cost for running.
Re: Change of Policies: aggro dragging, spawn camping etc...
Posted: Thu Aug 23, 2007 3:16 pm
by jared96
katriell wrote:Maybe. Minus the jumping. If jumping were to be implemented, there should be a limit on how many times in one can jump within a short time span.
Each jump consumes 900 stamina in LA......2250 in HA.
Re: Change of Policies: aggro dragging, spawn camping etc...
Posted: Thu Aug 23, 2007 3:18 pm
by jared96
khyle wrote:There are even players who feel the same is true about running, that avatars shouldn't be able to run all the time. I would certainly welcome some form of exhaustion/stamina cost for running.
We don't run .... we jog. Speed is running
Re: Change of Policies: aggro dragging, spawn camping etc...
Posted: Thu Aug 23, 2007 3:24 pm
by wakatack69
Thinks of Morrowind / Oblivion - jumping and running consume stamina.....
And both WoW and EQ2 are full of wannabe Kangaroo's
Re: Change of Policies: aggro dragging, spawn camping etc...
Posted: Fri Aug 24, 2007 12:26 am
by iwojimmy
@Jared
The Dev team is providing for all the servers, not just Arispotle, so they can afford three minimum clerical wages instead of just one.
Admittedly one of them has to go to the translator, but if we can avoid dialogue heavy content they should manage.
Re: Change of Policies: aggro dragging, spawn camping etc...
Posted: Fri Aug 24, 2007 9:56 am
by akovylin
jared96 wrote:When Ryzom was a "buzzword" in the industry, the biggest "claim to fame" of Ryzom was the "RAID Engine", it saw heavy usage in the beta and closed beta stages often with periods of weekly and more than weekly events. I have taken my "vacations from game" a couple of times, lasting severl months at a time but since "retail" I have only been here for one Raid.
What originally attracted me to this game in the original press releases was the line that said we could "build fortifications". Well other than the silly temples, I haven't built anything. The ability to build even temporary fortifications and defend against kitin raids would add a whole new dynaic to the game. The ability to build is already programmed (we did built the temples), the ability to have Raids we know is already there. I have never understood why these raids are not a routine event.
Suggestion:
1. Why not have one or kitins patrols strike every region at least once per season. I remember in FBT kirosta patrols near Matis so the programming is there. Nothing enormous, just a train of saw 30 kitins that would enter a region and "patrol it" until it was wiped out.
2. Let one of these patrols in any given Atys Year have a few more kitins say 40 whuch would "cut and run" back to the kitin lair when their number reached 10 in order to "report back".
3. The following season, the patrol that managed to "report back" would receive a massive kitin invasion in the region the patrol escaped from . Our kitin observers could report that "our forces did not manage to kill all of the kitin in the scouting patrol and we fear that our region will receive a massive invasion in the near future."
4. Later the observers could report that "scouts have reported that the invasion is likely to attack [name town, outpost, whatever on <insert date here>].
5. Allow like 4 RL days to "build defenses".
6. Have the raid at the specified date and time......let kitis do damage to OP's which could then be rebuilt. Maybe even allow them to be destroyed which would then require that they be retaken from npc's. Make the attacking forces bigger than any one faction can handle so that an opportunity would arise for people to negotiate for OP mats which they might not have access to otherwise.
7. Let the patrols and raid kitins have chance of dropping OP stuff. Not tons of it but not wheel odds either. The bitteness in the game comes from having classes of "haves" and "have nots".
8. Let the "gods" be present to bestow an aura on the participants defending hominkind. The amount of protection provided by the aura will be "earnable" and perhaps decrease SLOWLY over time. Lets say aura has earnable value of 100%; you can get 50% from kami, 50% form kara. Your starting point is your faction fame divided by 4. So a peep with faction of 100 / 0 starts with +25 / -25. A peep with 50/50 starts at +12.5 / - 12.5. By killing patrols and defending invasions in Fyros and Zorai, you earn Kami bonus......by defending in Matis / Zora, you earn Kara points. NOTE bonuses would NOT change fame. Let tehse points also be used to purchase things. A point buys a TP (kara point buys kara tp regardless of faction and visa versa). 10 points buys an OP mat or a KL. Forget for a moment whether 10 is appropriate or not but just consider the concept.
All of the above but the fortifications and "bonus points" already has been done and tested in game and therefore would have little development effort to implement. The bonus points seems woth the development time as it would provise the "have nots" with a shot at getting just about anything in game if they worked hard enough.
Great ideas i would like to see it
Re: Change of Policies: aggro dragging, spawn camping etc...
Posted: Fri Aug 24, 2007 7:28 pm
by daestny
*gently nudges the thread back on topic* Lets try to stay on the original topic and post other stuff in the relevant threads or even start a new thread.
Re: Change of Policies: aggro dragging, spawn camping etc...
Posted: Fri Aug 24, 2007 7:57 pm
by komissar
daestny wrote:*gently nudges the thread back on topic* Lets try to stay on the original topic and post other stuff in the relevant threads or even start a new thread.
*Gently urges Dastny to finally post something in this thread*
Or maybe Daestny could gently nudge Marjo to post something in this thread???
After all this thread kinda calls for GM or even Dev attention... And yet the heavens remain silent...
Re: Change of Policies: aggro dragging, spawn camping etc...
Posted: Mon Aug 27, 2007 10:43 am
by balor
I presume there has been no official responce to this one? Are we still waiting for GameForge to take an active role in outpost battles, life, liberty and the persuit of happiness?
Re: Change of Policies: aggro dragging, spawn camping etc...
Posted: Mon Aug 27, 2007 1:16 pm
by Marjo
Okay as your CSRs' words aren't enough for you, I'm stepping in to give clarification here about the in game rules regarding what the Open Poster pointed out. These rules are to be taken as official. During an OP battle:
1. No agro dragging will be permitted.
2. No spawn camping will be permitted.
3. No profan or obscene language is permitted in any public channel.
4. No restricting access to or from an OP ie. packer wall.
5. No use of Yelks against packers or players.
6. All non tagged players must remain a respectable distance from the fighting (outside the main body of fighters).
When you witness any of these behaviours, please report using the in game ticket system to contact your CSR team.