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Re: Outposts

Posted: Mon Mar 12, 2007 4:51 pm
by audrimas
- first the instant resurection.
Let alone it makes the game immersion pretty poor, but this allows low level people, with low gear to be dangerous when in big numbers.
Useles multiple masters, useless months of hunts for top gear, useless knowledge of using skills. If constantly healed and/or rezed a group of newbies can anytime take out top end players.
Good point.

Insta rez is not fun at all, you can kill someone 20x times and he is up in a sec. Would be good if rezed person is ported out to healer's position and get some "resurrection sickness" for 30-60 sec, so he cant start fight right after rez.

Re: Outposts

Posted: Mon Mar 12, 2007 4:56 pm
by danolt
final60 wrote:If limiting participants is done in a fair way, where attackers and defenders choose the limit for their phases of the op war.
Who defines fair? If it is the players why would the devs need to be involved?

Re: Outposts

Posted: Mon Mar 12, 2007 4:57 pm
by final60
RE: Final

Guilds are always going to play their A-team to make sure they win the battle, leaving the B squad out... Get real.
But why would one guilds a team be any better then another guilds a team?

You could only possible say something like that if your worried that if you went toe to toe with exactly the same numbers of an opposing side, you might loose. You like that you can simply use the outdated tactic of numbers.

This limiting factor allows my small guild to go up a again a huge guild. I get to choose the number that fight in the attack. Where I may just win with 40v40. Come the next day the huge guild could go ahead and choose no limit for thir defense and keep their OP. Atleast everyone had a fun even fight for the attack phase!

Re: Outposts

Posted: Mon Mar 12, 2007 5:09 pm
by mrshad
audrimas wrote:Good point.

Insta rez is not fun at all, you can kill someone 20x times and he is up in a sec. Would be good if rezed person is ported out to healer's position and get some "resurrection sickness" for 30-60 sec, so he cant start fight right after rez.
You know that healing received an uber-nerf once already to try and correct this, right? I am adamantly opposed to anymore nerfs in the futile pursuit of PvP "balance"; unless the "resurrection sickness" were limited to OP/PvP only.

RE: Final

You are missing the point. The team you choose for PvP would consist of exactly the same players every single time. Everyone else would be excluided from the fights.

Re: Outposts

Posted: Mon Mar 12, 2007 5:10 pm
by mithur
final60 wrote:Limiting participation wouldnt in the slightest effect sucription numbers. What an unimaginative thing to say.
mmm... I'm not much a PvPer, you know, I hardly do any PvP for myself. But I love the big battles and the OP Wars.

If I had to be excluded of OP Wars, surely I'll quit this game. It could be very bad for me. You know, it's hard get out from people that things you have give them.

So, as someone else have said, is, IMHO, an awful idea.

Maybe it will give very beautyful battles, but surely for all the people witch couldn't be there, they'll be a lot more bored.

Re: Outposts

Posted: Mon Mar 12, 2007 5:56 pm
by haennah
It is very possible to limit the amount of people fighting at an OP battle, just might be hard to realize the implementation.

For instance, you could set a generic cap on each side of say 50 combatants. As people die, they are forced to respawn outside of the PvP zone, either through choice or some limited timer. As one leaves, another can enter, so anyone with the patience to sit in a short queue type situation could fight. Then it becomes an issue of personal choice to participate as whether you can enter the zone or not becomes arbritrary. Also if one side can't bring in enough people to meet the maximum allowed for their side, too bad. It still allows for lopsided battles to occur.

This would also keep re-enforcements bleeding into the PvP zone at a constant pace. Keeping thresholds from getting breached by things such as 5+ minute runs from TP's after wipes.

Of course this idea has it's issues,but it just came off the top of my head on the fly :)

Point is, balance can be forcibly achieved in the mathematics of the situation.

Re: Outposts

Posted: Mon Mar 12, 2007 6:08 pm
by ajsuk
RE: Haennah

Then it still comes down to numbers doesn't it. It's just that they arn't all allowed to play at once. However, if you have alot more in reserve than the other guild they can instantly replace the dead while the guild with lower member count has to wait for theirs to get back from the TP/spawn, or do you mean they spawn right next to the OP now, just not in the zone?

Re: Outposts

Posted: Mon Mar 12, 2007 6:12 pm
by ajsuk
final60 wrote: You could only possible say something like that if your worried that if you went toe to toe with exactly the same numbers of an opposing side, you might loose. You like that you can simply use the outdated tactic of numbers.
ugh, wish I could post pictures here for you to look at but oh well...

What I'm saying hasn't got anything to do with that. It's not a good idea because, the B team (being the left over lower level players of the guild) would be left out because ofcourse you would want your best players taking part. This leaves the poor B squad out of the fight.

>.<

Re: Outposts

Posted: Mon Mar 12, 2007 6:40 pm
by ssefeaba
ajsuk wrote:Why would you fight for something which isn't going to aid you in some way, and something thats not worth the effort outposts require?
For fun?

Have you forgotten that this is, in fact, a game?

Re: Outposts

Posted: Mon Mar 12, 2007 6:54 pm
by katriell
ssefeaba wrote:For fun?

Have you forgotten that this is, in fact, a game?
Have you forgotten human nature? x)