Siege Weapon Idea
The people interested in crafting could collect the mats to make a war machines. Same as the ones in eye for an eye. When constructed you could send it to the faction of your choices keep or to defend your own keep. Put it on a timer and display it's location on the map. Maybe have an objective that multiple players would have to complete to choose it's destination.
Lot of problems.
Way too many control points, so people just end up running around sort of randomly alone or zerging.
The lack of really important points worth taking means there's no focus for organized groups to get anything worthwhile done. Points change sides too quickly to give them strategic value. Even the points that gave your team a portal didn't make a big enough difference to stay around defending it, especially when a zerg could just roll over you and take it before you could even call for reinforcements.
If you're running around alone most of the time all the points you get to are undefended, so you cap it, and go to the next point, occasionally you run into a zerg and die, then go back to what you were doing.
If you're running around with a zerg you just go from point to point and occasionally run over players running alone.
There's no point in defending anything, by the time you notice a point is being attacked and get there it will already be taken over and you have to take it back anyway. In that time you could have just kept doing what you were doing and captured more point.
40% is way too small for the match to end, all takes if for a team to hold 1/3rd of the map which is about 20 points and then capture 3 more points from another team, it's absurd. It should be more like 80%
Cool idea but really disappointingly bad execution.
Last edited by Cammyle; 05-18-2012 at 04:01 PM.
Well yeah, you do.I agree it's pts you need to test the gear as well.
I agree that you need to test at many levels. But putting Fluffy up from the start means you have just removed the possibility of testing anything other than @ max gear (to a large degree).
It would probably have been better to test without Fluffy first, or with just a lvl up to 50 NPC.
Then at a later date test with P50 gear. You can't undo it now (well you can, by wiping PTS of characters but I doubt that will happen).
Thanks for all the feedback folks and for coming out to see the first iteration on PTS!
The team is going through the feedback now and working out the next set of changes to Conquest. What you see on PTS today is not what will go live - this is a sneak peak, a work in progress, a place where we can show the early ideas and first iteration
I wanted to take this opportunity to answer a few things that were commonly asked or commented on during the match up yesterday.
• Faction Wide Communication – This is in it was the /1 or conquest channel. The channel was not obvious due to its default coloring being like every other chat channel.
• Faction Swapping – The NPC that allows you to reset your faction at will is not intended to go live. That was purely for PTS purposes. It also won’t be a lizard person in live!
• Faction Balancing – We have variables in place for this, but they were set far to high by default. We are tweaking this.
• Getting out of the Match – Yep we didn’t spawn the NPCs that let you out You were trapped unless you soul recalled or it ended.
• 40% control to initiate lockdown – Yep to low. You will see changes to this before it goes live.
• Requests for PvP Hotspots on the map – Those are actually in, but based on your zoom level on the map they may disappear.
Why didn’t we tell you all the details about how it works up front? There was a lot of confusion over how things work because we didn’t explain everything in detail. That was actually part of the point of the first test. We wanted to see how understandable things are at a basic level to help us identify where we need to streamline and tweak things.
Once again, thanks for playing and feel free to send in more feedback. The team is looking forward to getting changes in and getting another playtest up and running!
Lead Game Designer: Rift
Awesome to hear Daglar ^^
Any chance you'll be addressing healers' woes too? >_>
hey I have a question.
What were the Three Faction colors on the Conquest map?
Oath had Yellow.
Raven had Blue?
Domin had ???
Lets Go Rift. Hope Archeage can do something next. Lets Save Rift
Last edited by Lorissy; 05-18-2012 at 08:06 PM.
I think there should be several less control points, really.
Maeloda ~ Defiant Kelari Male Rogue ~ Level 60 (Expert) ~ Faeblight ~ Philanthropy
GSB 5/5, GP 4/4, DH 4/4, RoS* 4/4 || HK 2/11, RotP 0/4 || ID 0/8, PF 0/4 || FT 0/4, TotSQ 0/4, EE 0/5 || GA 0/4
* = Conqueror
The pvp hotspots are great but I think having more keeps that can be portal keeps (perhaps make it a purchasable upgrade with sourcestone?) coupled with having alerts for extractors under attack would create more organic hotspots.
Several people have mentioned trying to funnel but I don't think thats necessary and could be potentially harmful, I think the basic chemistry to get people fighting each other is already there it just needs some refinement. I'm also working on a more detailed post about things I'd like to see in terms of crafting and other stuff.
What I don't get is this.. I am out there doing it, looking for and finding fights. Making myself vulnerable (running solo a lot of the time). And somehow I am the one that is bad? Because I am not with a zurg? And because I am there to fight, and you are there to hump some pillars, and collect some resources? I don't mind dieing, and will run into a losing fight just to see how well I can do, even if winning is not a reality.
People don't want fights in this game. They want rewards, they want gear. Very few players actually want fights. I want trion to make a zone that promotes fights, not just zurging some pillar,and harvesting some stuff to deliver to your camp.
- Ice_Hole of OMG Im Drunk