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Better TA system.


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#1 lester

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Posted 20 February 2015 - 10:04

Take Out:

 

  • Take out all of the gathering nodes and take out mounts being enabled.
  • Take out the random spawn points.
  • Make the map more dark and twisted, it is way to sunshine and rainbows to be a pvp map.
  • EDIT:and Mounts!

 

Add In:

  • 1 spawn point which people enter and it is a safe area.
  • Then add a tiers of the map starting from 1-X amount.
  • Fill in these tiers with low level monsters to high level monsters the higher tier of the island you go.
  • Make it so you can only aggro one mob at a time.
  • Give all these mobs a chance to drop weapons and TA tokens that show up in your inventory.
  • People who initiate combat (Started Combat) will receive a indicator preferably a skull on top of their head meaning all items are dropped on death ( I'm speaking about the weapons and tokens you get from the mobs) people who never initiated get to keep 30% of their items on death but drops all of their tokens(Obviously the weapons that are kept are ones that sell the highest to vendors)
  • You can redeem these tokens to buy items that include but not limited to potions,gathering resources and class gear that has a set bonus of doing 15% more dmg to players.
  • I would like to keep this place single target only just because if i'm killing a monster and someone attacks me and i respond with a AoE arrow and hit someone else , I will also be skulled.

Why do this? Because the current TA system is on the assumption every single pvper is a high level gatherer , I'm not a high leveled gatherer so i have no use for these trashy resources clogging up my inventory.With this system both parties will obtain something they can use tokens for.

 

EDIT:

  • Add a teleporter in the lower part of the wilderness to be teleported further in to the wild for faster travel but the teleporters must not be close to any group of mobs.Edit:The teleporter to access the deep wilderness quicker must also cost tokens obtained from the mobs to use in order for people to save tokens when they enter TA , so they would risk something.So if a pker wants to kill someone who just finished off a mob ,the guy can just run to the teleporter and teleport to the deeper part of the wilderness meanwhile the pker if he doesn't have any tokens won't can't catch up.
  • Add a attacking level difference of -5/+5 per tier of the wilderness you're in(This may vary depending on how many tiers your adding.)

Edited by lester, 20 February 2015 - 11:17.

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#2 Tom92

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Posted 20 February 2015 - 10:23

No support,

 

TA would be so inactive.. people enter to gather resources quicker, if people like myself didn't kill these people everybody would have max level in skills.

 

If there was one spawn point people would just sit at the spawn point so nobody would ever be able to enter anyway.



#3 RISDMAC

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Posted 20 February 2015 - 10:27

I quite like the concept of the mobs, tokens and weapons outlined.

 

I think this would be a cool idea to add to a sister island rather than completely removing the current TA system...

 

It would be nice to have a couple of islands with different concepts or themes whiles still being open pvp.



#4 lester

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Posted 20 February 2015 - 10:45

I quite like the concept of the mobs, tokens and weapons outlined.

 

I think this would be a cool idea to add to a sister island rather than completely removing the current TA system...

 

It would be nice to have a couple of islands with different concepts or themes whiles still being open pvp.

Problem with that I want to limit the amount of PvP locations at this current population.The current TA system is broken.The reason why people are complaining they are dieing is because it feels way to PvE, you are gathering resources, having a chat with other gatherers while gathering your own plants,the risk/reward system is PvE based, and even the map looks PvE based it reminds me of green reef isle .I'm sure if you change the theme of TA to be more dark and twisted the players will rethink what type of zone it is.

EDIT:I would actually love if the nodes are removed all the players will go back to farming resources out of TA and then pots will be in higher demand ,weren't people saying that crafting skills are pointless to train? This solution kills 2 birds with 1 stone. 


Edited by lester, 20 February 2015 - 10:48.

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#5 RISDMAC

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Posted 20 February 2015 - 10:53

The reason why people are complaining they are dieing is because it feels way to PvE, you are gathering resources, having a chat with other gatherers while gathering your own plants,the risk/reward system is PvE based, and even the map looks PvE based it reminds me of green reef isle .

The reason they are going there to gather as opposed to greenreef itself is because items stack too 999, you gather slightly more items per gather which in turn means more xp per gather and reduced gathering time.

 

The is a HUGE incentive and reward to gathering in TA and the risk is that if you do not pay attention as you have outlined you may die when a pvp player comes along.

 

I see no fault with the above risk/reward system

 

The only issue with TA is the imbalance between high level and low level players - even with the boost to stats to low levels, they lack the talents/skills to defend themselves 1v1 which is why you often see grouping occuring.

 

But I am going off topic and will revert to:

I like the idea of mobs/items/tokens presented but not the whole revamp of TA  ;)



#6 lester

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Posted 20 February 2015 - 11:04

The reason they are going there to gather as opposed to greenreef itself is because items stack too 999, you gather slightly more items per gather which in turn means more xp per gather and reduced gathering time.

 

The is a HUGE incentive and reward to gathering in TA and the risk is that if you do not pay attention as you have outlined you may die when a pvp player comes along.

 

I see no fault with the above risk/reward system

 

The only issue with TA is the imbalance between high level and low level players - even with the boost to stats to low levels, they lack the talents/skills to defend themselves 1v1 which is why you often see grouping occuring.

 

But I am going off topic and will revert to:

I like the idea of mobs/items/tokens presented but not the whole revamp of TA  ;)

It is supposed to be a pvp system but it is one where it only benefits pvpers that can use the resources they obtain from gatherers,which is a assumption hcs made that every pvper also does crafting.

EDIT:Thanks for the input.


Edited by lester, 20 February 2015 - 11:05.

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#7 lester

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Posted 20 February 2015 - 11:11

No support,

 

TA would be so inactive.. people enter to gather resources quicker, if people like myself didn't kill these people everybody would have max level in skills.

 

If there was one spawn point people would just sit at the spawn point so nobody would ever be able to enter anyway.

Thanks for killing them, you've done eldevin a good deed.Added a death timer so if you kill the person camping spawn point you have 1 min to go to your spot and prepare.Also note there is no mounts so if you go deep enough you can kill them as they struggle catching up.


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#8 RISDMAC

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Posted 20 February 2015 - 12:47

It is supposed to be a pvp system but it is one where it only benefits pvpers that can use the resources they obtain from gatherers,which is a assumption hcs made that every pvper also does crafting.

EDIT:Thanks for the input.

I would disagree that this is the assumption.

 

The current assumption is that pvpers will just pvp for the fun of it and the current system provides little reward to them.

 

The gathering aspect is present to encourage player to risk going there and then the pvp player can have the reward of their being people to kill, possible tokens to steal or 50% drop on smuggled items that may or may not be any use to them.

 

Kills should be rewarded with points (either in the form of valor tokens or a separate point that allows you to exchange kill points for valor tokens).

 

Something needs to be added to increase the appeal of actually pvp-ing there which is why i liked the mob/token incentive proposed.



#9 Ood

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Posted 20 February 2015 - 22:27

I dislike the Runescape PvP approach even more than the one currently implemented here. It only leads to a PvP wasteland that no one uses.

 

To me the current problem is all risk vs reward/pro vs. con.

 

The currently implemented system largely has only positive consequences from harvesting on TA.

You currently gather:

more quantity in the same amount of gathers

walk less between nodes (usually)

wait less for node respawn (usually)

stack more

 

while the main negative consequences of TA harvesting are:

No rares (which are generally easy enough to get as you need them outside TA)

Walk from bank to redeem smuggled goods (mounts solve that issue for the most part)

 

I would simply flip a few of these positives into negatives so that the game isn't overloaded with smuggled items.

 

Decrease the amount harvested to 1/2 normal instead of 2x normal. You still get to stack to 999 (a HUGE benefit for most people)

Decrease the number of nodes by 1 each? Possibly more difficult, but would also make it slower to gather on TA (have a resource respawn rate similar to normal harvesting).

 

Adding a few more negatives to the list could also be considered, including but not limited to:

A '/who TA' type command that shows all players on TA, cannot /dnd and hide.

Alternatively, a chat channel showing who comes and goes from TA (could work against well-known PvPers).

Random 'disasters' on portions of TA, wiping out certain nodes and island space for a period of time.

Add a debuff for harvesters making merchants not talk to them for a period of time.

 

Then, if that isn't enough to alleviate the issues, add in AI PKers. Similar to how easter bunnies were catered to your level, add in a randomly spawning AI creature that seek out a specific gatherer. Give them the same skills as common player builds (though that would require someone at HC to actually play this game), and make them difficult.

 

When I feel like harvesting, I'd still harvest on TA even with all the above changes, because the nodes are close, the stacks are enormous, and it's more interesting than normal.  



#10 Blissy

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Posted 21 February 2015 - 09:46

Aren't they installing a new pvp island/map?  I know there is not current deadline for that but was mentioned in update notes.

 

I don't know what that will entail but since they are planning to add a new pvp map maybe all the suggestions and ideas posted in forum can be looked over by HC and taken into consideration for the new pvp map.

 

might be easiest solution just having the new pvp island created based upon some of the better ideas from the different discussions on changes to TA.

 

This way while TA for some will still have issues there could be a new and improved island for pvp players to go to.

 

then you will have both choices either way.


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#11 redsmokeboy

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Posted 21 February 2015 - 18:02

Major inblance is not issue of gather is Pker's, No risk all reward

 

PK - Player killer simple walk up say high gather how many mat's you have on you time to die.

Picking say 300 Coal 600 Copper from gather, Now for Player killer simple killed lower lvl who had no chance at fighting back start with.

 

Now as player kill walk around killing and gaining simply no risk as all material's where take form gather's start with so even if he die's from another pker not like he wast 1 hr's get materail's vs spend less then 1 min killing gathering for some took them good `15 min + get gain in 1 min for killing them.

 

No Risk for player killer All gain

Gather major risk, Major lose

 

see issue with this

 

All gain vs All lose

 

Gather do have Gain + tive of 999 stack's - less time take out side world saving of sack cost EP so forth +

At same time Major lose when come to player killer's who have no risck factor in place, Kill you take 50% item's yet not even spend time took you get these item start with No Risk to me After kill you just leve inland reap reward's.

 

 

Improvemnt on Risck / reward sys for Player killer's not so much gather's - Gatheirng is bait get people on TA start with.

Issue is no RIsck player killer.

 

No add risk to player killer, Kill another player get debuff on you 50% state's 100% lose of any and all smuggled item's gained.

Mean pick and chose wisly before kill other player's as now have chance fight back as gather.

 

No risk to pk all risk to gather - More risk to player killer.

Open PVP map mean's Player kill can happend and will.

 

Agree with no mount's on TA....


Edited by redsmokeboy, 21 February 2015 - 18:05.

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#12 Falbal

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Posted 21 February 2015 - 18:42

The reason they are going there to gather as opposed to greenreef itself is because items stack too 999, you gather slightly more items per gather which in turn means more xp per gather and reduced gathering time.

 

The is a HUGE incentive and reward to gathering in TA and the risk is that if you do not pay attention as you have outlined you may die when a pvp player comes along.

 

I see no fault with the above risk/reward system

 

To me there is a huge flaw in the current system. You gather around twice as many ressources in the same amount of time, and when you get killed, you lose about half of the things you have gathered. This means that if you get killed every single time, you don't lose anything compared to gathering outside of TA. On top of this you get more XP, which no one is going to take away from you. Every time you do not get killed, it is a bonus.

 

I have totally stopped gathering stuff outside of TA, and I do not mind the occational kill, because it will always be better than gathering elsewhere. I see no risk at all, only benefits.

 

If there should be any risk, then we would have to lose all of our items. That would also make it more of a benefit to kill other players, if you got twice the loot from it. It is a PVP area after all, and 10 people running around in the same area gathering stuff doesn't have much to do with PVP.

 

Another thing I see as a flaw is that not all professions are represented. There is no skinning and farming, so if you are a ranger or a mage, TA cannot help you to gather ressources for making equipment. It is only warriors that have access to ores, which they need for their armor. This seems pretty imbalanced to me.


Edited by Falbal, 21 February 2015 - 18:50.


#13 Falbal

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Posted 21 February 2015 - 18:57

Decrease the amount harvested to 1/2 normal instead of 2x normal. You still get to stack to 999 (a HUGE benefit for most people)

Decrease the number of nodes by 1 each? Possibly more difficult, but would also make it slower to gather on TA (have a resource respawn rate similar to normal harvesting).

 

That would only leave the area even more dead. If you decrease the amount of stuff gathered, you also decrease the amount of stuff people loot when killing each other, so PVPing in a PVP area becomes even more pointless than it already is.



#14 itsme0

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Posted 21 February 2015 - 19:09

To me there is a huge flaw in the current system. You gather around twice as many ressources in the same amount of time, and when you get killed, you lose about half of the things you have gathered. This means that if you get killed every single time, you don't lose anything compared to gathering outside of TA. On top of this you get more XP, which no one is going to take away from you. Every time you do not get killed, it is a bonus.

 

 

Sorry, but on that point I'd have to disagree.

 

Idk about how much you can gather, but while trying to do a daily I was killed a ton without being able to gather a decent amount. It takes 1-2 mins to get to a resource node (example) then you get killed after 1 minute that's 3 minutes to get (if double) 2 minutes worth of materials. Worse is you get half of that, so you spend three minutes getting one minutes worth of mats. Not worth it if you're killed fast.

 

Experience for the skills other than foraging aren't very appealing since it's the crafting skill that takes longer with those.

 

 

Of course these are all simplified examples.



#15 Falbal

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Posted 21 February 2015 - 19:39

Idk about how much you can gather, but while trying to do a daily I was killed a ton without being able to gather a decent amount. It takes 1-2 mins to get to a resource node (example) then you get killed after 1 minute that's 3 minutes to get (if double) 2 minutes worth of materials. Worse is you get half of that, so you spend three minutes getting one minutes worth of mats. Not worth it if you're killed fast.

 

What I usually do is gather stuff for one full inventory, which I can then convert at the smuggler and process at a nearby building. It takes me half the time to gather those 600-700 items compared to outside, and my guess is that I get killed around 20% of the times, leaving me with half the stuff (which I then convert at the smuggler, so it is safe when I enter TA again).

 

I do occationally run into several fast kills, but then it is just a matter of changing server, and I am going again. I have never experienced being hunted down on all three servers.




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