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Official Suggestion: Relic System Changes


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Poll: Do you feel these changes are for the better? (57 member(s) have cast votes)

Do you feel these changes are for the better?

  1. Voted Yes (145 votes [72.50%])

    Percentage of vote: 72.50%

  2. Voted No (30 votes [15.00%])

    Percentage of vote: 15.00%

  3. Either way - I'm not to bothered. (25 votes [12.50%])

    Percentage of vote: 12.50%

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#141 fs_treeline

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Posted 13 March 2007 - 18:58

what annoys me is that no one has come up with an original solution to the problem - you've all just takens hoofs idea and moulded it in your own words to suit yourself


Well not everyone. Tort had some decient ideas. I sure don't lol

BTW defense of relics by having members stay on a certain square where it is located will just give rise to people using multi accounts giving HCS even more S*** over ip bans etc


Your probably right about that

#142 fs_silverrook

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Posted 13 March 2007 - 19:04

what annoys me is that no one has come up with an original solution to the problem - you've all just takens hoofs idea and moulded it in your own words to suit yourself - and BTW defense of relics by having members stay on a certain square where it is located will just give rise to people using multi accounts giving HCS even more S*** over ip bans etc

lateral thinking guys not linear

Did you see this? I didn't see anyone else suggest this. ( Or make a Relic Map. Put all Relics there, and open it up to all levels of Players. This would kill the need for Teleport. The Relic Map would be added to the Krul Island World Map. Then we all could use the " Instant Portal back to Krul Island " to get to the Relic Map. There would not be any Monsters there, just Players. And only Players that are Relic Hunting at that. ( This could be a PvP hang out also. ) This Relic Map would need a Warning on the first square, to let new Players know that there are no Monsters there. ( Or make it so that you must Lead a Group, to enter.) The number of Relics allowed, would be = to the number of squares on the Relic Map. The Relics would be fixed in place, with only 1 Relic per square. Using this Idea, Groups would be key. Players that are not active, would have something to do. You form a Group, and go to the Relic Map. Then you look for a Relic that your Group can take. The same Group that was used to take the Relic, would be used to defend it. Because this would be a dedicated War Zone, Bounty Hunting would not apply to the Relic Map. As soon as you enter, it would not count as normall PvP, so you can't post Bounties, on attacks that happen there. As a side note, this would allow for a type of GvG. ( Meaning Group vs Group this way. ) Even if you don't find a Relic to take, you can still have a way to fight other Guilds. This would give us 2 things to do, in 1 area. Both would be a GvG type thing.)



lol ok yeh apart from mtnlion and tort lol TBH mtnlion it was all in bright pink so my brain must have blanked it out lol

#143 fs_lordatog

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Posted 13 March 2007 - 19:06

how about this so you dont need portals allow a group to be formed 5 member max where lvls have to be within 5 lvls of person ACTUALLY at the relic.. that way only one person has to be there have it like an attack group where takes stamina to join and can be upgraded.. but the 5 lvl limit makes it so it can have decent defence without being outragous like a lvl 25 TDS (for example) defending with 4 lvl 80+ backing...

just an idea you can shoot to pieces if ya want

#144 fs_lordatog

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Posted 13 March 2007 - 19:08

got an error message so sent again sorry about double post

#145 fs_klyd

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Posted 13 March 2007 - 19:10

erm how abou...*brain explodes*

#146 fs_borisdrago

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Posted 13 March 2007 - 19:11


silverrooks idea was good but what happens once the TDS finds 10 out of 12 available relics on weekly basis and keeps them all cause they have more members running around? then you got people complaining that you once again caering to big guilds.


did you miss the bit about only being able to hold one relic at a time ?


yes i did :) but then there is no competition factor

sorry it was a long read :)

#147 fs_silverrook

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Posted 13 March 2007 - 19:16

then for competition i suggest whoever manages to hold the top spot of guilds must accept a challenge from a randomly selected group of guilds for their position - think of it as an uprising against the superpower - the idea of having a specific item and fighting over it seems a little childish too TBH fight for you right to be where you are by strength and cunning not just by having the most members and buying the most FSP - it seems this whole thing is a can of wiggly giggly worms waiting to pop out.

#148 fs_borisdrago

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Posted 13 March 2007 - 19:17

Boris, what do you think of my Idea above? I understand how you feel. Would my Idea help you any?


i dont understand how that idea would change the relics changing hands every 2 mintes and i think it would be a bitch to program and kinda a minigame almost

#149 fs_borisdrago

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Posted 13 March 2007 - 19:19

Hi all,

We've been listening to feedback from you all and we now propose the following adjustments to the relic system.

1) Add a cooldown of 'x' hours to the relic, so once it is captures its safe for 'x' hours from capture.

2) Players in a group attempting capture must also all be on the same square as the relic (group members not at the location will not get the 20% bonus applied to the group).

3) Add an option in the guild management page to allow teleportation to any of your captured relics for easier defense.

4) Add a relic list, showing the current ownerships and cooldown times remaining.

Please post below your thoughts on the changes proposed :)

- hoof


hoof havent you figured it out yet the only thing that this community can agree on is the fact that they dont agree on everything

and most just complain without offering any solutions what so ever!

they already shut down one great idea now they want to shut down another.

thouse that offer solutions try to accomodate themselves only and dont think about consequences.

silverrooks idea was good but what happens once the TDS finds 10 out of 12 available relics on weekly basis and keeps them all cause they have more members running around? then you got people complaining that you once again caering to big guilds.

So here are my thoughts on this even though i am sure not many will read them b4 complaining again and will not like them just cause they dont like anything.

1. Cooldown period. Sould not be more then an hour. That is enough to get some defenders in place if you want the relic bad enough.

2. Max of 6 relics is fine maybee reduce it to 5 so one guild does not have a huge advantage over rest.

3. Defence bonus shoud be applied based on ammont of relics a guild holds.
1relic +50% to defending group stats
2 relics +15% to defending group stats
3 relics + no bonus

4.

Players in a group attempting capture must also all be on the same square as the relic (group members not at the location will not get the 20% bonus applied to the group).


This doesnt really make sence group bonus should be applied in the event of the attack just like any other groups

5. there is should be a teleportation option to the relic by a guild that owns it and ability to teleport out to the world area of choice just as normal portal. (same costs 25 sta +gold) And a guild member should not be able to defend a relic that is in the zone he normally would not have access to.

This means that once you done leveling you can use your last 25 stamina to teleport to one of your relics to defend it while you are not online. When you back online for 25 stamina and some gold teleport back to your desired area.
But if you in some dungeon you faced with a choice to defend your relic or to continue leveling.
Because there typically more people offline then on it will allow easier defence if a guild wants to controll the relic. Also it will make defending multiple relics harder.
And yes guilds with 8 people or less will not be able to effectively defend the relic but i dont see why they should. (and thouse that say only the big guilds get what they want, well we worked for it and nothing stopping you from doing the same )
Over thelast month 5 of the top 10 guilds were replaced with better guilds who spent the time/ money / effort to get there so they deserve the benefits (look at ewoks and dreadblade and otheres like them) You cannot expect to be a 5 person guild and get same benefits as a 100 person guild.

6. a relic list with current ownership is also a great idea

7. One last thing please dont make more then 30-50 relics in the game as that will ruin the game (there are too many bonuses as it is )

this in my opinion should make it work just fine without making new ways to do it and also allow a smaller guild of 20 member or more to controll at least one relic if they choose to.
Of course bigger guilds will always have inherit advantage but that always will be the case.
And really small guilds (15 members or less ) will have a tough time of controlling a relic but all that means is they will have to get new recruits.

thanks to thouse that read this and understand this

repost
for more then 2 ppl to read please:)

#150 fs_treeline

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Posted 13 March 2007 - 19:21

lol ok yeh apart from mtnlion and tort lol TBH mtnlion it was all in bright pink so my brain must have blanked it out lol


I had that same problem lol

Glad he switched to blue

#151 fs_klyd

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Posted 13 March 2007 - 19:24

Think the relics would be better like this:

multiple random relics appear on map

if you come across one great, but you have to defend it until you get to the world map where it lasts for 24hrs for a guild bonus,
else only you alone have the relic bonus

ppl have to see you on same square with relic and pvp you for it, so they hunt you in effect.

message *name* has relic and is in the area when your close to it.

so if you stroll across a square with someone carrying a relic you can attack them to steal it.......

....

#152 fs_klyd

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Posted 13 March 2007 - 19:29

Think the relics would be better like this:

multiple random relics appear on map

if you come across one great, but you have to defend it until you get to the world map where it lasts for 24hrs for a guild bonus,
else only you alone have the relic bonus

ppl have to see you on same square with relic and pvp you for it, so they hunt you in effect.

message *name* has relic and is in the area when your close to it.

so if you stroll across a square with someone carrying a relic you can attack them to steal it.......

....

#153 fs_klyd

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Posted 13 March 2007 - 19:31

oops double post sry :) just a suggestion though,,,,

#154 fs_silverrook

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Posted 13 March 2007 - 19:33

you know there is one way to solve this and keep the code that has already been written by only adding a few lines of code and modifying some other things----- here goes and yes before i start as its an idea by someone that doesnt line the pockets of HCS quite so liberally as tds it probably will get tossed to one side too but hey here we go lol




the way the current relic system can work is to remove its only bug which seems to be the fact that there are SUPERguilds out there, by reducing the max amount of members in a guild to say 50 or so....

now waiiiit i havent finished before you all say ooh you cant disband the big guilds etc etc.... what i am proposing is this break up the guild into separate smaller guilds of 50 max members then tag the rest of those members alongside as a sister guild TDS has almost done exactly this with TDSSW -

the sister guild would be permanently attached to this main guild.... whats the benefit of that i hear you all say ??

well once the sister guilds have been officially set up they would get say a 20% bonus of the stats of their main guild but will still operate independantly to the main(father) guild this would prevent 400 or so members defending a relic - related guilds would also share the relic by a factor of 20% same as stats and any relics found by members of sister guild can either be kept by them or transfered (portal/hide and seek idea) to the main guild

i think this is a better solution than scrapping the whole thing and wouold also prevent the future forming of another super power


discuss

#155 fs_borisdrago

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Posted 13 March 2007 - 19:45

my last post

this is a new idea for the relics see if you guys like it

Latent Relic Controll.

1. Have one relic /world Area ( i think its the way it setup now )
2. when there is at least one member of the guild in the world area they have ability to partially controll the relic
3 guild can controll as many as they would like if they purchased the upgrades nessesary for it
4. Controll and Bonuses are split beetween the guilds that want to controll the relic based on percentages.
5. The more guild members are in a certain area the more of a bonus they get from the relic they attempting to controll.

Ex. There is a relic that gives +10 to attack in a world area. Member of a guild #1 enters the area. The founder of the guild or anyone with approporiate rank can then go to the Relic menu and choose to controll that Relic. So long as they the only one guild trying to controll it they get 100% of the benefits from it. If another guild choosesto control it the bonuses are split bettweenthe 2 guilds rounded down. The more members of a certain guild are in the area the more of a % of controll they get.
So if there 3 guilds in the area one with 4 members in the area one with 5 and one with one. They get respectively 40% of the relic controll / 50% of the relic controll and 10%. So the bonuses are then as followed Guild one +4 attack / Guild 2 +5 atack / guild 3 +1 attack

I am not sure how the bonuses such as +1 stamina gain will work cause they hard to split and there will be less of the bonus and maybee not at all as more guilds try to controll the relics. But this would allow all guilds to get some bonus from this system and as guild levels its members up they leave the area so that new guilds have a chance at bonuses. And no guild will be able to have all the bonuses from all the relics.

Perhaps make relics a bit more powerfull so split is worth it for the guilds or keep it the same.

And last a guild founder should be able to chose at will wich relics they attempting to controll as guild members lvl up and move from area to area.

Perhaps adding a relic management screen allowing people to see how many guilds are trying to controll a certain relic and how many members they have in a desired field vs howmany of your guild members are in a certain world area along with % will be nessesary.

#156 Hoofmaster

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Posted 13 March 2007 - 19:49

We're not going to change the 'core' system of how the relics work - however we are looking at adding the suggested tweaks to make it fairer for attacking and defending tje,

#157 fs_klyd

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Posted 13 March 2007 - 19:51

well hoof, the only 'fair' solution is to link the relics to the guild lvl???

#158 Hoofmaster

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Posted 13 March 2007 - 19:53

well hoof, the only 'fair' solution is to link the relics to the guild lvl???


I'm not sure how you mean link them the guild level.

One thing to remember is as other players have mentioned, the top guilds have worked hard to be where they are... I'm not saying smaller guilds should not also be able to hold a relic (hence we are reviewing this), however there must be some advantage to working your way up on the game otherwise what is the point?

#159 fs_klyd

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Posted 13 March 2007 - 19:53

by that i mean, lv 100+ guilds cannot control a lvl 20 relic..... etc.

#160 Hoofmaster

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Posted 13 March 2007 - 19:56

by that i mean, lv 100+ guilds cannot control a lvl 20 relic..... etc.


The problem with this is that the guild level is only defined with the contributed experience, not the actual levels of the players within the guild.


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