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City Siege Test 15/12/2019

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Alfa1986
Posts: 431

Re: City Siege Test 15/12/2019

Post#21 » Tue Dec 17, 2019 9:31 am

if they got stomped they will not create organized groups and warbands, but simply leave and you will receive easy rewards without resistance. the same thing happens in an ordinary scenario when two pug's groups get in vs two premade's groups. the biggest problem it will be to make equal strength in one mirror: organized warband vs organized warband, pug vs pug, (dont say else about equal rr, gear) etc.
but I am afraid that, despite all the conversations, organized warbands themselves will look for easier opponents, or even look for mirrors without resistance, such is human nature.

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Goermsi
Posts: 70

Re: City Siege Test 15/12/2019

Post#22 » Tue Dec 17, 2019 9:55 am

I'm assuming the players will prefer the side with the majority from the beginning. This guarantees an empty instance and thus an automatic victory rather than supporting the side that is outnumbered and will therefore definitely receive resistance (and if successful, probably also less loot than the attackers, if successful).

This was not ideal in the past and will not be much better implemented here.
In my opinion, also for the party that loses a not too low reward must be promised. After all, the city is even more boring than a fort. Why should one defend it if it is not worth it
Schweinejungs (Drakenwald)
...Kill & Run, cause we can...

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Natherul
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Re: City Siege Test 15/12/2019

Post#23 » Tue Dec 17, 2019 9:59 am

we plan to do as much as we can to limit empty instances. May it be in the form of locking you to a single instance when entering, only open up instances when there is people on both sides and more.

Ofc we cant cover every single vector, but idea is to not allow empty instances as much as possible.

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Goermsi
Posts: 70

Re: City Siege Test 15/12/2019

Post#24 » Tue Dec 17, 2019 10:09 am

Natherul wrote:
Tue Dec 17, 2019 9:59 am
we plan to do as much as we can to limit empty instances. May it be in the form of locking you to a single instance when entering, only open up instances when there is people on both sides and more.

Ofc we cant cover every single vector, but idea is to not allow empty instances as much as possible.
It's a good idea, of course, Nath, but how are you gonna do it? If an ID could still hold 4 players, but a group of 6 or even a whole warband wants to join - then it must necessarily lead to a new instance, right? You don't want to exclude anyone either.

I take my hat off to the task of trying to please everyone. Alfa had already mentioned it, the players will use the path of least resistance. I certainly would. So I could quickly return to the open again, or to the scenarios. Everything only not in these mass battles superimposed by AoE :D
Schweinejungs (Drakenwald)
...Kill & Run, cause we can...

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Natherul
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Re: City Siege Test 15/12/2019

Post#25 » Tue Dec 17, 2019 10:12 am

Goermsi wrote:
Tue Dec 17, 2019 10:09 am
Natherul wrote:
Tue Dec 17, 2019 9:59 am
we plan to do as much as we can to limit empty instances. May it be in the form of locking you to a single instance when entering, only open up instances when there is people on both sides and more.

Ofc we cant cover every single vector, but idea is to not allow empty instances as much as possible.
It's a good idea, of course, Nath, but how are you gonna do it? If an ID could still hold 4 players, but a group of 6 or even a whole warband wants to join - then it must necessarily lead to a new instance, right? You don't want to exclude anyone either.

I take my hat off to the task of trying to please everyone. Alfa had already mentioned it, the players will use the path of least resistance. I certainly would. So I could quickly return to the open again, or to the scenarios. Everything only not in these mass battles superimposed by AoE :D
If thats the case it would only open a new one if there are people on the other side. Similar to how SCs operate. If not enough players exist to satisfy the minimum count on both sides it wont pop. And Ill say this now for anyone who attempt to join a side which would be overpopulated, if you do that it means you get less chance to get into a city siege as there is a too small pool of players on the other side to manage to open one instance for everyone in the overpop side.

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Goermsi
Posts: 70

Re: City Siege Test 15/12/2019

Post#26 » Tue Dec 17, 2019 10:16 am

Maybe the idea is a pipe burst but ... wouldn't it make sense to reduce the IDs to 24 players? Yes, this will give you "more inis" and more loot ... which might not be in your interest. But you can get a 24 better filled than a 36, can't you? The players are currently organizing themselves expliziet on 24.
Schweinejungs (Drakenwald)
...Kill & Run, cause we can...

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Unstoppable1776
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Re: City Siege Test 15/12/2019

Post#27 » Tue Dec 17, 2019 5:31 pm

Natherul wrote:
Tue Dec 17, 2019 9:59 am
we plan to do as much as we can to limit empty instances. May it be in the form of locking you to a single instance when entering, only open up instances when there is people on both sides and more.

Ofc we cant cover every single vector, but idea is to not allow empty instances as much as possible.
I think the best solution is to offer at least 1 massive bag to the losing side. And 5 or so for the winning side. The winning side gets more bags, than the losing, but the losing side still gets something for sticking with it.

Also make it off contribution for i could see some just afking.
Image

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Alfa1986
Posts: 431

Re: City Siege Test 15/12/2019

Post#28 » Tue Dec 17, 2019 7:10 pm

Natherul wrote:
Tue Dec 17, 2019 9:59 am
we plan to do as much as we can to limit empty instances. May it be in the form of locking you to a single instance when entering, only open up instances when there is people on both sides and more.

Ofc we cant cover every single vector, but idea is to not allow empty instances as much as possible.
you already have real great experience and groundwork for balancing forces in scenarios. you need to use it as much as possible to solve this problem. stick up the player to the instance will create many problems because
1. the player can simply quit the game for some of his life reasons.
2. the player can leave the instance simply because he sees no reason to continue the resistance.
3. The player can try to change the side.
4. The player can try to change the character.
but at the same time his spot will be reserved for him, and the opposite side will be numerically superior.

As for the awards, I would advise the first month not to give any bags and rewards at all, or to give bags with an invader set until the main bugs and possible abuses are identified and eliminated

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Goermsi
Posts: 70

Re: City Siege Test 15/12/2019

Post#29 » Wed Dec 18, 2019 6:52 am

Alfa1986 wrote:
Tue Dec 17, 2019 7:10 pm
As for the awards, I would advise the first month not to give any bags and rewards at all, or to give bags with an invader set until the main bugs and possible abuses are identified and eliminated
Good thinkin Lad!
Schweinejungs (Drakenwald)
...Kill & Run, cause we can...

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Rockalypse
Database Developer
Posts: 330

Re: City Siege Test 15/12/2019

Post#30 » Wed Dec 18, 2019 7:17 am

With regard to 17/12/2019 Altdorf test.

MaxHayman wrote:
Sun Dec 15, 2019 5:42 pm
Stage 1 (Invaders):
- Pillage the City (Kill all NPCs)
- Burn the City (Burn bodies, canopys, boxes, books, etc)
- Capture objectives
- Capturing the North Dock or The Outcrop will spawn Cannoneers or Lobba Gits to attack the city gate, escort these to the gates.
- Capturinf The Library or The Lyceum will allow you to summon theLord of Change or the Sun Dragon to attack the city gate. You will need 6 players to say need the summoning area and have the buff.
Pillaging went well and w/o trouble.
Burning stuff seems weird, as we were stuck on ~95/100 for some time, imo there should be more objects to burn, I think there were books in library on live and etc.
From what I saw lobba gits are spawn directly at gates with catapults and need no escort.
Have not seen lord of change either.
Addition: On this stage barriers that prevent spawn camping allow to pull and damage people through it with aoe. People can still be punted in water.
MaxHayman wrote:
Sun Dec 15, 2019 5:42 pm
Stage 2:
- Escort the Warlords to the other side of the map.
- The defenders warlord can recapture objectives.
Warlords can be affected by rooting morales and ignore players - they just run trough city until they find enemy warlord.
Destro warlord seemed out of scale (smaller) than order one (theogonist-magus).
MaxHayman wrote:
Sun Dec 15, 2019 5:42 pm
Stage 3:
- This will either occur at the palace of the city or near the front gates depending on who won round 2.
- A damage buff will be granted depending on how many objectives they held at the end of stage 2.
- You can kill the enemy king once killing all of their heros.
Stage was won by destro, so everyone was able to enter with granted ability. While we were waiting there order was able to get to this waiting hall, which probably is not intended.
Barrier have not despawned when stage started. Heroes had no granted abilities during fight.

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