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Mandreds, STK, and the fixes I propose

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Posts: 1204

Mandreds, STK, and the fixes I propose

Post#1 » Wed Oct 21, 2015 5:54 pm

Mandreds is more difficult for Destro to take for the following reasons:

1. The terrain in front of the keep drops off quickly. This drop off forces Destro healers to stay on the top, flat part in order to keep LoS on the players on the door. By staying on the flat part, this puts all the healers in range of RDPS within the keep. Other keeps do not have this same drop off, and healers can keep LoS on the players at the door while staying out of range of RDPS.

2. It's location is closer to the Order warcamp than any Destro warcamp is to any keep in T2. The terrain between the Orde Warcamp and the Keep is also very open and unrestricted, allowing order to wind their way around and into the Keep, avoiding any Destro interference on the way. Some might say that in T2 Elf, Desto has a shorter distance, but due to the narrow and funneled entrance, it's not an advantage because Order can literally sit there and pick off players one-by-one as they file through the rock funnel.

3. Order respawns inside the keep as long as the doors are up. While I have not confirmed this, either the plethora of order healers are johnny-onthe-spot with rezzing, or they simply respawn within the keep.

Contrast all 3 above with Stone Troll Keep for Destro.

1. Wide open and long gently sloping front allows Order healers and RDPS to heal/attack the door wile out of range of Destro RDPS

2. STK is in an entirely different zone than the Destro Warcamp, and about a 5 minute ride to the keep.

3. When destro are killed at, in, or around STK, we respawn all the way back in the other zone - Ostland. This makes maintaining a keep defense absurdly difficult, and many players, once killed at the keep, simply wait for the flip or head to the next zone.

The solutions I propose.

1. Mandreds door should be weaker to account for the difficulty in healing those players attacking the door. This would be weaker for all attackers, so if Destro did somehow manage to take a defended Mandreds, Order would be able to have the same even playing field while attacking.

2. Destro, killed in inside STK with the doors up should respawn inside STK. If killed with the doors down or outside the keep in any part of Troll Country RVR zone, should respawn at Felde. Felde is a shorter ride back to STK has a flight master now, and is the logical choice.

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Re: Mandreds, STK, and the fixes I propose

Post#2 » Wed Oct 21, 2015 6:29 pm

This is going to sound close minded, but releasing T3 is the fix for Mandreds and STK. (not suggesting this should be rushed)

The server population isn't going to be enough to support active T1/T2/T3 imo. So with the release of T3, I don't think T2 will be an issue, because noone will be in it.
Suzu

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Re: Mandreds, STK, and the fixes I propose

Post#3 » Wed Oct 21, 2015 8:17 pm

Azuzu wrote:This is going to sound close minded, but releasing T3 is the fix for Mandreds and STK. (not suggesting this should be rushed)

The server population isn't going to be enough to support active T1/T2/T3 imo. So with the release of T3, I don't think T2 will be an issue, because noone will be in it.
You have a point; however, how difficult is it to correct our respawn point to be Felde rather than Ostland? How much programming does that take? While I have not verified that Order players respawn within Mandreds (anyone?? Bueller?) how difficult is it to fix this small issue?

I'm not asking for uber-fast unicorn mounts with ghetto blasters that play our individual Pandora channels directly in-game while pooping purple crafting mats. I simply want a balanced respawn point at STK and perhaps a fair shot at taking Mandreds (or defending STK).

Posts: 551

Re: Mandreds, STK, and the fixes I propose

Post#4 » Wed Oct 21, 2015 8:19 pm

Luuca wrote:
Azuzu wrote:This is going to sound close minded, but releasing T3 is the fix for Mandreds and STK. (not suggesting this should be rushed)

The server population isn't going to be enough to support active T1/T2/T3 imo. So with the release of T3, I don't think T2 will be an issue, because noone will be in it.
You have a point; however, how difficult is it to correct our respawn point to be Felde rather than Ostland? How much programming does that take? While I have not verified that Order players respawn within Mandreds (anyone?? Bueller?) how difficult is it to fix this small issue?

I'm not asking for uber-fast unicorn mounts with ghetto blasters that play our individual Pandora channels directly in-game while pooping purple crafting mats. I simply want a balanced respawn point at STK and perhaps a fair shot at taking Mandreds (or defending STK).
Oh, I completely agree. It's why I said it was going to sound closed minded. I don't think what your proposing is very difficult or unreasonable. I just feel like once T3 is out, it will be completely unused.
Suzu

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Posts: 1204

Re: Mandreds, STK, and the fixes I propose

Post#5 » Wed Oct 21, 2015 8:20 pm

Azuzu wrote:
Luuca wrote:
Azuzu wrote:This is going to sound close minded, but releasing T3 is the fix for Mandreds and STK. (not suggesting this should be rushed)

The server population isn't going to be enough to support active T1/T2/T3 imo. So with the release of T3, I don't think T2 will be an issue, because noone will be in it.
You have a point; however, how difficult is it to correct our respawn point to be Felde rather than Ostland? How much programming does that take? While I have not verified that Order players respawn within Mandreds (anyone?? Bueller?) how difficult is it to fix this small issue?

I'm not asking for uber-fast unicorn mounts with ghetto blasters that play our individual Pandora channels directly in-game while pooping purple crafting mats. I simply want a balanced respawn point at STK and perhaps a fair shot at taking Mandreds (or defending STK).
Oh, I completely agree. It's why I said it was going to sound closed minded. I don't think what your proposing is very difficult or unreasonable. I just feel like once T3 is out, it will be completely unused.
Not completely. Alts will be there sometimes.... but you have the right of it I fear.

Posts: 1208

Re: Mandreds, STK, and the fixes I propose

Post#6 » Wed Oct 21, 2015 9:04 pm

They already have mentioned t3 is nearly ready, but are working on performance. T2 sucks anyways, no need to waste time on it.

Posts: 1204

Re: Mandreds, STK, and the fixes I propose

Post#7 » Wed Oct 21, 2015 9:29 pm

I jut want to take Mands one freakin time... just one time while it's defended.

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Re: Mandreds, STK, and the fixes I propose

Post#8 » Wed Oct 21, 2015 10:35 pm

This fort is stamped ORDER and you will never, ever, take it. They connect there, they breath there, they eat there, they do ... stuff there.., they virtually live there. They disconnect there. They come from their warcamp to go there. Their whole life is there. It's like their little world y'know.

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Re: Mandreds, STK, and the fixes I propose

Post#9 » Wed Oct 21, 2015 10:49 pm

The respawn system works the same on both sides. If the keep is not considered "safe", you won't respawn there.

Each area of the map is linked to a respawn point, and if the map area is marked as RvR, a check is done to see if the player should respawn at the Keep instead of at the warcamp. At least, that's how it works for maps which are correctly configured. Otherwise, the closest respawn point is used.

Posts: 1204

Re: Mandreds, STK, and the fixes I propose

Post#10 » Wed Oct 21, 2015 11:11 pm

Azarael wrote:The respawn system works the same on both sides. If the keep is not considered "safe", you won't respawn there.

Each area of the map is linked to a respawn point, and if the map area is marked as RvR, a check is done to see if the player should respawn at the Keep instead of at the warcamp. At least, that's how it works for maps which are correctly configured. Otherwise, the closest respawn point is used.
It may bear looking into Felde for STK. I know I have always respawned at Ostland Warcamp.

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