mob raids
I agree with Otar
Your blood freezes as you hear *Chase*'s death cry.
*Chase* is dead! R.I.P.
HP:Beaten MV:Draining > nar And now that I'm beat from pk watch harry show up in 3, 2, 1...
You narrate 'And now that I'm beat from pk watch harry show up in 3, 2, 1...'
HP:Beaten MV:Draining >
*Harry* has arrived from the east, riding a warhorse.
HP:Beaten MV:Draining >nar lol im a freakin psychic
*Chase* is dead! R.I.P.
HP:Beaten MV:Draining > nar And now that I'm beat from pk watch harry show up in 3, 2, 1...
You narrate 'And now that I'm beat from pk watch harry show up in 3, 2, 1...'
HP:Beaten MV:Draining >
*Harry* has arrived from the east, riding a warhorse.
HP:Beaten MV:Draining >nar lol im a freakin psychic
One of the main reasons I created these raids was specifically to interfere with PK. My intention was to make PK that would otherwise be in the same boring area every time have a new twist on random occasions.
If this is something that people in general don't want, it will get removed... but so far from the replies it looks about half and half.
Are there things we could change about mob raids that would make them more appealing to PK with or against?
If this is something that people in general don't want, it will get removed... but so far from the replies it looks about half and half.
Are there things we could change about mob raids that would make them more appealing to PK with or against?
I don't know about shrinking them, there always a patty in each city you can run to and i think it does make the pk dynamic more interesting. Sometimes you do have to leave when it's 3ds v 1ls in fd with a Dark raid going on or visa versa in Keep, but it works the other way around to, allowing a single dark/lightside pker to fight 2-3 in a city.
I don't think you should be able to pick cities, simply because people will spam raid keep/fd, which I think is the real problem with raids, i.e the frequency with which they can be sent.
Perhaps to discourage that and with the changes to mining raid prices should be increased to 1 gold. Despite how annoying they can be they change the dynamic of pk and keep it interesting.
Having said all that I think it's unfair on the Queen's Guards that their chest is left open every time Caemlyn is raided but I guess that'll be fixed when Caemlyn inner city is added?
I don't think you should be able to pick cities, simply because people will spam raid keep/fd, which I think is the real problem with raids, i.e the frequency with which they can be sent.
Perhaps to discourage that and with the changes to mining raid prices should be increased to 1 gold. Despite how annoying they can be they change the dynamic of pk and keep it interesting.
Having said all that I think it's unfair on the Queen's Guards that their chest is left open every time Caemlyn is raided but I guess that'll be fixed when Caemlyn inner city is added?
As the raid system is currently set up I could continuously buy raids that are sent to gatekeep/stronghold. What this does is make it where trollocs won't have anywhere to run, or to be safe at in general. While this may seem like a good idea to some, I think further thought on the matter is crucial.
For the average pker, who has average skills, the thought of not having a city to run to where they will have mob support is rather daunting, probably resulting in them renting, rather than participating in pk, mining, exping, or whatever it is that they do to pass the time. If the purpose of mob raids were to promote pk, and add a new dynamic, I think they've partially failed in the best case.
They can promote pk by allowing a group of humans ordering a raid to gatekeep, grouping up 5 of us and going to steam roll everyone there. While this promotes pk, it promotes the bad/not fun type of pk. It encourages the acts of simply using pk as a means of trying to annihilate everyone on the other side, than rather using pk as an ends itself. What I mean by this is the act of pk can, and should be fun, and with mob raids it seems to me that a lot of the fun factor gets removed. (For at least the side that's getting steam rolled)
In the worst case scenario mob raids encourage people to not even pk when said raids are going on in their cities, which has the opposite effect of what I assume is the intended purpose. While it does add a new pk dynamic, I think this dynamic is overly negative. And just as the rams weren't thought through thoroughly enough, I think the same systematic mistake has occurred in regards to mob raids.
As to my proposed solution I simply ask for a limit on how many raids can be bought in a day. This way the people who enjoy buying a raid, then grouping up in a big group and curb stomping people with very little enjoyment in the actual difficulty or fairness of the fights, can still revel in their view of fun. But for the people who don't enjoy this type of pk, they will be spared this misery after an x amount of raids have been bought for that reboot cycle.
As to the number of how many raids should be able to be bought per day, I think each side should be able to perhaps purchase 2 a day. I think this gives people enough opportunities to enjoy the mob raids, but not enough to use the mob raids as a tool to enact your style of pk on everyone else during the whole day.
For the average pker, who has average skills, the thought of not having a city to run to where they will have mob support is rather daunting, probably resulting in them renting, rather than participating in pk, mining, exping, or whatever it is that they do to pass the time. If the purpose of mob raids were to promote pk, and add a new dynamic, I think they've partially failed in the best case.
They can promote pk by allowing a group of humans ordering a raid to gatekeep, grouping up 5 of us and going to steam roll everyone there. While this promotes pk, it promotes the bad/not fun type of pk. It encourages the acts of simply using pk as a means of trying to annihilate everyone on the other side, than rather using pk as an ends itself. What I mean by this is the act of pk can, and should be fun, and with mob raids it seems to me that a lot of the fun factor gets removed. (For at least the side that's getting steam rolled)
In the worst case scenario mob raids encourage people to not even pk when said raids are going on in their cities, which has the opposite effect of what I assume is the intended purpose. While it does add a new pk dynamic, I think this dynamic is overly negative. And just as the rams weren't thought through thoroughly enough, I think the same systematic mistake has occurred in regards to mob raids.
As to my proposed solution I simply ask for a limit on how many raids can be bought in a day. This way the people who enjoy buying a raid, then grouping up in a big group and curb stomping people with very little enjoyment in the actual difficulty or fairness of the fights, can still revel in their view of fun. But for the people who don't enjoy this type of pk, they will be spared this misery after an x amount of raids have been bought for that reboot cycle.
As to the number of how many raids should be able to be bought per day, I think each side should be able to perhaps purchase 2 a day. I think this gives people enough opportunities to enjoy the mob raids, but not enough to use the mob raids as a tool to enact your style of pk on everyone else during the whole day.
Let's make getting a raid together more difficult.
We could have a series of objective's to complete before a raid can be started, ranging from collecting equipment to help outfit the raiders, inspiring them by handing in smob scalps and finaly by giving them enough money to make the journey.
For instance:
You be begin by going to the respective head of each raid, i.e Lord Agelmar in Fal Dara for the Uno raid etc and saying 'Gather the forces of Lord Uno'
Cue quest to retrieve certain items...
1) Inspire the troops in Fal Dara by bringing back the heads of 2 well known dark smobs, or 1 city head.
2) Gather a few weapons for the personal guard of Lord Uno, so say 6 longswords, axes (of a certain grade, no wood axes accepted) etc.
3) Take a report from the respective clan head to the patty near the city of your choice. E.g Agelmar gives you a paper that must be taken to the Blight scout west of SH, he then signs it and you take it back to Agelmar. The raid then hit Stronghold.
4) Finaly pay for the muster of troops with 50 silver.
I realise the third quest might be tricky to script but it would ensure ppl who just store all the scalps and eq they needed would have to do something extra.
Thoughts?
We could have a series of objective's to complete before a raid can be started, ranging from collecting equipment to help outfit the raiders, inspiring them by handing in smob scalps and finaly by giving them enough money to make the journey.
For instance:
You be begin by going to the respective head of each raid, i.e Lord Agelmar in Fal Dara for the Uno raid etc and saying 'Gather the forces of Lord Uno'
Cue quest to retrieve certain items...
1) Inspire the troops in Fal Dara by bringing back the heads of 2 well known dark smobs, or 1 city head.
2) Gather a few weapons for the personal guard of Lord Uno, so say 6 longswords, axes (of a certain grade, no wood axes accepted) etc.
3) Take a report from the respective clan head to the patty near the city of your choice. E.g Agelmar gives you a paper that must be taken to the Blight scout west of SH, he then signs it and you take it back to Agelmar. The raid then hit Stronghold.
4) Finaly pay for the muster of troops with 50 silver.
I realise the third quest might be tricky to script but it would ensure ppl who just store all the scalps and eq they needed would have to do something extra.
Thoughts?
i like that idea tibs. not only does it make it harder to get mobs bit it actually gives players something to do.
i think in general more quests should be added for players to be able to do while they are alone or why there is only 1v1 pk. I know this is a pk orientated mud but adding a few rp quests wouldn't hurt, in fact i think it might help the player base.
but i defiantly like tiberiuses idea on the raid thing
nice one tibs!
i think in general more quests should be added for players to be able to do while they are alone or why there is only 1v1 pk. I know this is a pk orientated mud but adding a few rp quests wouldn't hurt, in fact i think it might help the player base.
but i defiantly like tiberiuses idea on the raid thing
I'll Eat You!
Making a series of quests would definitely reduce the number of raids, in my opinion, which is fine with me.
However, if we keep raids, two per side isn't a lot. I'd suggest a higher number. Even then, say you were only able to send two raids a day, what is stopping me from logging on DS every morning after reboot and wasting both raids for the day? Yes, a douchebag thing to do, and I don't know who would waste their time doing this, but it's just something to consider.
Raids do provide players with something to do when they are alone. Also, they help when pk numbers are uneven. Yet, as noted, they are usually used in order to create a major gank, effectively ending pk.
However, if we keep raids, two per side isn't a lot. I'd suggest a higher number. Even then, say you were only able to send two raids a day, what is stopping me from logging on DS every morning after reboot and wasting both raids for the day? Yes, a douchebag thing to do, and I don't know who would waste their time doing this, but it's just something to consider.
Raids do provide players with something to do when they are alone. Also, they help when pk numbers are uneven. Yet, as noted, they are usually used in order to create a major gank, effectively ending pk.