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mob raids
Posted: Sat May 01, 2010 12:25 am
by Lamgwin
make it where you can't buy a stupid raid that will attack the opposite race's city. these mob raids are annoying enough without having the ability to send a raid to a city, and then go and sit at mobs in the opposite race's city.
Posted: Sat May 01, 2010 12:38 am
by Koradin
This feature of the raid command actually works out in Light Side's favor, because you can't pick the city the raid goes to. But Light raids only raid Dark lands, and there's clearly a lot less Dark cities than Light cities.
Posted: Sat May 01, 2010 12:39 am
by Lamgwin
i don't care whose side it favors. it's a stupid concept.
Posted: Sat May 01, 2010 12:41 am
by Koradin
Can we get some other players' inputs on this idea Lamgwin has brought to the table?
I'll change it if it's what the playerbase wants.
Posted: Sat May 01, 2010 12:45 am
by Otar
I think that we should be able to choose the city.
Posted: Sat May 01, 2010 1:04 am
by Crunch
I agree with Otar
Posted: Sat May 01, 2010 11:20 am
by Evilina
I think the raids interfere with pk, I would remove raids from keep and fd. Keep the raid mobs out of main pk zones such as fd, n fd, gap, blight, and keep.
Posted: Sat May 01, 2010 11:57 am
by Heritage
what evilina said...if i see a raid against ls in pk zone, i leave...i only take advantage of it. i dont pk when its against me
Posted: Sat May 01, 2010 12:08 pm
by Asylum
I like mob raids. Although we should be able to choose the city.
Posted: Sat May 01, 2010 2:20 pm
by Koradin
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?
Posted: Sat May 01, 2010 2:35 pm
by Heritage
shrink them...its like when they hit, they wipe the area out
Posted: Sat May 01, 2010 4:09 pm
by Barf
I like them, no matter what side they go to, if ls sends one keep, it is just like pking fd, and is ds sends one fd then it is like pking in keep, and barely anyone but tiberius, and the occasional group comes north anymore.
Posted: Sat May 01, 2010 4:19 pm
by Tiberius
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?
Posted: Wed May 05, 2010 12:18 am
by Lamgwin
did darkside enjoy having raids on keep all day, along with having their chests raided?
Posted: Wed May 05, 2010 12:30 am
by Callisto
WTF... How many people did you take with you when you raided the chests?
Because we went from about max items to about 50 items.
Or did you use the bug?
Posted: Wed May 05, 2010 12:42 am
by Lamgwin
took 3 a piece, just wanted to show you trollocs exactly how retarded it is.
Posted: Wed May 05, 2010 12:53 am
by Callisto
Haha, I logged on and syrik explained what happened. He cleaned our chest. I thought you had taken upward of 100 items from our chest...
Posted: Wed May 05, 2010 1:00 am
by Syrik
I think it is fare and fun

Posted: Wed May 05, 2010 2:55 am
by Lamgwin
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.
Posted: Wed May 05, 2010 8:50 am
by Evilina
Raids need to be dealt with, they added something to the game when we had no player base but when we have people logged in they just interfere with pk, not to mention their potential for disaster such as Crunch logging in, exiting clan room to find 5 humans and the Kari raid in hold.
Posted: Wed May 05, 2010 12:26 pm
by Koradin
Mob raids have been removed until we can agree on a solution to the issues players have brought up.
I like the idea that Lamgwin came up with - can people post feedback on that?
Please continue to post suggestions here.
Posted: Wed May 05, 2010 1:39 pm
by Tiberius
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?
Posted: Wed May 05, 2010 8:31 pm
by Razhak
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!
Posted: Wed May 05, 2010 9:12 pm
by Lamgwin
My issue with Tiberius's idea is that in his setup it's harder to initially setup a raid, but it doesn't stop them from being bought one after another.
Posted: Wed May 05, 2010 10:34 pm
by Uhl
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.