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Emerald

Player drop changes

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As you know I planned to remove drops from players and move them somewhere else - more event objective related.

After alot of thinking i've came to a plan I think will be good for everyone, both these who just want to PvP and these who want to do event objective.

As a start, you can now gain event score for just killing, under a certain condition:

Fort / Siege maps: you get 1 point every 2 kills if your team own the fort / castle.

BF maps: you get 1 point every 2 kills if your team has all flags.

TvT maps: you get 1 point every 1 kill.

However in some maps it is not needed:

Domination / Escort / KOTH maps: you get 1 point every 2 seconds you are near the objective, so pvp will anyway come to you.

The only map that still needs changes is CTF, and i've already got a plan for it aswell:

The flag NPC will no longer disappear after someone picks the flag, that means an unlimited amount of players can take flags and try to deliver it back to their bases, without waiting for teammates to deliver them - when someone holding a flag dies, the flag will simply disappear instead of dropping to the ground - even if you're not able to take a flag, killing an enemy with a flag gives you points - this way everyone can score - even just for killing.

 

So why is this all good? because now I can make drops be score based, instead of kill based.

That means that for example in a siege maps, drops will be enabled only for defenders - so people will actually try to fight for the castle AND keep it - for these extra drops.

Another example is that players can get drops by simply standing inside the domination zone in a domination map.

Not only that, but I can even increase the score for example by x10, and then make it split among all attackers so everyone will get a chance for drops - and not only last hit player.

For example if 2 players attacked a target, one did 70% damage and the other did 30%, then the first player will gain 7 points and therefore have 0.7% chance to drop a BOG, while the second player will gain 3 points and have 0.3% chance to drop a BOG.

 

I cannot find any flaws in this system - feel free to express your opinions.

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1 hour ago, Emerald said:

BF maps: you get 1 point every 2 kills if your team has all flags.

What happens if neither team has all flags for the whole map duration? No reward at all?

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1 minute ago, Madlaxy said:

What happens if neither team has all flags for the whole map duration? No reward at all?

That means that teams constantly capture flags, flags themselves already gives you points, which gives you rewards.

The kill reward is meant to be given only when you no longer have other ways to get more points - that is, when your team has all flags.

Its worth to mention that flags will have more weight than players, for example if a player will split 10 points among all attackers, a flag will split 100 points = much bigger chance for drops.

Also note i'm talking only about drops, Adena and world event drops are staying as they currently are.

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I don't know if that's really going to work.

* Are you certain that drops according to score will be accurate? If they will be, it might be great. For sure, the events will actually be worthy to play. 

* Furthermore, the rank manager - reward system needs altering. In other words, it's awful to reach rank 96 and get rewarded with a recipe box while you get 2.5k adena from rank 44 to 48 (The rank numbers aren't exact, but I'm sure you will get my point). There should be a logical coherence with the rewards. e.g. Getting 4 bews when gaining rank 50 and then 25 mat boxes for rank 51 is greatly awkward. Also, since everything will be gained from objectives except adena, the rank rewards should increase.

* Regarding the recent update with the assists etc. I didn't really get the full picture of it. People can't suicide to gain assists or whatsoever anymore. What about dominators, tanks or bps?

* Btw, if I recall well you are planning to decrease the rewards gained from Olympiad which are terrible even as they currently are. I suggest you to reconsider that before actually doing it and think about it for one more time since the rewards should be increased and not decreased. 

* Last but not least, keep in mind that focusing on objectives and changing the drops bla bla will be a huge thing, so many flaws may appear, therefore before you implement that, you should check it over and over again in order to avoid significant changes while a season is running ( like the chaos caused in this season due to the magic critical rate before the perception skill nerf and the golems suddenly disappearing after 50 days or so).

Other questions; Are you talking about a new interlude season? Is there going to be a wipe anytime soon? (It's time to make it clear for all so we stop wondering) What about golems, enchant rates? Will they remain the same? / Are you referring to the season currently running? If yes, are you going to implement these changes? (I hope not.) 

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* Are you certain that drops according to score will be accurate? If they will be, it might be great. For sure, the events will actually be worthy to play. 

Don't see why it wouldn't be accurate, you follow event objectives, you get score, and according to the amount of score you gained, you get chance to get drops.

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* Furthermore, the rank manager - reward system needs altering. In other words, it's awful to reach rank 96 and get rewarded with a recipe box while you get 2.5k adena from rank 44 to 48 (The rank numbers aren't exact, but I'm sure you will get my point). There should be a logical coherence with the rewards. e.g. Getting 4 bews when gaining rank 50 and then 25 mat boxes for rank 51 is greatly awkward. Also, since everything will be gained from objectives except adena, the rank rewards should increase.

Not related to the topic, and as I said no rewards will be added anymore.

I understand it has no logic, but being creative with rewards for 100 ranks is impossible, especially in interlude where you got barely 10 items to play around with.

If i'd go with logic then by rank 50 you need to get like 20 enchants per rank, something that will never happenend, i'll reduce amount of ranks next season again if needed.

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* Regarding the recent update with the assists etc. I didn't really get the full picture of it. People can't suicide to gain assists or whatsoever anymore. What about dominators, tanks or bps?

What about them? everything stays the same except that you gotta continue taking part in the battle if you want to continue getting assists.

In other words if you die for example, you will get 1 assist point if one of the targets you hit died, but then not anymore until you get into battle again.

Before you could run into a swam of enemies, do 1 AoE, die, and then watch how your assists increases without you doing anything, thanks to that 1 hit you did before dying.

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* Btw, if I recall well you are planning to decrease the rewards gained from Olympiad which are terrible even as they currently are. I suggest you to reconsider that before actually doing it and think about it for one more time since the rewards should be increased and not decreased. 

Won't be this season, and it will still be done due to enchant changes I plan - the one where failing will reduce enchant level by 1 instead of resetting to 0 will require me to make enchant scrolls much more rare.

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Other questions; Are you talking about a new interlude season? Is there going to be a wipe anytime soon? (It's time to make it clear for all so we stop wondering) What about golems, enchant rates? Will they remain the same? / Are you referring to the season currently running? If yes, are you going to implement these changes? (I hope not.) 

Why to wonder, as long as I didn't announce anything, server continues normally.

I also didn't mention anything about golems / enchant rates so I don't understand what are these questions supposed to be, there are no plans on changing these in future seasons either.

 

Anyway I would ask you to stay on topic since most of your questions weren't really related.

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I can't try to say something about this changes... all we need to do is just see what happens. Our Admin is trying to make a good job.

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I think you should think about some bonuses for the new players. They should be able to grow faster to stay on the server.

On 12/30/2017 at 6:37 PM, Emerald said:

For example if 2 players attacked a target, one did 70% damage and the other did 30%, then the first player will gain 7 points and therefore have 0.7% chance to drop a BOG, while the second player will gain 3 points and have 0.3% chance to drop a BOG.

If you do this without depending on something (level, kills, items) newbies will be the first target and nothing will be changed.

On 12/30/2017 at 6:37 PM, Emerald said:

Fort / Siege maps: you get 1 point every 2 kills if your team own the fort / castle.

BF maps: you get 1 point every 2 kills if your team has all flags.

TvT maps: you get 1 point every 1 kill.

However in some maps it is not needed:

Domination / Escort / KOTH maps: you get 1 point every 2 seconds you are near the objective, so pvp will anyway come to you.

 

What you will receive if your ream doesn't own the fort/castle/ all flags ? Nothing ?

The big flaw I see is that you can be online all day and receive nothing if your team is bad. This will lead to the desire of everyone to join in one side( the winning) and  playing without meaning if your side looses( maybe I did not understand your idea well ).

 

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9 minutes ago, ichakala said:

If you do this without depending on something (level, kills, items) newbies will be the first target and nothing will be changed.

it will also be depend on items.

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What you will receive if your ream doesn't own the fort/castle/ all flags ? Nothing ?

Read the 3rd post in this topic.

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The big flaw I see is that you can be online all day and receive nothing if your team is bad. This will lead to the desire of everyone to join in one side( the winning) and playing without meaning if your side looses( maybe I did not understand your idea well ).

And that's not a reason to give free rewards to losing side, that's exactly what made event objectives so useless in the first place.

Now you either take a vital part in the event or pay the price, as long as most of the team will co-operate, there's no reason you will be losing the whole day - otherwise that would already indicate a problem in the balance system, which isn't related to this topic.

Remember even if your side loses, you get rewards for simply doing objectives - so do the best you can regardless of what the team does.

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Everything looks great, I just want details about resurrection and PvP kills.

Correct me if I'm wrong, but if you rez/kill the same player within 5 minutes, you don't get any reward.

Does it still count in the score ?
Will rez count in the score ?
Is it possible to remove that 5 minutes delay if the target has make kills (not just assist) between the two rez/deaths ?

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16 minutes ago, Canou said:

Everything looks great, I just want details about resurrection and PvP kills.

Correct me if I'm wrong, but if you rez/kill the same player within 5 minutes, you don't get any reward.

Does it still count in the score ?
Will rez count in the score ?
Is it possible to remove that 5 minutes delay if the target has make kills (not just assist) between the two rez/deaths ?

res is not related, it gives a kill point, not score.

And no the 5 minute delay won't be removed even if a kill is made.  

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Just about kills, if you kill the same person within the 5 minutes, does it still count in the score ?

Thank you for answers.

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What about OL? after these changes would still get itens throught cp heal?

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 Yes, all heals / debuffs and such still counts.

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The update is actually going quite well even at the stage of the current season. When there is very low activity, people can farm very well by focusing objectives etc. Newbies can gear up themselves much faster now, that's cool

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