Celtic Heroes

The Official Forum for Celtic Heroes, the 3D MMORPG for iOS and Android Devices

Re: Carebear servers

#11
I agree with Xell. Everything has its pros and cons and by using a target lock, you are preventing kill stealing at the expense of other features. In my world, this problem only occurs because of greed. The fact that most high levels do not do this shows that it isn't to do with boredom. The fact is that greed and power go hand-in-hand. If a greedy user of level 140 with full frozen armour can kill steal Falgren and possibly get 3 sought-after dragons, then they will do so. It's easy profit that they could save up for luxury items. Once they have more money, they can just monopolise the game.

If drops only end up with those with the open quest, then the higher level players will have no reason to kill steal. However, this may prevent the higher levels from being willing to help those who need the drops, as they will waste idols etc. for nothing.

It's a sensitive situation and I think some long, hard decisions need to be made about this, that most people can agree on. To me, a target lock doesn't seem very popular and so it may not work.

I would suggest calculating the drops depending on the group: a group of 1 will only gain 1 drop and a group of 7 will gain 7. That way, a group of one will have a smaller probability of getting a good drop than a group of 7. On thy situation, all users will feel that their hard work fighting a boss will be paid off. If a user does kill steal them, then they will not get 7 drops.

If you were feeling especially harsh, you can use a similar algorithm to locking the target but instead of locking it, if a person is registered to get the kill even though the lock is not in the favour, then they will lose the amount of gold equal to the health of that boss. So if someone kill steals a boss of 10000 health then they will lose 10k. Alternatively, a user that gets the kill against the lock will not gain a drop, neither will the other group.

Another alternative could be indirectly solving the issue. For example, putting limits on bosses whether this is a upper level limit, combined level limit or another limit. Another way is to alter the basis of the game. This may be a huge compromise but changing the way the economy functions could help to prevent people becoming so greedy in the first place. Or a system which could encourage higher levels to WANT to help lower levels complete their quests and get drops.

As said earlier, it must be reiterated that no decision of this sort should be taken lightly as it can alter the mechanics of the game in the long-term.

Thanks! :)
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Re: Carebear servers

#12
Even if high lvl players won't be willing to help with a boss anymore, thats ok. When Update 2 came out, we had to learn the hard way how to kill the Stonevale bosses. I don't see a problem with current lvls 65+ learning it the same way (with the bonus of possibly getting advice from higher lvls). Back then it took us some time to figure out a way to kill these bosses without idols and pots and it was great when we finally found out how to do it. :D
I would suggest calculating the drops depending on the group: a group of 1 will only gain 1 drop and a group of 7 will gain 7. That way, a group of one will have a smaller probability of getting a good drop than a group of 7. On thy situation, all users will feel that their hard work fighting a boss will be paid off. If a user does kill steal them, then they will not get 7 drops.
Not sure about that. If only people with an open quest get the quest item in the first place, they'll probably have a larger group to start with. Maybe even make it that people "only" get frags they need - so they either don't get a frag at all, or one they actually need. That way you can make frags non-trade and the reason for KSers to KS bosses is reduced by like 95%. Sure, there are high lvls now who need dragons, but with a new system to prevent the KSing, they'll soon have their armor anyways. (maybe raise the chance for a lvl 100+ to get a dragon to like 80%?).
Selene (Mage) 134 | Xellaya (Druid) 110
Clan: Uskoci
World: Arawn
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Re: Carebear servers

#13
I recon it would suck to have a lock.
No more FFA
No more ks.... Not that there is any on Rhiannon.... Which is why the more civilized of us won't want it, as it only takes away FFA.

Raaa
195 Rogue
Rhiannon
Android Tester
There is a chicken-lover on Rhiannon with a total of 13137

Re: Carebear servers

#14
In my opinion, I think Celtic Heroes should learn a thing from a game I used to play: Wizard101. Now don't think I'm advertising for another game or anything on here, I actually hated that game. One good thing about it however, is the way the bosses were set up. There was a dungeon that up to 4 people can enter. Once they enter they begin to
fight the boss. Adding to this, they don't even need to create a dungeon map. They could just use Dustwither Catacombs. (I saw the catacombs idea on another thread, I apologize for not remembering your name to give you credit.) Once the group is in the dungeon, another group is free to enter, but into their own dungeon. They are private and only the group can join. I had an idea, and possibly you could select an option when entering that only your clan can enter?? Anyway, this would make it a lot less complicated. Just wherever that boss spawns, just add a tower or structure that leads to the dungeon. In my opinion, this would make Celtic Heroes Ks free. And that would be a very good thing indeed.
Midnite, Mage
Danu

Re: Carebear servers

#16
I personally hate ksing, AND ffa.

Reason being - when in an FFA, tanks feel the need to not taunt. Why? I do not know. So any FFA results in us tanking and healing (doing the hard work) then it comes down to the dps vs dps, and if we lose.. We have tanked for another clan to get the kill, which sucks.

This said, I don't think target lock is the thing to solve this. It will take a lot of contribution to get a good system that works to prevent ksing. The main problem with the lock idea, is rangers bolasing a boss, and holding it up. Rangers will be incredibly important and kinda overpowered.

My idea for an FFA or Boss fight.. I'm sure some disagree, and I haven't thought it out it's just an idea. But what if.. You had 'total group aggro held timer' that gives a boss kill?

Example: Group A has been on Starspell for 10Minutes, and have held aggro for 10minutes. Group B comes along and takes aggro and finishes the boss in 5 minutes, doing over half damage. Group A is awarded the kill because they held the boss up and tanked for the longest. This gets Druids involved because they keep the tank healed, therefore holding aggro.

This also introduces a full-on stay alive approach for tanks and clans, rather than an 'oh well I died I'll just use an idol' approach. As if it is an FFA and 1 tank dies, he will lose lots of aggro and find it hard to regain. If their is another tank at the fight that is in another group, he could then keep aggro, and get the kill because him and his group held the boss for the longest time.

This is not very well thought out, but add your tweaks and things to make it better, if you like the idea at all.
RAPIDx - 225 Rogue
Rhiannon GameChanger

———————————
Some Guy - 220 Rogue
Epona Prodigy

Re: Carebear servers

#18
In the absence of instanced bosses, I want the competition. I just want to add aggro to the mix so that kill awards more accurately reflect effort and risk. I don't really care about target lock one way or another on 1-3* mobs used for grinding/leveling.

The a balanced dps/aggro system as suggested above by BLRD is basically what I have been advocating for.
Last edited by Caliban on Sat Aug 04, 2012 5:43 pm, edited 1 time in total.
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Re: Carebear servers

#19
Hey I am interested to see how this will work out, if there are two clans competing for a boss there is a chance that it could still create some interesting dynamics - for example if you really want the kill you will be tempted to start the fight early and hope to stay alive until reinforcements arrive, which may make some exciting fights - if you wipe you will lose the lock.

What needs to be resolved is a nice balanced group of players has formed, and have been fighting a boss for 15 minutes, and then suddenly a high level runs past and ks them. I personally like the competition aspect as in the top example, but a blatant ks by one player against a group is very different from competition, and is the thing that needs to be addressed, it will only get worse as players get higher levels and the older become easier for them.

The lock is a big change to the game code and working on this means we have to skip some major game features that were planned for the next update, so we are not doing this lightly.
I personally think a pure 'lock' will create more problems than it solves. I have already gone on and on about adding aggro to the algorithm and why I am advocating for that.

That said, I would encourage OTM to focus on completing updates and improvements already in process, rather than interrupting that, and taking some of these other conversations, including kill awards, under consideration during the next update development period,
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Re: Carebear servers

#20
Hey I am interested to see how this will work out, if there are two clans competing for a boss there is a chance that it could still create some interesting dynamics - for example if you really want the kill you will be tempted to start the fight early and hope to stay alive until reinforcements arrive, which may make some exciting fights - if you wipe you will lose the lock.

What needs to be resolved is a nice balanced group of players has formed, and have been fighting a boss for 15 minutes, and then suddenly a high level runs past and ks them. I personally like the competition aspect as in the top example, but a blatant ks by one player against a group is very different from competition, and is the thing that needs to be addressed, it will only get worse as players get higher levels and the older become easier for them.

The lock is a big change to the game code and working on this means we have to skip some major game features that were planned for the next update, so we are not doing this lightly.
I personally think a pure 'lock' will create more problems than it solves. I have already gone on and on about adding aggro to the algorithm and why I am advocating for that.

That said, I would encourage OTM to focus on completing updates and improvements already in process, rather than interrupting that, and taking some of these other conversations, including kill awards, under consideration during the next update development period,
Well the KS situation, I believe, is the biggest problem currently in the game.

I am not saying this because it is my biggest problem, I think that the amount of fights that ensue and people that quit at high levels is due to this issue.

Second biggest problem imo is loot tables.

Third biggest is lack of anything to do other than bossing and grinding levels. And when I say lack of anything to do, I mean lack of any alternate ways to get gold or xp. Sad to say grouping still isn't really a good option. When someone wants to level for real, they still go solo (except for druids and people unwilling to use alt and rebirths)
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