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Old 01-25-2013, 08:49 PM   #31
Kimahri_Ronso
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Quote:
Originally Posted by C.A.D View Post
Sorry if it's already been said.
Imo I think there should be 2 dragons helping out e.g. When Syrtis Invade Ignis, Vesper is outside helping them. (Makes it almost impossible for Ignis to get back the gems) But instead have Tenax inside the realm (Inner Great Wall). This way it's a challenge for both realms and more interesting to see how the enemy would get the gems outside (More than half will die by the inner realm dragon) But once they are outside the tides change again.
And where should be the "defender" dragon placed at? "Inner gate wall" wouldn't make much sense since once the attackers took the gate they can take the "side doors" to avoid the dragon completely at gate....
On the other hand why would the defenders get a dragon too to aid them in the fight? They didn't "do" anything to deserve it, they didn't collect relics at all etc. ....
Third, I assume both dragons would have the same strength, so it would be quite impossible to succeed with an invasion regardless the zerg you own....
Don't like the two dragons idea at all :P

No, I'd like to lighten the defenders burden by disabling the attackers dragon somehow, once they are badly outnumbered there should be a way to either dismiss it or nullify it's damage for a certain period of time and at the same time the defenders should get some kind of help from NPCs such as "new purchasable Guard Captains" that help to defend the gate's inner side... Already had a suggestion about it in this thread, hope NGD has read it and will consider to implement it .
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Old 01-26-2013, 01:47 AM   #32
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Originally Posted by roonwick View Post
the dragon helping is cool, I think we all agree we don't want to get rid of it. At the moment, the dragon appears for a certain time after capturing relics, and the dragon is supposed to help capture the gate. My idea: let's keep this unchanged, and we can even keep the current dragon unchanged. The only change is the dragon timing. it disappears when the gate is captured. It's helped the attackers the attackers get into the enemy realm, the rest is up to them.
Bad idea since attacking realm will only break the gate without actually capturing it, keeping the dragon for whole hour.
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Old 01-26-2013, 11:01 AM   #33
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Originally Posted by edenkirin View Post
Bad idea since attacking realm will only break the gate without actually capturing it, keeping the dragon for whole hour.

Camp the inner side of gate :idea:
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Old 01-26-2013, 01:51 PM   #34
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if on RA server Realm try to invade around 1 hour and Dragon need to be at gate whole 1 hour? IDK ... we can't have Invasion System only for low population server like Horus... damn... Haven.
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Old 01-26-2013, 02:17 PM   #35
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We can't yes, but what's now is for high populated servers designed such as RA, hence it ruins smaller servers completely where there are population issues...^^

We'd need invasions designed reversed, what is good for smaller servers pretty sure will work on servers that have higher populations as well .
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Old 01-26-2013, 03:36 PM   #36
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I've seen many threads about dragone is bad or is good.

At begin of update syrtis was that complaint about dragon and now alsius that complaint about dragon.

There are two perspective of gameplay:

1.)Realm that invade;
2.)Realm that get invaded.


1.)Realm that invade.

a.)Invading as weack realm

-if the realm is weack still have no chances if dragon does no dmg inside gate.
Playng in alsius this week saw how over 40 syrtis camped gates and no alsius was able to pass tru gates ,the only think that dragon did it was to kill syrtis that tryed to get out from gates ,but kinda pointless,becuase not usefull at all.

b.)Invading as powerful realm

Dragon does nothing ,also only stoping a realm that defended gates to get killed if they get out from gates.But powerfull realm was able anyway to kill all defender inside with nop issue.

2.) Realm that get invaded.

a.) Getting invaded as weak realm.
Dragon not affects too much ,because noone put you to get out from realm,the idea is to defend gems and noble .you can chase all enemys around ,the real fight is inside realm anyway.

b.) Getting invaded as powerful realm .
The only think anyway is that you can keep gates and kill any invaders with easy inside realm.Dragon stops you only from chasing invaders ,will not heart you in any way if you don't get out from realm.


My conclusions are:
-Complaining about dragon have no foundation.The real power is still in number of players ,dragon does not much.


Suggestion:

-Dragon is nice idea ,but wee need much more dynamic of this feature,if you make him to fly around enemy realm weack realm will be even weaker ,and powerful realm will have even more power .But will be more usefull for weak realm as it's now.Now is a static NPC that cas dmg in a place where in fact is nut much fight , enemies are behind gates.

-Make dragon to fly around gates and nearest city from gates
-Make dragon to attack players with fireballs(area 6 /warlocks style) with around 1500 or 2000 dmg.
-First atatck point to be gates after they are distroyed to begin this patrol in random directions between gates and nearest city

In a word make dragon dynamic and not static.

Now players will say that will be OP.
Nope this will not be OP because anyway after gates a weak realm will get killed by enemy zerg ,and for weak realm will give a hand to pass the barrier of gates ,that it's get a stuck of.
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Old 01-29-2013, 12:24 PM   #37
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If you remember the first invasions (no gems shown on map, no multirealmaccs, no wm-stuff, no dragons..) the new invasion system simply sucks.
Feels like the game "Ludo" (german: Mensch-ärger-Dich-nicht) with cannons, light swords, traps and other stuff noone ever needed to have some fun.
Sorry, but this is my opinion.

(Hope deathmatch will work soon to have something to do instead althoug it's mark- & barb-playground).
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Old 01-29-2013, 12:56 PM   #38
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For new invasion system relics and the capturable gate was nice addition and bringed fun. The nonsense that bring all in the bad side is dragon and horse relic carriers.

On last alsius invasion i got 21k damage from the dragon, on my barb. Well this is insane. Dragon is pretty, fly animation is kelw, but please not so absurd damage. As others sayed make it fly make it move, BUT lower the damage to some reasonable boundaries. You can lower or completely remove damage, but add some aura or CC area from him - area stun, slow, bonus to damage or something. If it flies around make him cast something without damage(or a small DoT), so it will be not so OP.

Just lower damage, so attackers are not practically untouchable outside and we have a chance to fight back.

Relics bring a nice tactical side to the forts and game. Bad things - there is not timer. Waits are too big. Horses make it too easy and spoil all fun of having a ton of open fights to carry relic home.

Capturable gate. I like the idea to have outpost there with trap doors and stuff. Well there is a downside - if you break doors, but do not capture defenders are practically in very bad situation. Dunno how this can be solved. Maybe this will be no problem if dragon is fixed/adjusted.
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Old 01-29-2013, 06:00 PM   #39
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Quote:
Originally Posted by ieti View Post
For new invasion system relics and the capturable gate was nice addition and bringed fun. The nonsense that bring all in the bad side is dragon and horse relic carriers.

On last alsius invasion i got 21k damage from the dragon, on my barb. Well this is insane. Dragon is pretty, fly animation is kelw, but please not so absurd damage. As others sayed make it fly make it move, BUT lower the damage to some reasonable boundaries. You can lower or completely remove damage, but add some aura or CC area from him - area stun, slow, bonus to damage or something. If it flies around make him cast something without damage(or a small DoT), so it will be not so OP.

Just lower damage, so attackers are not practically untouchable outside and we have a chance to fight back.

Relics bring a nice tactical side to the forts and game. Bad things - there is not timer. Waits are too big. Horses make it too easy and spoil all fun of having a ton of open fights to carry relic home.

Capturable gate. I like the idea to have outpost there with trap doors and stuff. Well there is a downside - if you break doors, but do not capture defenders are practically in very bad situation. Dunno how this can be solved. Maybe this will be no problem if dragon is fixed/adjusted.
I agree. The idea is nice, but the implementation is poor. This is really why NGD need to consider adjustable systems depending on overall server population, as many have said in the past, what works on Ra doesn't necessarily work on Haven.

It would be much better if relic carriers were unable to mount, certainly the fights would be more fun. The current time it takes before a relic is released, 30 minutes, is far too high. How is an underpopulated realm going to hold a fort for 30 minutes, even if it is level 4, if you are outnumbered, you don't stand a chance. The only hope you have is to invade at a time when most people are offline. This is an issue of population and time zone balance. All the 30 minute wait does is encourage farming at a fort, which is frustrating for most of those being farmed, and frustrating for those who want a decent balanced battle.

The dragon damage is far too high, this needs to be reduced so that some tactics can be used at the gate such as the use of areas, I really miss those days of popping out, spamming an area and popping back in. Synchronised areas vs a larger group of invaders is a tactic which can no longer be used at the gate. Defending gate used to be possible, now it really borders on impossible with the dragon looming close. At this rate you may as well remove the first gate as there is little point in defending it.

Furthermore, I feel there should be a reward system for successfully defending your realm from an invasion. Perhaps the definition of a "successful defence" could be preventing the loss of both gems. This way, there is both risk and reward in invading or being invaded. Not sure what the reward can be, more creative minds than my own can come up with something I am sure!

While I understand the vision behind these new mechanics, I think some adjustments are needed. Yes, it's easier for underpopulated realms to invade in comparison to the old system, at the same time, it's also a hell of a lot easier for overpopulated realms to invade. As it stands, invasions on Haven remains a game of numbers.
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Old 01-29-2013, 08:24 PM   #40
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Quote:
Originally Posted by Awrath View Post
I agree. The idea is nice, but the implementation is poor. This is really why NGD need to consider adjustable systems depending on overall server population, as many have said in the past, what works on Ra doesn't necessarily work on Haven.
+1 +2 +3

Quote:
The dragon damage is far too high,
Yes ,agree but....

Quote:
this needs to be reduced so that some tactics can be used at the gate such as the use of areas, I really miss those days of popping out, spamming an area and popping back in. Synchronised areas vs a larger group of invaders is a tactic which can no longer be used at the gate. Defending gate used to be possible, now it really borders on impossible with the dragon looming close. At this rate you may as well remove the first gate as there is little point in defending it.
Dissagree ....from when offensive beacons gone ..... sync areas as sultar(used as mass knock) or frozen storm has hight impact on any zerg to nullify or stop hoard of barbs.

Quote:
While I understand the vision behind these new mechanics, I think some adjustments are needed. Yes, it's easier for underpopulated realms to invade in comparison to the old system, at the same time, it's also a hell of a lot easier for overpopulated realms to invade. As it stands, invasions on Haven remains a game of numbers.
Thats the main proposal from what i think people must think different ,not all as victims ,thinks large from invaded or as realm that invade.
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