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Red Alkeistarte
Red Alkeistarte is offline
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Join Date: Apr 2004
Location: Texas


 
New RR12 Realm Abilities Added!
Reply With Quote   #1

Posted By: Sanya Thomas 2004-09-28 17:12:45
Due to the realm ranks being raised to level 12, we thought it was only fitting that those that reach this level should aquire a new realm ability. Therefore, anyone who reaches realm rank 12 will get the following abilities:
Mental Anguish - RR12 players can kill RR1 players simply by thinking about killing them
Vaporless Breath - RR12 players can simply breathe on a RR2 player and kill them
Deadly Slam - RR12 players can accidentally bump into a RR3 player and kill them /sarcasm off

For the love of god, after 3 years I have 1.7 mil rps, and you need 8 million to finish off RR10....is Mythic insane? Did the devs drink too much in Vegas? I guess it's hard to write down ideas when you have your mouth stuck to some titty dancer. Unless they speed up realm points by a factor of 5x I do not see how the vast majority of players will ever care about this.

However, I do have good news! I saved a buttload on my car insurance by switching to Geico.

Alk



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Brandyn Aquilus
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Join Date: May 2004


 
re: New RR12 Realm Abilities Added!
Reply With Quote   #2

Wait...are they really raising RR to 12?



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Red Alkeistarte
Red Alkeistarte is offline
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Join Date: Apr 2004
Location: Texas


 
re: New RR12 Realm Abilities Added!
Reply With Quote   #3

Yep

I could maybe understand raising levels to 75 as that gives 90% of the players something to shoot for but RR10 is near impossible- especially for my server with 250 players.

There was a time, actually before I read it, that I would have hoped of reaching the "top" one day. All this does is raise the bar so high up that it makes it easier to leave.



Lokust
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Join Date: Jul 2004


 
re: New RR12 Realm Abilities Added!
Reply With Quote   #4

I've already sent in feedback to this effect, but I think this is the worst idea ever. RR10 people represent less than 0.25% of the player base. RR5 and under people represent over 90% of the player base. Widening the gap between the catasses and the casuals is never a good idea.


Lertsnim
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Join Date: Sep 2004


 
re: New RR12 Realm Abilities Added!
Reply With Quote   #5

While I would much rather see the level increased to 75 or even 60 before RR23937 is added, it IS a pain to do even MORE PvE. Already on my Minstrel I have 26 more levels, 7 artifacts to do encounters, farm scrolls, and then level, MLs just to have him set up for RvR the way I want him. After that, its just pure killing people. The increase to RR12 is most likely a move to keep some of these RR10 people playing.



My latest project: Lertsnim - 28 Iwinstrel - Lance
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Red Alkeistarte
Red Alkeistarte is offline
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Join Date: Apr 2004
Location: Texas


 
re: New RR12 Realm Abilities Added!
Reply With Quote   #6

Yes, but keep this in mind...

IF you raise levels to 75 for example..

- We now have power/heal fields to level faster
- It gives you a great opportunity to level artifacts in groups
- Pumps more money into the economy
- Pumps more drops into the marketplace
- Would be great to coincide with new races to spur leveling groups


The RR increase only makes those that are extremely extremely powerful THAT much more powerful. I realize it would still take hundreds of thousands of RPS to get there but many of those guys can pull in 200k in a week out there, esp on the populated servers.

On Palo I actually tinkered a sign in RvR that says "Enemies Wanted"...only got a damn wolverine with an attitude


Lokust
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Join Date: Jul 2004


 
re: New RR12 Realm Abilities Added!
Reply With Quote   #7

Raising the level cap in EQ broke many areas in the game by turning epic encounters into encounters that one guy can two-box. I can't see mythic trivializing their existing content in this way because they aren't adding new content at the rate EQ does.


Brandyn Aquilus
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Join Date: May 2004


 
re: New RR12 Realm Abilities Added!
Reply With Quote   #8

Great points Red.

If I was playing, I'd much rather see a level increase than a RR increase (unless I had reached RR10, of course). As much as I hated PvE, I'd rather have to do that for another month than widen the gap between the powerful and the not-so-much-so.

As far as epic encounters, I could see that being a pain in the arse for Mythic. For instance, if the dragons got too easy they'd have to raise their levels which would make the old cap of 50 less valuable. That would apply to all current epic encounters. I suppose that could be worked around, but might be a PITA.

Also, people would need to start working on new gear.

One of the biggest questions would be whether or not to award spec points for those levels. What would an In template look like at level 60?


Red Alkeistarte
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Join Date: Apr 2004
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re: New RR12 Realm Abilities Added!
Reply With Quote   #9

Instead of levels 60-70 providing you with +skills bonus, perhaps it provides you with the ability to enter certain areas and even new cities that sell "bound" special items. Meaning Im level 60, I can therefore enter a shop that sells only to players 60+ and the items are bound to me when I buy them to where I cannot trade or sell them.

In addition, perhaps obtaining a higher level, such as 60, gives bonus' to your rps earned in RVR. So while you earn 100% now, at level 60 you earn an extra 40%, on top of your server bonus (if any).

So many options here...other than redoing the entire combat tables.

Instead of levels 60-70 providing you with +skills bonus, perhaps it provides you with the ability to enter certain areas and even new cities that sell "bound" special items. Meaning Im level 60, I can therefore enter a shop that sells only to players 60+ and the items are bound to me when I buy them to where I cannot trade or sell them.

In addition, perhaps obtaining a higher level, such as 60, gives bonus' to your rps earned in RVR. So while you earn 100% now, at level 60 you earn an extra 40%, on top of your server bonus (if any).

So many options here...other than redoing the entire combat tables.

PS. Per Sanya's post....23 million realm points....at my current pace that would take me lets see (23-1.7existing=21.3/1.7=12.5 years. Now by that time there will only be 3 people left on my server (Palo) so perhaps I could hook up with one of them and we just sit and kill each other back and forth. However, only playing DAOC 2 hours a day, and if I kill him for 1 hour and he kills me for 1 hour, means I could probably only get in a few kills. With rez sickness I'm looking at roughly 20 kills in an hour or so, which would be roughly 20k rps (no idea how it goes down after each kill). 20,000x6 (I need a day off)= 120,000 a week, 480,000/month,
5,760,000 a year. So I guess me and whomever is left can really finish this off together in about 4 years. That's not so bad I guess....although if I end up with some guy that has to post "I PWND you for an hour last night" every day on palo.net I think I will just quit.


Bringin Chaos
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re: New RR12 Realm Abilities Added!
Reply With Quote   #10

PS. Per Sanya's post....23 million realm points....at my current pace that would take me lets see (23-1.7existing=21.3/1.7=12.5 years. Now by that time there will only be 3 people left on my server (Palo) so perhaps I could hook up with one of them and we just sit and kill each other back and forth. However, only playing DAOC 2 hours a day, and if I kill him for 1 hour and he kills me for 1 hour, means I could probably only get in a few kills. With rez sickness I'm looking at roughly 20 kills in an hour or so, which would be roughly 20k rps (no idea how it goes down after each kill). 20,000x6 (I need a day off)= 120,000 a week, 480,000/month,
5,760,000 a year. So I guess me and whomever is left can really finish this off together in about 4 years. That's not so bad I guess....although if I end up with some guy that has to post "I PWND you for an hour last night" every day on palo.net I think I will just quit.
ROFL!!

WRU Palo server merge...ffs!



<center>&lt;WAR>
Bringin Chaos - 50 Infiltrator &lt;Retired>
Bringinn Chaos - 50 Scout &lt;Retired>
Albion - Palomides</center>
Lertsnim
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Join Date: Sep 2004


 
re: New RR12 Realm Abilities Added!
Reply With Quote   #11

Ok, lets look at this realistically people. At first I was under the same thought of, well damnit, I still haven't got RR10 yet.... COME ON!

Then I sat back and thought about it.

Already you can get to RR11. This is simply RR12. 10 more RA points, at the cost of having to reach 23 MILLION RPS. Yes maybe they are giving those who are already ahead more room to run with. But people, they almost have to DOUBLE what they have done to get another realm ability that will be useful. We are talking 23 million. The game has been out for how long, and so far, NO ONE has 23 million.

Look at it from the point of view of those who are ML10, RR11, lvl 50, covered in Artifacts, ect. What more do they have to look forward to? Rolling another char? Doesn't sound much fun to me. So give them the opportunity to push another 10 Million RPs under thier belt for a whopping 10 more RA points, and more importantly, the title Lord.

Thats the only real difference you are going to see between a RR11 toon, and one who is RR12. Instead of Avalonian Uber Knight, you see Lord &lt;First Name>.

BFD


Red Alkeistarte
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Join Date: Apr 2004
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re: New RR12 Realm Abilities Added!
Reply With Quote   #12

Edit: misspelled deity- corrected it.


Spend more time with us bro.....we all understand what you are saying and we agree. Much of what I am saying is simply for my own amusement. If the dev effort was 1 hour to make that change, great...no big deal let the Eagle God Deity Knights get one more realm point every few months- no big deal. If the dev effort was greater then you begin to say to yourself "I can think of 100 other things I would have rather seen fixed".

If we disregard our own class for a moment, my (our) server Palomides is so bad off Midgard gets DF maybe 1x a month on average and then only for a day. We rarely take a keep and if we do it's usually taking back one of our own. If Mythic would just take a moment to look at the situation smaller servers are in perhaps, as Bringin said, they would allow a merge. If we take 3 smaller servers we would equal a normal server and it would really be FUN!.

Anyway, sometimes it's not that their change had a huge impact - it's really more that they gloss over all the needed improvements in this game and create something out of the blue that impact 8 people. (I'm not being realistic with the number 8 )

Alk


Lertsnim
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re: New RR12 Realm Abilities Added!
Reply With Quote   #13

Fair enough point, just sorta bothered me seeing people talking about this "widening the gap" heh RR12 isn't going to widen much of anything that RR10 or 11 hasn't already.

Oh and there ARE a million things they COULD be changing and fixing... however they apparently lack the ability to do so lol.


Lokust
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re: New RR12 Realm Abilities Added!
Reply With Quote   #14

I think a cooler idea would be to give players unique class specific RA's when they reach RR11, but make it something like the hero auras from Warcraft 3/Dawn of War. Nothing overpowering, but something that makes everyone fight just a little bit better because they are in the presence of a hero.


Fathen
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Re: re: New RR12 Realm Abilities Added!
Reply With Quote   #15

Lokust said:
I think a cooler idea would be to give players unique class specific RA's when they reach RR11, but make it something like the hero auras from Warcraft 3/Dawn of War. Nothing overpowering, but something that makes everyone fight just a little bit better because they are in the presence of a hero.
that's a cool idea actually. have them generate something like the aura of kings or something like that.



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test123
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Join Date: May 2004


 
re: New RR12 Realm Abilities Added!
Reply With Quote   #16

I think a cooler idea would be to give players unique class specific RA's when they reach RR11, but make it something like the hero auras from Warcraft 3/Dawn of War. Nothing overpowering, but something that makes everyone fight just a little bit better because they are in the presence of a hero.
I agree, this is an awesome idea.

On another note though, I guess I never realized RR1 - RR10 ment we had a RR11 hidden somewhere too... since when do we have RR11?


Tanya TheSane
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re: New RR12 Realm Abilities Added!
Reply With Quote   #17

Since mistwraith got enough rps to loop over the top of the ra system. They caped it shortly after. Has the basic title of hibernian defender now i belive.



Tanya TheSane &lt;the mist is teh pwn shadowblade>


zarlaan
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re: New RR12 Realm Abilities Added!
Reply With Quote   #18

RR11 shows you as an Invader.



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Lertsnim
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re: New RR12 Realm Abilities Added!
Reply With Quote   #19

The only problem I could forsee with the Aura idea, while individually a good one, is that many of these RR11 run together, the remnants of the 8v8 Gank Guilds.

Atleast on Lancelot. Imagine all 8 people of a group, pulsing an aura, which alone might not be very overpowering, combined with 7 others, could get ugly in a hurry. It would do even more to widen the gap imo, because now you would be fighting a group of people who already have more RAs, more +to skill, and now a number of bonus Auras.

I like the idea, i really do, I just don't have any faith in Mythic that they could incorperate something like that wihtout making it BLATANTLY overpowering once combined with a few others.

Hell, look at some of the new classes coming out in Catacombs. All but maybe 2 of them are either going to be SERIOUSLY overpowered, or gimped from the start. Especially the Vampiir... that's going to be one mean class imo. Makes me wanna roll a hibbie just to try it out.

Honestly I think they are going about it the best way possible, the fact that another 10 RA points are not going to be groundbreaking, especially considering the number of RPs needed to get them, and they get a nifty little title that is seen by all realms to show just how uber they are lol.

Hib and Alb RR11 ranks are easy to remember. Hib RR11 is the same as Alb RR1, and vice versa. Invader/Defender switch. I honestly don't know about mid, never seen an RR11 Mid from the other side to know.

Now that they did this... can we fix 1.62?


Lokust
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re: New RR12 Realm Abilities Added!
Reply With Quote   #20

Just make it so that those auras don't stack, and you can only have one apply to you at one time.


Lertsnim
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re: New RR12 Realm Abilities Added!
Reply With Quote   #21

Maybe making it a personal Aura?

Actually the more I think about it, as long as they dont stack with each other, Auras could be a nice feature.


Fathen
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re: New RR12 Realm Abilities Added!
Reply With Quote   #22

have those auras only affect lower RRs might be a plausible solution. say, 5 RR's below. so RR7's and below would benefit from a "+chance to hit" aura or "+chance to crit" aura.


Zato
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re: New RR12 Realm Abilities Added!
Reply With Quote   #23

I'll never see RR10, much less 12. :p

Which is fine, the only part that bothers me is I want the cool title :(. I wish there was other ways to get one (like repeatedly leading the realm).

The aura thing sounds cool too. Here's another idea... they should have a sort of particle "glow" about them so they are recognized (and feared).



Zato Thornblade the Dwarven Assassin of Tarew Marr
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uanabe
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re: New RR12 Realm Abilities Added!
Reply With Quote   #24

they should have a sort of particle "glow" about them so they are recognized (and feared)

I dont know about you, but that wouldnt make me fear anything... it would just make me turn and try and kill em from greater distances then before.... now i dont have to stop and read Tiarna to know i want to give them a fight I can see them from across the zone


Encounter This
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re: New RR12 Realm Abilities Added!
Reply With Quote   #25

Which is fine, the only part that bothers me is I want the cool title . I wish there was other ways to get one (like repeatedly leading the realm).
I led my group off a unclimbable cliff once before /map, I deserve a title for that.

Deadly Slam - RR12 players can accidentally bump into a RR3 player and kill them
Nomatter how much range or by how much supprise you take them you will probably die got to figure they have every RA they need and then some they dont, plus class abilitys and since they are RR12 they have rvred alot and prolly decked with ml10 abilitys along with ml10 items ect ect...I have a hard time killing anyone 3Ranks above me, I bet 3 RR5's could take a RR12 but it would be close and probably end up being killed by some real ability that goes to RR12's thats so overpowered you dont even want to know.




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