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  Generated Mon Dec 1 18:45:45 2008 GMT


General Discussion US Forums Four Issues with Sieging and the Border Kingdoms. RSS permalink* top
posted posted 2008-11-14 15:16:00 GMT permalink thread top
Wexx
Some of these are bugs, but quite a few are just the mechanics that do not truly work as they should or have not been balanced out properly. I'm drawing on my experiences during the multiple siege defenses and attacks in the past 2 months on my server (Dagoth). The mechanics in my view are probably more important than the bugs, because eventually the bugs will get fixed, but the mechanics could concievably never change due to working as intended. Again, I've participated in quite a few sieges because even despite my issues, I find them enjoyable and fun. I like the massive pvp, I like to see the buildings come down, I like the sense of chaos. But I definately would enjoy them a lot more if these issues were resolved (and maybe quite a few other people would as well).


1) Trebuchets.
Several issues here. Again, a couple are bug related (ex. sometimes the siege camps won't spawn, or LoS issues), but mostly I take issue with how they operate and are balanced at the moment. A War Mammoth will do around 900 damage to walls/towers/buildings during a siege. A "blue" trebuchet/catapult will hit for 60,000. But aside from the sheer amount of damage my biggest issue with the siege weapons are that one person can place more than one at a time (there are typically 2 siege camps outside of the outer walls, 7 or so between outer and inner and 1 siege camp inside inner wall where siege engines can be placed) and have them all autofire without him being in the "area". So one person can stealth and put up 5-6 siege engines and have them firing concurrently and automatically. In my opinion if a person is controlling a trebuchet and then moves away from it and places a 2nd trebuchet down at another siege camp, the first one needs to despawn.


2) The Two Raid System.
I enjoy the numbers involved in sieging. Getting 90+ individuals in an area during a siege makes for some massive carnage. However, what I don't like is the way they have the raids systems operating. Works out fine if you are in a large guild that can field 48 defenders/attackers. But when you are in a smaller guild (and let's be honest - most guilds are a lot smaller now than they were at launch) and you get some pretty hefty penalties. I don't mind disadvantages, clearly if you are trying to patch together a sieging force out of 3-4 guilds or even a PuG, you are automatically at a couple of disadvantages, but you should not be forced to deal with friendly fire between your raid groups.
There should be a Mercenary system or Alliance system ingame already to prevent this, but as it stands now, anyone who is not your guildmate in that 2nd raid group (half of your siege force) can be attacked and killed and/or attack and kill you. They all have red tags same as the enemy raid force. Quite a disadvantage to have 48 players in the same guild able to stay in a tight group and laying down AoE with impunity vs. the mutli-guilded raid groups which have to keep their forces separated or end up taking on additional and unneccesary damage from each other. (not to mention those not in the single guild can't use trebs/ballistas, open the gates, half the time get ported out, don't get rez spot at keep etc.)


3) Siege Windows.
It was said from the beginning that siege windows would only be allowed to be put up during "normal" hours and no one could consistently put theirs during dead hours or consequently have their Keep ninjaed in the middle of the night. And while I've noticed that some hours are blocked out (think from 4pm to 7pm or thereabouts), I've seen siege windows at 9am Tuesday mornings, 3am Thursday nights, noon on Wednesday, etc. Two things, some of these are automatically set by the game (if you don't set the siege window 15 minutes after the end of the previous one the game does it automatically with some bad results). Disregarding the fact that sometimes even if you try in that 15 minute window it won't allow you to change it, the adjustment window needs to be greatly expanded. What if my autogenerated siege time ended at 3am. What? I'm supposed to set my alarm for 3:05am just so I can make sure the next siege window is something convenient for my guild to defend? It needs to be way more than 15 minutes. And maybe it needs to be adjustable all the way up until when someone bids on it or once it hits the 24 hr prior to the siege lockout. Once they fix that and expand when you can manually change the siege window, they need to narrow down the actual times you can place the siege window. Personally I'd say nothing starting after 1am or before 3pm (have to keep in mind the EST-PST split and I'm putting these times EST as just a suggestion). And once we get that situated, I think they need to slightly lengthen the time in between siege windows. As it is right now, some weeks your Keep is open to attack 3 times a week. That is a bit much especially for guilds with active raid scheduling and whatever else they do. It should be twice a week max and I wouldn't even be opposed to where it alternates every 4 days or so (which I think would give you twice one week and only once the next).


4)Unable to "Win" and other Assorted Bugs.
Not much to be said here other than it bothers me to be in an attacking force that slaughters the enemy, burns down every building including the Keep, outscoring the opponents by a very large margin and then getting the LOSS. Sure it's just a number. But if it didn't matter then they wouldn't have put it in your PvP stats window where you can keep track of it. Just because you own a Keep and you can't "claim" another one while laying waste to it, doesn't mean you should never be able to rack up another point in your siege win column.
There have been many improvements to sieges. From the technical performance from so many people in battle to assorted bugs. But a few still remain that are more than just an annoyance. I've mentioned a few already and I'm sure there are others that I've forgotten about or yet to mention (feel free to mention them). But the two that come to mind would be the buggy walls that really lead to hoping your enemy guilds are stand-up guys/gals who will at least do the right thing and knock a hole in your defenses before going inside and the "phantom keep". The "phantom keep" is when a guild claims a BK spot and then fails to build a Keep on the location or a departed guild has their keep destroyed and they never rebuild it. There should be some other type of way to resolve this issue and win it without having to resort to /petition.
posted posted 2008-11-20 21:28:00 GMT permalink thread top
Famine

FunCom Poster

We can never deny a constructive post and I think this post in question is very important to everyone. Much like the feedback in the suggestion forum, I take the time to ensure developers do get a copy of it either via email or direct link. Thus making such posts as these are never a waste of time.

Feedback from the developers on this specific post have been good. This one in particular is being reviewed over the team lead for Massive PvP developments. That doesn't mean change is coming relating to the feedback given here, it just means we hear what you are saying and we are looking into it!

Thanks again Wexx, always a pleasure.
posted posted 2008-11-21 16:08:00 GMT permalink thread top
Famine

FunCom Poster

Ahh you caught that? Yeah, had to quickly move my reply because both of your threads were really good! Nonetheless, it's not that I want to show that I am reading but that the developers are being beat over the head with what I am reading.