Debate: Should there be a reward for capturing relics?
Hi all
I want a debate about if Broadsword should implement a reward system for relics. This is to allowing players to get items for temps, give a 15-20k realm points or giving extra bonuses such as realm points/xp for the realm that has captured enemy relics and place them in their homeland.
The reason I want a debate about this is because I've noticed relics are worthless and no battlegroup leader wants to take relics anymore due to they take to long to take back and nothing to gain from. If we are able to give better rewards for capturing relics would this make realm vs realm Zerging more interesting and fun, would this bring back some great defence fights? What I've seen recently is keeps being taken but goes no further.
I would say we need to relook at the relic system and see if we can add something that will make them have meaning in the game again. It's a thing that is missing in the game at the moment and battlegroups/zergs need an objective.
Any feedback from players, Knights or even Devs on this matter would be much appreciated.
I want a debate about if Broadsword should implement a reward system for relics. This is to allowing players to get items for temps, give a 15-20k realm points or giving extra bonuses such as realm points/xp for the realm that has captured enemy relics and place them in their homeland.
The reason I want a debate about this is because I've noticed relics are worthless and no battlegroup leader wants to take relics anymore due to they take to long to take back and nothing to gain from. If we are able to give better rewards for capturing relics would this make realm vs realm Zerging more interesting and fun, would this bring back some great defence fights? What I've seen recently is keeps being taken but goes no further.
I would say we need to relook at the relic system and see if we can add something that will make them have meaning in the game again. It's a thing that is missing in the game at the moment and battlegroups/zergs need an objective.
Any feedback from players, Knights or even Devs on this matter would be much appreciated.
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Broadsword Online Games
The problem with RP Bonuses is simply that everyone joins that realm once they see that there is a constant bonus. And at that point no one will really be able to motivate ppl to get the relic back.
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It'd be nice not to tie peoples ability to progress gear-wise to something that really is out of their control. That's been my biggest gripe since returning both when OW was first released, and then again here. I don't play during big pop times, which leaves me **** out of luck if progression is gated behind battle groups and larger raids.
The whole issue I see with relics nowadays is that they're moot. People play on just about every realm - so there is no real "loyalty" or reason to dig in and defend hard when you can just switch to whichever realm has the most applicable advantages to your situation, and work on your chars on that realm. They made more sense when people mostly stuck to one realm, I don't even think they really make sense with the game how it is nowadays.
This would just become a numbers game, same as most eu fights.
I believe rp's should come from killing people and not capturing a relic.
Ding Ding Ding! Hit it right on the nose! I'm sick in my stomach at the damage this has caused to Daoc....there is no passion in this game anymore.
@Carol_Broadsword Relics need to be incentive for taking relics. Like more damage and RPs, but also we need to bring back a realm timer so people can’t switch with the Zerg. Doesn’t have to be very harsh, maybe if you earned RPs in realm 1, when switching you don’t earn RPs in realm 2 for at least 2 hours.
The worst thing is when people switch from Hero Zerg to Anna Zerg after one death.
Symfriar (Friar duh)
Symsorc (Double duh)
Sympets (Theurg)
Symmond (Arms)
Some random mids and hibs
You also need to address the realm pride issue a dirty word for a lot of people but a vital part in what made daoc work something I really think we have lost.
And if you put in an incentive for taking a relic you should put in an incentive for defending it as well.
My other issue with relic incentives at this moment in time is that it would only benefit the pve full time 24 / 7 zergs to the detriment of lower pop realms.
also dont add more gated gear behind yet more bg/zerg pve... there's been enough of that,
there are already to many rps for pve (keep raids)
I would like realm timers however I think that would damage the population and be more restrictive and that's a thing Broadsword can't afford to change. So the only thing that this debate gearing towards loyalty bonuses and maybe some sort of reward that you can get if you've been helping the battlegroup that has taken relics and not switched from another realm.
Or is relics worth having in game if no one is really interested in them anymore? Is it time the relic system changes maybe?
the nerfed dmg buffs from relics is not even worth the slow walk back to your realm heh ;\
If it happened - It would be need to be coded that those which put in the most effort/time get the most reward and those that merely jump realm or join at the last second receive minimal if it happened. E.g those that particpate in teh entire 3 hour raid are rewarded in turn vs those that join for the last 15 minutes etc.
Yeah definitely. It could be a real mess if it was something that allowed people to hop realms to reap the benefits of it.
-Fat RP reward for relic take
-Infernal Merchants for X time
-The old damage bonuses
-A buff that gives you an (account wide?) RP/XP/Coin or something for X period of time--goes away on realm swap
-I liked the idea of a PvE instance
-Some sort of currency cache/item drops?
-Better/more titles?
-Some sort of presence on the herald or a leaderboard per season with X/Y/Z reward -- We can go for bragging rights here, people love being acknowledged
-Cookies/Scones
---Most of the ideas you can go on the opposite side of in terms of defense rewards -- a successful defense can spawn a chest at the end of the encounter or something fun like that. You can also add a 'successful relic defense' title or leaderboard in conjunction with the "relics taken" leaderboard.
My logic here lines up with that of some of the others. Relics need to be something meaningful and HARD to do. I know I jokingly say we need the OF style relic keeps back, but something along those lines shouldn't be that far off. I think the current portal pad thing is a big fat stinkhole. I've been a fan, and I think it's part of the decline of the appeal of relic takes. Make relic takes/defenses hard. Make it something people enjoy doing. And make it EPIC
The problem is you can literally watch the numbers fly <realm to realm> at certain times of day; the relics are simply easily taken with NO resistance. Moreover, you have issues of folks just pinging back and forth to get the rewards -- while it would be impossible to solve every issue, I believe rewarding DEFENSE is a start <actually HUGELY rewarding Defense and not rewarding actual attackers who flame a keep and get defense bonuses while standing around>; there are other options but whether they are feasible from a programming perspective or efficient <time spent v. reward/effect> would have to be considered.
As to realm timers -- it is one method to address the fluidity issue and not necessarily the best or only way; but the argument that timers stop anything is facetious -- there are myriad ways to ensure you get to the realm you wish with those who you wish to play or solo without triggering a timer.
Perhaps some sort of system that promotes realm loyalty via a progressive reward system. You log on two days in a row 10% bonus coin, 3 days bonus XP, 4 days bonus bps, 5 days bonus rps, etc, up to a point.
Could also consider a realm bonus to this where the realm that holds its relics the longest or for a period of time, increasing on a scale, receives a % bonus to the individual bonuses. Attacking realms of captured relics transfer some of the bonus the realm had when captured.
Maybe a display that shows what each realm bonus currently is.
Could even have a "power" bar that would adjust up or down for each keep take/loss, where relics takes would transfer some of this "power"
The "Power" would be a % boost to individuals realm loyalty bonus
Broadsword promotes this when Tald runs with his crossrealmers on twitch. Sure it's part of the game but it also gives false hope to new accounts and people returning to the game.
Full agree!
This is absolut wrong!
The only do it the winning team joiner, we need a bonus system for the people to stay at there realm!
It is a big lie to say you switch to get fights, but if you do its ok but you get a penalty.
Thats the only way to stop this damn realmhopping to the realm whos winning.
[not needed] First of all I don't take relics cuz I don't run with the zergs I play 8/small man. Second did you even read what I wrote? There is no "winning team" in your terms because I said remove the relics. I'll play all day long on a realm with no relics because the small boost they give doesn't make up for bad play...and it's not a lie to swap realms to get fights what do you think I'm gunna run around with 7 other people looking at scenery all night when nobody out on the other realms they just afk in keeps or relic town waiting on thier zerg to move. [not needed]
Please stick to the topic, flaming, and inaccurate comments aren't needed here. If you have an issue - make a new topic and get it addressed. Streaming on twitch is great advertisement for the game - everyones playstyle is different. There is no false hopes given.
You think this is a flame but it's not and i know a ton of people that think the same as i do.
This is called realm hopping, not crossrealming - and based on this thread/topic the complaint is people jumping over to the larger zerg thus lopsiding the realm - and enhancing the already oversized zerg.
We do the opposite, i jump to the weakest realm to even the tide - thus creating more action that otherwise would not have been there.
Yes I am a fan of realm pride, but at the same time - I also play for action. If there is 3fgh 3fgm zero albs out - then its guaranteed i will switch to Alb. I would have no problems if realm timers were re-introduced, but until then i will play for teh weakest realm.
Like i said making your own rules up...............
No reason to reward a BG for taking a relic that is hardly defended. If people want a 3 realm fight than there has to be 3 realm BGs to fight, but this is a population problem and a realm pride "loyalty" problem also leadership problem. There has to be some one on each realm steeping up running regular BGs on all 3 realms everyday during the Euro and US prime time to accomplish this. I once posted on the troll forums a idea on how to maybe raise the population by bringing back old players and also fix the problem of realm hopping by changing the subscription pricing to the amount of game content the player is looking for.
1 Realm $8.00
2 Realm $12.00
3 Realm $15.00
I think a lot of old players would come back at a discounted price for those that only played 1 or 2 realms. And the ones that come back to play 1 realm that was there favorite would help to start build some realm loyalty to this game again and hopefully would be enough to have a effect on the population which is pretty much the center of all of DAoC problems.
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This is so true I can play my SB and ST a keep get 20 kills at 3k+ each and them get keep defense bonus for a added 3k+ and easily get 120K+ off those 20 kills and complete a quest for another 20k and have a 140k for 20 kills. This can be seen just by looking at sakibombs stats for a day.
Another problem is the Ruin Towns and the solo quest. The towns need removed and /bow duels needs to be gone, people need to roam and earn there solos not /bow there way to 6 kills and collect 40k+ RP for dueling with the OP flavor of the month classes.
I'm one of those that do get frustrated seeing a Zerg run out die and lose 20 players because they lost and then find they moved to the realm that is winning. If we introduced realm timers that would be a loss for broadsword on subs. If we introduced realm loyalty bonus I'm not sure how effective it would be. If we added different prices for playing all1 or 2 or even 3 realms I think there would be an up roar. However great idea's!!
There no real answer because the problem was clustering of servers that caused this. Realm hopping has been going on for so long that if we changed anything now it would effect the game. We got games coming out such as Camelot unchained that will take half of the player base away and if Broadsword did anything now would probably run players off to that game.
I would love to see a change in the relics where there is a reward and I think the debate on this thread has been very good and great idea's.
I'm not making opinions for myself here but I'm seeing Broadsword situation. If it was me I would add realm timers and stop players from hopping realms every minute but the situation of the game we just can't do that. I still think realm Loyalty bonus is the only way to maybe stop a part of players hopping but don't think it would stop it fully.
until one realm sits on a relic for alot of days, then everyone will play there cus they got them juicy points, and it will snowball...
i think the idea is fine but there needs to be a equally downscale in relic difficulty so as the realm bonuses grow, the relic becomes easyer to take, otherwise its simply just gna be 80/10/10 on the realm sitting on 6 relics
In addition to realm loyalty bonuses, there could be a system in place to reduce # of rps earned for switching realms within a window of time.
I'm in favor for the following
-RP bonus for taking relic
-RP bonus for defending relic (successful or not)
-RP bonus for loyalty
-RP reduction for x amount of hours after realm hop
Not in favor of the following
-Do nothing to relics
-Take Away relics
A realm loyalty timer might help a little, but people are going to play where they are going to play - with their friends or where the action is.
If I log on Alb and I see the frontier chock full of Albs, I'm going to switch - those people are out there for PvP not RvR. They usually aren't going for keeps or much of anything during my playtimes, so in the end, now everybody has somebody to fight against.
Doing it during a raid or to gank somebody after a wipe is pretty arse, but I'm not sure what can be done to stop it.
Mythic/Broadsword has seemingly let quite a bit continue on for too long in my opinion, and now it's too late to go back. That's why I was excited for an alternate ruleset server - be it official or not. It offers a clean slate and a chance to go back on some ideas that didn't pan out correctly.
There were 180 on yesterday (let that sink in, 20:30 GMT, only 180) and only 70 of those were in the frontiers. And all we had was Anna and Hero pveing keeps to avoid each other.
If you attach an RP reward such as what you're suggesting you're just going to see what we saw during the Ghost Keep event; that being a large amount of people switching over to the realm capturing so that they can get the easy rps.
Certainly it doesn't have to play out like the ghost keep event but looking at past history I fear it will. Personally, I would like to see the relic temples redesigned to relic keeps/fortresses. In my mind the location the relics are stored should have the greatest security.