IDEAS FOR RYZOM


Increase the rotation of OPs to add content

about your tacktics thumbleweed well there are quite alot like lure ppl away from their healers (one kami are really bad in at time), so you can sloughter one by one then when a healer tries to get close enough to heal that person then kill the healers (I've seen this be used alot and don't understand ppl still falling for it) => a 50player faction could easly kill a 100 player faction this way.Another one as a defender defend away from the guards and hope the attackers forget about guards and just wanna kill the defender (great tacktic used loads of times with success)=> There are alot more that can give a smart small group the upper hand at op's (don't forget an op is not about killing ppl at all it's about getting treshold you don't need to kill a single kami/kara/mara you only need to kill guards or keep them alive)
That can work one or two times. Maybe even a couple of times. What smaller team in my example could achieve by this? Winning several rounds? OK, but each battle has 24 rounds. If Side A derped and lost some, they'll be back in 10-15 minutes, roll over Side B - and we are back at start. Only now Side B has less time to kill NPC and Side A won't be fooled again by their tactic.
Good luck finiding an q50 op atm
If some people are greedy over pixels, or use poor excuses to be greedy, that's different problem that has no relation with bad design of OP wars, don't you think? Your guild could ask someone who doesn't care much about RP to attack one of those Outposts and then transfer it to you, for example. 
What I heard is that they are greatly outnumbered still they won OP battles. So even if they have millions of alts but during OP battle they are greatly outnumbered. As what you said during those time that they use 3rd party software to coordinate/manage toons to achieve one goal. I believe this coordination/manage toons can be done among actual players to achieve one goal without using 3rd party software.
They weren't *greatly* outnumbered. Numbers were about equal or with slight advantage at opposing side. But their opponents' levels varied between 250's and low-level toons like 150's and such, while their force consisted of 250's only, including alts. The benefit granted by use of third party software is impossible to gain without it. Try to kill a melee toon, that has five Celestial Guardian automatons healing him at once. Every CG heals up to 3k hit points with one spell. That's 15k hit points healed every three seconds or so. So if you want to kill said toon, you gotta have at least six AoDs nuking him in similar fashion to beat the healing, that's before you even count magic resists, which actually makes it ten AoDs. And if said character is killed, next second he's up, because his bots cast heals non-stop, with person behind the characters pressing just one or two keys. You can't achieve that kind of coordination, with every character acting like one, casting same spell within a second, if you don't have some software transmitting signals to multiple clients at once.
Firstly Side B should sort their lives out and train launcher- its not hard to do. When Asylum began our campaign for the OPs we trained hard, dug mats and organized all the kami launchers in a combined effort. Both sides used to be very equal. Secondly launchers aren't hard to deal with. Get tanks on them firing madness enchants, get a master affy linking them- whatever floats your boat. Adding more tactics Side B should focus on just killing the guards not wiping the other side depending on the phase. I could go on and on. There are a lot more tactics going on during OP wars than meets the eye.
So, in the situation i've described, Side B have to give up and come back a month or two later, when they'll have enough launchers?.. Lets assume, they managed to neutralise Side A's launcher team for a while. They still have about 90 other players to deal with. What they have to do, given said 90 players ain't gonna stay still and watch them killing their Bombardiers?.. Do i get it right - in described situation Side B can't win? And even if they win, their success gonna be completely nullified by Side A returning to the battle few rounds later? What tactic might allow outnumbered Side B to win every encounter against bigger side during two hours? Please explain.

To get it stright - i 100% agreed that current OP battle mechanic got to be revamped somehow, but the proposal to implement any limits, be it numbers or anything else, is just wrong.
Show topic
Last visit Thursday, 14 November 05:00:38 UTC
P_:G_:PLAYER

powered by ryzom-api