Relic and the war

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Relic and the war

Post  Fuzzey on Tue Sep 04, 2012 8:34 am

I have a suggestion I'd like to come with.

To be honest I don't think there is enough "pvp" on the server. It's a war and the assaults between the forts are few. I know that in the last few days there has been a few assaults. On some Anphillia servers, there was another price then the relics it was killing the Captains of the other team and when that was done the server would wipe and start over.

I know that on Genesis/Exodus/Continuum it's been the relic that is the price, and I don't want to change that, though I hardly think anyone else wanted to do it either. But the price of the relic is ridiculous if you ask me. You get 50 more xp per auto xp, and the other fort is not affected with the lost relic. My idea is to either increase the xp gained for controlling the enemy relic, and perhaps lower the auto xp for the fort with the lost relic. Both sides have strong players so I don't think there will be a faction that is more OP then the other. This will cause more interactions with the other faction and it would be a more like a war.

For instance; when both forts have their relic safe and sound behind their gate, the auto xp will be 200, like it is now. But if you steal your enemys relic, the auto xp will be between 300 and 400, and the faction with the lost relic will have to settle with perhaps 50 auto xp. Then there will be a lose to lose the relic and people will be more interested in defending, assaulting etc.

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Re: Relic and the war

Post  Skaldic on Tue Sep 04, 2012 8:52 am

1) Killing the captains means allowing enemy faction to reach the Fort's screen which was disabled for obvious reasons.

2) Wipe? No. Also...We would have wipe quite often here.

3) I like the idea of crippling the enemy faction. Say normal is 200xp, 250xp for the faction that captures enemy relic and 150xp for the faction that lost the relic...That actually gives a motivation to get the stolen relic back.

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Re: Relic and the war

Post  Fuzzey on Tue Sep 04, 2012 9:48 am

Didn't mean that we should wipe the server when we kill the Captain, just said that some server did, and that was the "price". On this server it's the relic. The relic should be better defended and should be worth getting. Getting 50xp more then usual for having the enemy relic is not a price, it's barely noticeable. Especially when there is no down fall for the enemy fort.

If you look at this from a war scenario, the relic will be territory. Territory is important in a war, for instance having the high ground is very important for say archers, seeing as they are out of danger from close combat and can focus alot better. Thats why I think the relic should have a bigger meaning in the war. It should effect both sides if they gain/lose their relic.

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I agree with the "fuzz"! =D

Post  squ4rep4nts on Tue Sep 04, 2012 9:53 am

Lets say Cleaven get's axfells relic, then the autoexp should be raised to 300, and the axfells lowered to 150, that makes more sense. If the relic gets stolen... you suffer.
If you take the relic... you will be rewarded! Wink thats makes sense to me...

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Re: Relic and the war

Post  Skaldic on Tue Sep 04, 2012 10:01 am

"autoexp" was originally created for those who don't run around and grind but as a reward for those who sit around a campfire and chat and wrinkle their noses.
However you defend the lowering xp for the faction which lost the relic, it might be arguable if the 150xp would be enough for people to stay afk hehe.

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Thats the whole point!

Post  squ4rep4nts on Tue Sep 04, 2012 1:32 pm

Thats the whole point =D they shouldent be happy with 150 exp, so they got to fight back! that will result in less afk'in and more pvp and assaulting! its brilliant Wink

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Re: Relic and the war

Post  SeXy_SnipER on Tue Sep 04, 2012 2:38 pm

I agree 100% with Fuzz change the gain to 350 and if you don't have your relic you get 50... brilliant! That would definitely make me want to get a raid together and take a relic.
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Re: Relic and the war

Post  Felix on Tue Sep 04, 2012 2:57 pm

I love it. I have thought about this before but it maybe grandiose.

The Axfell and Cleaven temple expands to hold shrines to a few various gods. You will then have the option to return the relic to a god of your choice. Each god will grant a different server wide blessing on them or curse on the enemy. Each gods relic could be taken meaning that you could get more than one per assault. Though a new script would have to ensure that only 1 relic can be carried, per character at a time. We could also have a bonus xp given if a faction can hold all the relics for a certain time.
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why make it so complext...

Post  squ4rep4nts on Tue Sep 04, 2012 4:25 pm

well, sounds good, but why not start with 350 for the faction that have the relic and 50 for the one that dont? and then you and your dm's can script and make all the other goodstuff? ey? it will make people more active on the server... cuse now.... 90% of the time people just sit around doing shit.... and that ruins much of the game and the mod... if you know what i mean =)

Ps. i like what you write mr!

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Re: Relic and the war

Post  DM Loralyn on Wed Sep 05, 2012 4:55 pm

I also like this idea, although I would make the punishment a bit less. I would make it 350xp for getting the relic and 150xp when relic was stolen. My reasoning is the reward will be enough to make people want to go out and get the enemy relic. The penalty can still be felt, but we won't chase off those who afk with their toons. I would consider this a nice middle ground. Thoughts?

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Re: Relic and the war

Post  Skaldic on Wed Sep 05, 2012 10:51 pm

Skaldic wrote:3) I like the idea of crippling the enemy faction. Say normal is 200xp, 250xp for the faction that captures enemy relic and 150xp for the faction that lost the relic...That actually gives a motivation to get the stolen relic back.

DM Loralyn wrote:I also like this idea, although I would make the punishment a bit less. I would make it 350xp for getting the relic and 150xp when relic was stolen. My reasoning is the reward will be enough to make people want to go out and get the enemy relic. The penalty can still be felt, but we won't chase off those who afk with their toons. I would consider this a nice middle ground. Thoughts?

It's a great idea. Oh wait! .....
Anyway 350xp is way too much for what was supposed to be a reward for RPing and which turned out to be motivation for afkers to stay around...

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Re: Relic and the war

Post  DM Loralyn on Fri Sep 07, 2012 10:05 pm

This is an argument that will never go away, but here is my take on it. I am pro people logging in and being AFK. What this does is get the server more visibility and it attracts new players. Now yes the argument is out there that once the new players get on and see people aren't active they will leave. That is correct some of the time, but in that same instance that player wouldn't of even logged on if AFKers weren't around because they would of seen low numbers. But in the instance a new player does log on and there is someone there to help them out, they will grow to like the server quite a bit. Just my take.

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Re: Relic and the war

Post  Felix on Fri Sep 07, 2012 11:35 pm

We can change the relic xp. Who knows how to?
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Re: Relic and the war

Post  Felix on Fri Oct 05, 2012 8:28 pm

Ok so I finally found the code which awards faction xp and bonus xp for the relic. Making the bonus xp more is easy however taking away 50 xp is more complicated. Any suggestions?

Code:
//::///////////////////////////////////////////////
//:: GiveTimedXP
//:://////////////////////////////////////////////
/*
    Gives timed (i.e.) hourly XP to the player,
    with the amount dependent on whether the
    player's faction holds the relic.
*/
//:://////////////////////////////////////////////
//:: Created By: J. Persinne
//:: Created On: June 2, 1011
//:://////////////////////////////////////////////
void GiveTimedXP(object oPC)
{
    int nFaction = GetPlayerFaction(oPC);

    if(GetLocalInt(GetArea(oPC), "TimedXPDisabled") || nFaction == FACTION_UNDEFINED) { return; }

    int nRelicBonusXP = 150;
    int nRelicStatus = GetLocalInt(GetModule(), "Relic_Status");
    int nXP = 200;
    object oMod = GetModule();

    if((nRelicStatus == 3 || nRelicStatus == 5) && (nFaction & FACTION_AXFELL))
    {
        nXP += nRelicBonusXP;
    }
    else if((nRelicStatus == 4 || nRelicStatus == 6) && (nFaction & FACTION_CLEAVEN))
    {
        nXP += nRelicBonusXP;
    }
    SendMessage(oPC, "Your services have been rewarded.", MESSAGE_CHANNEL_FACTION);
    GiveXP(oPC, nXP);
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Re: Relic and the war

Post  Felix on Sat Oct 06, 2012 1:20 am

Thanks Sancho for the fix!
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The Past

Post  Whoisthere on Tue Oct 16, 2012 11:07 am

With the numbers of players online (Active) the server is very fun to play but...
I do miss the days when crafting gave you the best items and the work involved.
Getting a group together to go find resources then bumping into the other faction doing the same thing!! Fight Fight!!
Having enchanters to get you much needed fire on your blade or the rare red bladed weapon from enchanting a weapon with a scalp!!
Then you still had some of the rare loot items only found in chests way out or deep into the lands, you knew you had some great team work when you came back and only had to res half your group, needed a good class mix to get a patrol like this done within your party.
I enjoy NWN, has to be my #1 game I like to play.. Well Anphillia make this game what it is and so glad to see this still online with players to be on with..
Oh.. I like the changes to the Relic system, does push the war more.. Twisted Evil Not that I can do much yet with my my Char but some day..!!
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Re: Relic and the war

Post  SeXy_SnipER on Tue Oct 16, 2012 9:20 pm

I agree with the suggestions and such but the problem with it is just like with CNR, ATS is incredibly hard to script without screwing something up so updating/making new stuff is really not that easy. Once you start talking about epic area's to go you really do need one of those special groups with good chemistry to not get your arse kicked lol.

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