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Tip #743: As noted in Tip #244, tea bags have an infinite variety of uses. However, there's always one jerk who will want to give you crap over drinking tea. Particularly if in a new town, use this as an opportunity to assert yourself. Any drunken idiot can win a bar fight. It takes a real man to win a bar fight while enjoying a cup of Earl Grey.
Last edited by Pafpuf; May 5th, 2014 at 16:31:07.
IMHO, RvB would be a huge thing to do (from programmer's perspective). Sure, neuters can choose a side in BS, but throwing random people in various groups while paying attention to who is teamed sounds like an enormous job relating to what would it accomplish.
I think it would actually be a lot easier to add more instanced "battlegrounds" with different objectives than to re-do the BS.
Also, killing a player should award XP. Participating in PvP should award XP. Winning a battle should award even more XP.
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Throwing my hat in the ring to say YES PLEASE to RvB (or make it purple vs yellow or something if red is seen to be clan and blue omni). The occasional person will whine, guaranteed, but overall it'd boost activity. From my experience in other games it's good fun hunting and killing friends and orgmates now and then
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Transcendence
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Forced teaming is not a very popular option nowadays on -any- game, but it's especially unpopular on AO because 1) the leveling content is so unrewarding that no one wants to be forced to share and 2) no one wants to have to deal with players that can't carry their own weight in teams because they're either new/broke/clueless about twinking and 3) the population is too low for many people to be able to rely on teams for -anything- under TL7.
Last edited by Rahela; May 6th, 2014 at 15:58:33.
If people feel like they're forced to team after picking a purely support profession they're, for the lack of better words, retarded because they brought it on themselves.
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the concept of teaming in ao is broken for several reasons. first, key profs: either you got em or you're out. second, most non-raidbot content is dependent on org or rl friend structures. if you're in one of those vintage orgs with few casual players you're screwed. even if you find a well populated org, solo farming with mb is very very common. people dont wanna share, and if they don't have to, why should they.
i know i know, get a better org. yes. if you can. very true. but if you're not so fortunate, you either need creds or won't get anywhere. that is not the concept of teaming. that is the concept of orging. teaming was when you could go and randomly form a team with strangers. that concept as good as ceased to exist a long time ago. only exception (now and then) is gauntlet because people need a time at that particular time.
and before someone takes this to a personal level: I have no problem with this. I don't even play atm. That does not change the fact that this is a problem. And yes, I know that ya'll don't have it. That doesn't mean it doesn't exist.
Would be nice if the pvp-missions could be rolled at hub. Maybe add vp-shop there too.
Teamwork doesn't require teaming. Teaming isn't so popular since you are too confined to the team- Many wanna do as they want when have a game-session so, including support-professions. Pvp is not just limited to killing players, but to enjoy performing the functions (subterfuge-tactics, direct combat, support, surrival, stealth etc) of your profession in pvp-areas. Not that docs doesn't kill players but...I think it is good when it rewards you for just participating in pvp.
You should know by now what the effect of uber teambuffs and steamrolling has on pvp. With LE-expansions they tried to spread out the pvp cause many complained it was over so fast and just evolved around specials. Both in the streets and in towerwars. Battlestation initially spread out the pvp-combat quite a bit and kept the fights lasting longer without ruining the group vs group-aspect. With new BS (one of the ideas behind it was to fix spawncamping) a new kind of pvp-trend emerged.
Off topic, but I think to "fix" 4-capping they should do something to make a and b feel like a homebase again.
mhm, should change the loot/reward-system to be more individual instead of loot from corpse. being able to play the game and do big raids without bots would also be very good I think. lol players gotta talk to egpal for getting lootrights
Last edited by leetlover; May 7th, 2014 at 04:55:22.
Disclaimer: My posts should not be read by anyone.
There simply is no such "support profession" which is damned or forced to be teamed in order to be efficient or kill reliably.
Especially not as a doc.
This is true.
Sure, there are some effects which are only granted IN a team directly (crat aura, umbral, such stuff), but I encounter every day situations in where I dont team with specific ppl but act in a team with them. On the other side, I join teams in where the ppl might be IN the team, but act like if they wouldnt be IN a team.
Last edited by Dumonde; May 7th, 2014 at 09:18:58.
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thats simple and brilliant - seriously. Any BS pvp (instanced) should give XP...
Why I never think about that?
From game pov, getting Xp in place where it can not (and should not) be exploited (so BS seems best place to do so) getting XP from killing a player would be fine reward (as the name says, experience) an it would encurage weaker players to fight each other in order to gain experience.
+1 for that idea!
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The subject of discussion was xp rewards for pvp kills in bs.
Same as the poster I quoted above. There's no such thing as a key prof in pvp. Depending on the situation (and the player of course), any prof can be either very good or very bad.
No, getting rewarded for just being there is stupid. People should get rewarded for playing their profession right, instead we have docs running around with an AS pistol and malpractice thinking they're some sort of assault profession whining when someone "steals" kills from them because *gasp* they're not supposed to do damage in the first place. Team up and support the damage professions alive while they do most of the damage. It's basics really. If people "wanna do as they want to" maybe they should make more characters and be versatile in that manner instead of leaning towards making every prof a jack of all trades to cater the needs of the selfish.
Furthermore the kind of rewards you're looking for would only encourage the lame "CH someone from sneak > step on teleporter > sneak again > repeat" agent gameplay that is your consistency, I'm guessing that's what you were going for in the first place.
OP weapons for everybody, doubles/triples with 40% pvp cap, instakilling orbital strike... how exactly did LE make pvp fights more lasting ? I honestly don't know what you're talking about. Back then battlestation was populated 10 times as much giving you the illusion of drawn out fights, fact of the matter is there were just a lot more people to fight.
There's a really simple solution to that which I've already suggested before, adding apf-like fences near the natural spawn area.
What's more efficient, a doc running around solo throwing the occasional heal when they're not too busy spamming malpractice or a doc in a team who focuses on keeping his teammates alive ?
Outside of duels doctors aren't reliable killers at all because they're slow at it, and sooner or later somebody will show up and either wreck you or help you kill your target. Or your target will simply run away because as a doc there's not much you can do about it. Doesn't sound like a reliable killer to me at all
~Anyone can level, but only the wise gain experience~
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Don't feed the Mensa Tralalalala
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Tsk, what's your problem, multiboxing in pvp is legal.
FC said so a year ago - http://forums.anarchy-online.com/sho...69&postcount=5
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