yeah, im on my phone fat fingering and autocorrect.
But should never be impossible. So if you make non human defenses 90% impenatrable, then with a player they become almost 100%, thus meaning raiding would be non existant and just pvec.
Agreed, as it would not be. Defensive power can be adjusted so elliminating them (new defensive assets/items) outright is completely unnecessary. Hyperbole is not needed here.
Iām at work and just noticed this threadā¦patience while I sort through lol
Take your time . This is an idea thread after all and we need more ideas . More ideas make for more variety and fun for the game as a whole.
Theyāve got one of those.
O_O
Where do we find the recipe for it? Iāve never seen it before
Edit: (Googled it)
Itās on Siptah, which explains why I havenāt seen it. Got the DLC, never really looked at the new map that much. Iām now super tempted to transfer over just to get these cool blueprints
I like the armor plates idea, wouldnāt mind T1-3 for varying levels of protection.
Iād like drawbridges that are spiked underneath to prevent climbing on them.
If they could convert the seige cauldrons to accept a thrall (of any type), Iād like to see those auto-activate on a 3-foundation wide and up to 10 foundations downward (would also give me a reason to capture t1 thralls). Or hell, like Darth suggested, just make them activate by proximity by default.
Defensive catapults that could be mounted on vertical foundations that have a min-max range would be nice especially if they could auto-shoot at those ranges (again, with a thrall placed in there).
For the longest time Iāve been wanting False Floors to setup trap rooms.
Itād also be nice if my Thralls could learn to open doors so they can emerge to engage enemies from behind relative safety.
Truth be told, Iām up for anything that can be mounted on a foundation/wall that could be triggered by proximity to unleash a deterrent, be it grease, a demonfire orb, a gas orb, or even some crippling darts as well as adding the suggested reinforcements to increase HP/Damage Resistance.
The only issue is Iām not sure how the server would behave with all these AI controlled defenses taking up cycles.
Itād probably be better than having a bunch of archer thralls, since it wouldnāt need to calculate AI pathing or behavior. Just range and projectiles
My argument for hitscan. Main problem with defensive starting at archers.
Take one on one archer is slow and damage is a lot lower then melee. Problem arrow fires slow but even increasing itās speed with pore aim mechanics.
Itās very lag prone
Heavy attack is straight line anyways.
Right now only useful bow has now shooting at very long range at still target.
Making hit scan reduce range so thrall archers can fight back.
It helps with aiming so it can be an option in pvp.
It reduce performance issues and high ping it still be abled be used.
You can still add bloom to hit scan. Running shouldnāt make you immune to archers. Make dodge be immune
You donāt think it already does?
A lot of raiders give up if you just repair and spam new building pieces for an hour.
Some people would just use lag to make targets stand still on their screen.
A raid isnāt really a siege.
In a siege you mostly cut the enemy off from the outside world and wait it out.
Remove map rooms and midnight potions, stop thralls from auto teleporting home and let the attackers make enough automated attack machines outside your base, so you canāt leave it for weeks. Then weāre talking a siege.
But we all know everybody would hate it.
Tower balistaās that can be operated by the player or a thrall, that would be fun
But mostly for PvE since PvP is a bomb calculation fest
I can see that. Thanks for elaborating! Iām still on the fence about it, but I can see both sides of the coin now.
I didnāt consider that. Sigh I keep forgetting that thereās good pvp-ers, and then thereās exploiters.
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I think if Funcom made placing bombs more up-close and intimate, things would instantly be better.
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My idea expressed in another thread is a very expensive Garrison Tower placeable that shoots omnidirectional arrows. By default it shoots 3 arrows within 2 seconds, loaded with Archer(s) it shoots 10 within 2 seconds. Different Tiers, cannot kill the Archer(s) within until the Tower itself is destroyed.
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Murder Holes/slots to allow Archers to shoot downward ā a new building piece.
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Add Portculli for Gateways.
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Add Scorpion, Onager and Battering Ram, each loadable with thrall for better movement, defense and attack.
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Add Debuff INFECTED against thralls and players, where stam and vit are drained until cure is applied.
6a. Add capability of hurling corpses to trebucket
6b. Let us put putrid meat in the tar pots
6c. Add Infection traps
The current population, which has self-selected for the current raid meta because they like it the way it is, might hate it. But it sorta feels like the focus should be on getting more players to participate in this game mode and for longer periods of time.
bahhh
I would like that with the new Emote active on the NPCs, the dancers can bewitch the NPCs, making them soulless for a short time and then removing X points of life from them per X second to be defined, concerning the players the dancers would be able to corrupt their minds instead of taking the corruption away from them
I think you overestimate the amount of people who would like their base camped (which a siege essentially is)
This.
Of course the part of the currebt officials pvp llayers will hate it. They have thrived because of the lack of pvp raid mechanics. The idea is to bring in mechanics that bring in players. The question is whether we can get 2 new player for every 1 player who hates it. Thats how it grows. Status quo shows it is not popular among gamers for raid, so change it. Whats the worst that could happen, you kose the already sparse pvp crowd?