Author Topic: Official Thread: Corpse Summoner
priortuck  9792 posts
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Date Posted: 11/30/02 1:04pm Subject: Official Thread: Corpse Summoner
By request, this Official Thread has been opened, please keep your comments Civil and Constructive.

For links to other Official Threads please Click Here

 

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{old}hobbes234  2857 posts
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Date Posted: 11/30/02 1:26pm Subject: RE: Official Thread: Corpse Summoner
Best fun I ever had, havent seen a relic in months and I doubt I will ever see one again... (im an alb offcourse)

.. this kept me from cancelling my account

it wont stop the hibs and mids from gtaoe'ing to death but at least untill then we can have some fun.

 

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{old}MurphHG  2175 posts
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Date Posted: 11/30/02 1:28pm Subject: RE: Official Thread: Corpse Summoner
corpse summon to the base of the hill please.

-Mike

 

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Otarala  13622 posts
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Date Posted: 11/30/02 1:30pm Subject: RE: Official Thread: Corpse Summoner
Speaking as a Hib with 3 power relics, this has been interesting in the short term, but I am concerned for the long term.

My major concern with this idea is that it dumbs the game down and quite a few of tactics in the game just became fairly obsolete without any obvious new ones turning up yet.

Catching the defending force outside doesnt matter, as they just release inside. Bait them out doesnt matter. Hold the AMF and prevent reinforcements is irrelevant, balancing forces between MF's no longer an issue etc. If you attack in numbers, anyone who wants to can suicide and teleport there in like 5 seconds, so surprise just went out the door too. Kill the summoner? Its red and a full group of assasins have struggled with it. They dont even have to leave players behind, as theres a ton of buffbots to do the ressing.

Something needed to be done to make relics not near impregnable and MF standoffs certainly werent much fun for the attacking realm but this is pushing more combat from being RvR to being PvP, as it puts a huge quorum on the number of people needed to do anything meaningful RvRwise - a handful of people can repel a substantial force.

We've switched from one realm having to attack an MF and get through to get anything done, to a realm having to attack a keep with uber guards and a semi bindstone, which is even more demotivating. Many people have been saying 'who the heck needs relics, this beats them hands down as an advantage'.

MF standoffs needed a fix, but I have to wonder if this was the best option, its yet more incentives not to fight people and to fight NPC's isntead as the deck is too stacked if you fight the people. Before it was alarmclocking relic keeps, now we're looking at having to alarm clock keeps.

Even quite a few people from the realm currently benefitting from it are saying it was probably a bit much - theres a concept in there but it needed toning down a bit. Maybe a time limit on ressing, a range limit to transfer or limited number per hour, the summoner being orange, some things like that.

The other thing is that this fix seems to benefit only realms that are fairly close in power, as a weak realm can still be zerged.

Otara

 

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Rayzon  1234 posts
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Date Posted: 11/30/02 1:38pm Subject: RE: Official Thread: Corpse Summoner
I think it was a good idea to add it. Allows you to get back to the action quicker.

Though, I play on a Server where Albion actually has Relics wink

Its annoying to have 40 Hibs come basically suicide on you at the Gates of Sauvage only to be back in 5mins.

We all know how difficult it is to attack a defended keep. 1-2fgs with enough Healers/Casters can keep back an attacking force of over 60-70 especially with higher lvl Guards now.

So you have to send in groups of Stealthers to hit the Summoner which is also a problem when 1-2 fgs camp inside the keeps to rez those releasing from the battles outside.

It gets to the point where we simply have to wait them out till they log or suicide on us so we can take back our keeps undefended.


Maybe if the Summoner didn't con Red to 50? tongue Or if it was alittle bit more difficult to get one?

Most realms have talked about giving up the Relic battle for the most part until they get bored with the Summoner.

I don't mind farming them for RPs but haveing 4-5 FGs camp your Gates for 2-3hrs on end gets annoying after awhile tongue


Still I think its a great addition but might require some kind of little extra fix.

 

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{old}letholas  5142 posts
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7441_Stitch
Date Posted: 11/30/02 1:42pm Subject: RE: Official Thread: Corpse Summoner
Actually, what SHOULD happen is simple.

You can only use /transfercorpse if you are past your milefort.

The only valid complaint I've seen yet is that you can't blockade the invading MF, and that is a huge problem sad

 

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Woogy1  1606 posts
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Date Posted: 11/30/02 2:46pm Subject: RE: Official Thread: Corpse Summoner
This is a great addition. It take 2 hours to get a Summoner after a keep is taken, which is plenty of time to mount a retake, it only take 4 assasains to team up to kill a summoner which isnt that hard.

 

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_Dalwin_  6493 posts
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Date Posted: 11/30/02 3:07pm Subject: RE: Official Thread: Corpse Summoner
I don't think excluding those on the other side of the MG from using the summoner would work. It is not hard to rush the gate and get a few steps beyond it before dieing.

Perhaps what we should have is some cost associated with the use of the summoner. This could be a chance to use all those personal bounty points for something besides totems. If using the summoner cost 50 or even 25 BPs that might curtail some of it's abuses.

Perhaps even better would be if using the summoner cost you 1 point of con. Eventually you'd have to release back to your home realm and lay some serious gold on the healer.

Dalwin
thane/guinevere

 

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Trystos  123 posts
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Date Posted: 11/30/02 3:16pm Subject: RE: Official Thread: Corpse Summoner
Speaking as a player from Hib/Guin, we amassed a dragon sized force to retake a fort that has been held since the patch with the help of a summoner. Killing him is impossible for us, we dropped both gates on a massive assault, to be greeted by 5 groups of albs who had /transfered in since the attack started.

Lower the level of the summoner, make him con yellow to 50 - put him in a more secluded location if you have to, but geez, make it possible to kill him with 10 shades and 10 gtaes on him.

 

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{old}Zydallon  695 posts
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Date Posted: 11/30/02 3:19pm Subject: RE: Official Thread: Corpse Summoner
Well, first off, I'm not picking on Mids in general, just using them in this example as they were the ones doing it at the time. I'm sure other realms do it on other servers.

Anyway, Thanksgiving evening I ported over to Emain to join the usual combat seeing as there wasn't really anything else going on.

The Mids had control of Crauchon and were basically steamrolling everyone with no real risk.

They'd roll the Albs (me included wink ) and the few we killed would just transfer back to Crauchon if no rezzer was right on hand.

Same thing when they would roll the Hibs that ventured out.

Too, on the few occasions when either the Albs or Hibs would win out, the Mids would be back within a couple of minutes. Rez sickness didn't matter to them. They could just keep coming in wave after wave.

It got to be after a bit that any Mids we Albs killed didn't cough up any rps. Seriously, time after time, the bit we held our own MG, they'd charge us. We'd get wittled down and give out rps, where we saw none in return.

A good example would be like a situation out of some of the fantasy novels out there. You know the ones, where one side raises the dead to fight again over and over and eventually the other side loses because they can't keep up with the constant supply.

It's kind of like when one realm goes and camps one of the keeps that lead to the non-pvp areas. When you do that, you kind of expect not to get rps from folks respawning. It's not something that's great to run into way out in the frontier.

No risk for the one realm, but plenty of risk for the other two involved in the fighting isn't exactly a balanced situation.

Once again, not picking on Mids, just that they were the ones using the summoner in that particular situation.

 

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{old}letholas  5142 posts
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7441_Stitch
Date Posted: 11/30/02 3:22pm Subject: RE: Official Thread: Corpse Summoner
"I don't think excluding those on the other side of the MG from using the summoner would work. It is not hard to rush the gate and get a few steps beyond it before dieing"

Well the distance could be significant enough to ensure that nobody does the few steps thing. Far enough so that the mg force MUST be defeated and passed in order to use /transfercorpse.

Which would add an element of risk in sending folks from the claimed keep back to break the MG blockade.

Decisions, decisions happy

 

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{old}Bavsin  528 posts
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Date Posted: 11/30/02 3:38pm Subject: RE: Official Thread: Corpse Summoner - Date Edited: 11/30/02 3:39pm (1 edits total) Edited By: {old}Bavsin
Way overpowered imo.

It is really nice to have this so i dont have to sit on the pad forever, however, on my server keeps are being held for over 24 hours with us constantly attacking them. Its like anyone in that keep has invulnerability now. "wow i died.." *shrug* /transfercorpse

Most of us have just given up on them now. Even if we do break in we get pbaoe'd to death in the lord room. Yes keep taking is real fun now. /sarcasm off

EDIT: also we get no RP, everyone just runs out rez sick knowing they can release and be back in a minute.

 

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MerryMadrigal  3195 posts
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Date Posted: 11/30/02 4:33pm Subject: RE: Official Thread: Corpse Summoner
The Summoner on Gwen has made for a very interesting week on Gwen.

But it has changed the game in a way we don't really want.

The RELICS should be what we all focus on - not one keep.

The Albions want to hold Cruachon at all costs, and I don't blame them. But with over 200 peeps in Emain tonight, they have enough for a relic raid.

But they aren't interested.

Meanwhile, Hibernia amasses a huge force to attack Cruach for the tenth time this week, uses 10 rams, 5 trebs, and a couple of catapults.

Irrespective of whether we won or lost (we lost again), it's silly to need those numbers and that much equipment for a Keep in your own Frontier. Isn't it? Or am I missing the point of the game?

Merry
bard 50

 

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voodoo-spirit  1171 posts
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Date Posted: 11/30/02 4:52pm Subject: RE: Official Thread: Corpse Summoner
-dont put a summoner in an ammo fort
wood merchant+summoner = doors repaired like hell
-if u leave a summoner in an ammo fort, make it yellow or unable to be chain healed.
-summoner shouldn t be able to be healed.

 

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SirrageScissorHands  4579 posts
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Date Posted: 11/30/02 5:08pm Subject: RE: Official Thread: Corpse Summoner
The summoner should not be able to be healed..


There is no counter for summoner camping and chain healing, and 4 assassin can NOT kill the summoner..

 

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vn_Dracoon  228 posts
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Date Posted: 11/30/02 5:13pm Subject: RE: Official Thread: Corpse Summoner - Date Edited: 11/30/02 5:28pm (4 edits total) Edited By: vn_Dracoon
Its a Great Idea except it was Poorly Designed!

It'd be alot better if you First had to visit the level 10 Keep & somehow Bind to the Corpse Summoner by talkin with her before you were able to use it!

Then MileGates would still have a meaning, Entire Realms wouldn't just port in & Suicide Rush them knowing they can just /release into the Safety of the level 10 Keeps on the other side when they die.

-------------------------------------

- Corpse Summoner should be reduced to an Orange Con!
- Heal Spells should have a Greatly Reduced effect if any effect at all on her!

 

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