Sabuk Games - Headquarters

Jamole

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I doubt it.
It's lookin like a micro managed over regulated artificial set up. Shall we rehearse the moves too?
It wont involve skill and thought. It might take good communication, some discipline and a good understanding of the game which is now different since flinch broke

How will it not involve skill or thought? Where is the thought in high lvls nailing others with the likes of FF/TDB/Blizz and just using sunpot after sunpot to stay alive? There's no skill involved there. At least with this new setup everyone has a chance of killing someone rather than getting dicked and 2 hitted by a blizz spell. It will be interesting to see how good some of these higher lvl players actually are when it comes to a fairer fight, don't get me wrong, the high lvls will still have an advantage (and rightly so) but at least it will make things more interesting.

The introduction of random respawns and rounds is evident enough that some form of tactics will be required.

This definitely beats the previous wars when all you had to do was wall up at steps and then cram everyone in the palace.
 

DeeKayDee

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Potential problem, can we disable FW on this map? Or limit each char to only cast 1 or 2 ?
 

DeeKayDee

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We could, but I don't really understand why we would?

Sam

A handful of wiz = full screen of constant FW


Edit: I'd be happy for the map outside to be FW friendly, but disabled inside the palace ?
 
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Koriban

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They will run out of MP, so it would not really be a good tactic

BH

But when not under "attack" they'd rapidly regen this MP quickly, so they can just keep doing it over and over anyway?

Unless if their FW hits someone it triggers them as "in combat" and they don't get that recover speed.

I suppose what I'm asking is, does the trigger for "vastly recovering HP/MP over time" count as you attacking someone, you being attacked, or both?

If it's both and it works like trying to log out in combat, then the only issue you have is if there's enough wizzies it won't really matter, as they can choose to FW the entire map and split the mana costs between them to do so and have no issues at all.

I suppose there's still the problem of whoever gets inside the palace first will lay-waste the map with FW's and start doorblocking just like we have now. Without actually testing though I can't say anything on the matter, so I'll wait patiently :P
 
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Razarus

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Do you have to be stood still for the regen to work?
Hit and run around until your full again sounds dreadful.

Id suggest
Moving > no regen/cancel regen
Stood stationary and not attacking/being attacked = regen.
 

Turrican

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But when not under "attack" they'd rapidly regen this MP quickly, so they can just keep doing it over and over anyway?

Unless if their FW hits someone it triggers them as "in combat" and they don't get that recover speed.

I suppose what I'm asking is, does the trigger for "vastly recovering HP/MP over time" count as you attacking someone, you being attacked, or both?

If it's both and it works like trying to log out in combat, then the only issue you have is if there's enough wizzies it won't really matter, as they can choose to FW the entire map and split the mana costs between them to do so and have no issues at all.

I suppose there's still the problem of whoever gets inside the palace first will lay-waste the map with FW's and start doorblocking just like we have now. Without actually testing though I can't say anything on the matter, so I'll wait patiently :P

Personally i think inside the palace you shouldn't be able to regen mana or health, especially if the mana pools are dramatically increased. (or at least regen should be much slower than outside)

As for walling inside, this could be solved by a <1 second based time period of run through when entering the palace map.
 
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CraiG^

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Do you have to be stood still for the regen to work?
Hit and run around until your full again sounds dreadful.

Id suggest
Moving > no regen/cancel regen
Stood stationary and not attacking/being attacked = regen.

I think a mixture of both previous suggestions from Koriban and Razarus would be good.

If your attacking or under attack, you don't regain health/mana and if your running or walking you don't regain health/mana?
 

Paloma

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How will it not involve skill or thought? Where is the thought in high lvls nailing others with the likes of FF/TDB/Blizz and just using sunpot after sunpot to stay alive? There's no skill involved there. At least with this new setup everyone has a chance of killing someone rather than getting dicked and 2 hitted by a blizz spell.
The introduction of random respawns and rounds is evident enough that some form of tactics will be required.

This definitely beats the previous wars when all you had to do was wall up at steps and then cram everyone in the palace.

The same players will still nail you in one hit. I doubt many lower levels will get many kills. Don't mind being proved wrong but lets wait and see.
This wont be fair. Why you think it will be.
Numbers and alliances will matter. Who can get most people onto the map that night will have an advantage unless the dead stay dead and they dont. This isn't good.
Before dying meant you had to run back or risk tele into the middle of the oppostion
Tactics will be about communication coordination and not questioning the orders of your general.
It would only be a fair fight if the players nominated group. A brawl which is what you all seem to want, wont be fair.
The dead should stay dead for at least 5mins.
 
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Jamole

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The same players will still nail you in one hit.
Tactics will be about communication coordination and not questioning the orders of your general.

The introduction of increased HP/MP should eradicate the first problem (1hit).

And aren't tactics all about communication and coordination? Sounds like planning to me :)

But we'll see how it goes, hopefully it works wonders.. only by implementing and having test wars will we find out if it needs amending/tweaking.

At least it's something new to look forward to :)
 

Koriban

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The same players will still nail you in one hit. I doubt many lower levels will get many kills. Don't mind being proved wrong but lets wait and see.
This wont be fair. Why you think it will be.
Numbers and alliances will matter. Who can get most people onto the map that night will have an advantage unless the dead stay dead and they dont. This isn't good.
Before dying meant you had to run back or risk tele into the middle of the oppostion
Tactics will be about communication coordination and not questioning the orders of your general.
It would only be a fair fight if the players nominated group. A brawl which is what you all seem to want, wont be fair.
The dead should stay dead for at least 5mins.

I think having people not be able to instantly rejoin the fight would be a good idea, as it would mean tactics in taking certain people down/keeping certain people alive would mean far more.
 

Jamole

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The same players will still nail you in one hit. I doubt many lower levels will get many kills. Don't mind being proved wrong but lets wait and see.
This wont be fair. Why you think it will be.
Numbers and alliances will matter. Who can get most people onto the map that night will have an advantage unless the dead stay dead and they dont. This isn't good.
Before dying meant you had to run back or risk tele into the middle of the oppostion
Tactics will be about communication coordination and not questioning the orders of your general.
It would only be a fair fight if the players nominated group. A brawl which is what you all seem to want, wont be fair.
The dead should stay dead for at least 5mins.

I think having people not be able to instantly rejoin the fight would be a good idea, as it would mean tactics in taking certain people down/keeping certain people alive would mean far more.

This could be good but it depends on how long the war is and what the revive time is, I think 5 mins is too long - if I die 10 times that's already 50mins of waiting to revive / get involved again. Also, if you have everyone jump on the strongest player in order to get them out the equation then it could be very frustrating for that individual and they would hardly have any time themselves to enjoy the war.

I think the team will find it very difficult to please everyone.. let's see how it goes.
 

horton

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Let's get this straight.
None of the SW holders on this server have ever had to fight for it. Standing still for an hour to defend is boring. So it isnt even about bragging rights
So, no reward is necessary.
yet they still want to have SW and to have SW wars where numbers matter.
Fix the flinching first
This proposed new system has a lot flaws. The hp regen isnt gonna stop the big one hitters and even if it does 2 hits will do the job.
Tactics is about deploying the right player(s) to the right place. If you have a party of people who havent a clue even after 10 years it doesnt matter where you send them.
Dying should have a penalty. Instead of a new revive system give everyone 3 tele to war scrolls. let em revive using old system then have to tele in.
Make it 2 mins then and 3 deaths and yr out or 5 but having noobs constantly returning dying and getting in the way would be annoying.
Sounds as annoying as those revive scrolls in stupid USA mir I saw one well known player use about 15 of them in a fight and still the other side got the boss.
The dead should not walk - well not right away
 
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Bromen

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I just can't see what the problem is with people on this, its one of the best releases we have had on mir, think people need to sit back, shut up and see what happens when they play it, things will be fixed as times goes on, just thank the team for the awesome update
 

Koriban

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This could be good but it depends on how long the war is and what the revive time is, I think 5 mins is too long - if I die 10 times that's already 50mins of waiting to revive / get involved again. Also, if you have everyone jump on the strongest player in order to get them out the equation then it could be very frustrating for that individual and they would hardly have any time themselves to enjoy the war.

I think the team will find it very difficult to please everyone.. let's see how it goes.

Again one of these things that could be tied into different rules for different relics submitted.

Perhaps one of the relics is that if you die you're out completely.

Or another relic = you die and you have to wait 60seconds before rejoining the fight, instead of instant spawn.

Just small little twists for each different relic would be really really fun AND make ALL bosses (that drop relics) worth killing.
 

Merlin

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give every 1 a mir sw kit expire, tyty,
(or some sw potion/item/skill)
 

horton

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I think having people not be able to instantly rejoin the fight would be a good idea, as it would mean tactics in taking certain people down/keeping certain people alive would mean far more.

Ta for saying this. If numbers matter and they might with this the dead respawning with no penalty will make a difference.
Think your idea of different relics is good but getting complicated.
I like the idea of 3 death and yr out.
 

TheMasterGee

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Be good if it were possible for any guilds to fight each other, with nothing to do with SW. - just for the fun of it. Or maybe 10v10 (whateverVwhatever) from any guilds. Perhaps 20 players sign up for a fight map and they're randomly put into 2 teams. And maybe a level-based version where a guild can fight a hoard of mobs on their own.

Once the SW Games is up and running well, be nice to include these variants.