Should RT's be limited?

Should RT's be Limited?


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Koriban

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The previous thread I mentioned that if we wanted some diversity/more strategic and fun fights and a better system of guilds/groups working together to kill bosses, then RT's would need to be removed or limited.

What are peoples thoughts on this? Pro's and con's etc.

Personally I think it would make guilds start working together to get through caves, make fights a lot more interesting (guilds creating tactics to block certain doors) and overall make the game a bit more fun.
 
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Samuel

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The previous thread I mentioned that if we wanted some diversity/more strategic and fun fights and a better system of guilds/groups working together to kill bosses, then RT's would need to be removed or limited.

What are peoples thoughts on this? Pro's and con's etc.

Personally I think it would make guilds start working together to get through caves, make fights a lot more interesting (guilds creating tactics to block certain doors) and overall make the game a bit more fun.

I think this could work... BUT, only if caves/temples reduced in size, no more than 3/4 floors with a KR.

Sam
 

gsxrcarl

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blocking doors has been frowned on quite a lot on here look at all the past posts,i think rts save people a lot of time getting from a to b .
not everyone can spend hours and hours playing .
 

CraiG^

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Good idea, team play would increase for sure!

I also agree with Sams point caves would need shortened which wouldn't be all that bad either.

My vote goes to limit them.
 

SmavidDavid

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Worthing is depressing.
The previous thread I mentioned that if we wanted some diversity/more strategic and fun fights and a better system of guilds/groups working together to kill bosses, then RT's would need to be removed or limited.

What are peoples thoughts on this? Pro's and con's etc.

Personally I think it would make guilds start working together to get through caves, make fights a lot more interesting (guilds creating tactics to block certain doors) and overall make the game a bit more fun.

I think rather than removing RT's a timer should be put inplace similar to logout/exit during combat apply the same timer/limiter to RTs allowing people to RT but only 5/10 seconds after no combat.

*click RT*
Server: You cannot teleport during combat
*click RT*
Server: You cannot teleport during combat
*click RT*
Teleport.

Don't put a 5 second delay though cause it will effect RT's uses outside of fights. Also i would remove ALL Rt's from 2-3 floors piror to most KR's.
 

ziiid

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Having to actually run every where would be a game breaker for me. RT's are a core part of the game on almost every server. Having KRs you can't RT in, and a floor before here and there is fine. But having it take any longer will hurt your player base. Places that take a ridiculous amount of time are already rarely used, your talking about making a whole game rarely used. People rting on a floor and then not being able to rt again cause they landing in the middle of something also a bad idea.

KR + 1 relatively short floor before KR with no RT's could easily accomplish the goal of needing team work and encouraging fights. Just make the short floor before KR relatively dense so its impossible to run through and needs to be cleared.
 

Yodels

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Absolutely fine with disabling rt's for new content.

However, changing this now on old content would actually impact the up and coming players the most and further solidify the gap between the haves and have nots.
 

holly

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Seems to be alot of ecouragement of fights and group play which is fair enough but a vast quantity of the player base don't like PvP or play relatively solo. As said above, this will just make it much harder for have nots to catch the haves.
 

Bhavesh

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only started playing again recently as a solo player (guildless) and people have tried to gank me in groups plenty of times while i've been leveling i've had to rt away so i'm able to keep hunting.
 

DeeKayDee

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but a vast quantity of the player base don't like PvP or play relatively solo.

Your source for this ? As I believe it's quite the opposite, I would say 90% of the players I come across stay and pvp when attacked, with most calling for backup which in turn causes some nice battles .. Alot of the time people abuse me for attacking them, yet, after a lengthy battle I would get a pm after saying 'was alot of fun that'
 

Koriban

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What about disabling RT's in KR's?

Imo you should not be able to RT around a KR for 10minutes straight waiting for your guild to catch up. Perhaps only a few caves could do with this being implemented, but I agree not ALL caves would need this implemented.
 

KingTony

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I haven't played in a few months but wouldn't this render archer class completely usless.

When i played sins could 2 hit me ( 1 full cast of double slash).
Wizard flamefield could 3/4 of my hp (with the shitty kit that was ingame at the time.. i imagine the kits are atleast 50-70% better from when i played).
Warriors with +5 attackspeed could FS (1 hit me with lucky hit) and if that didnt kill me the tdb after would of finished the job.

What this means is the archer class along with the wizard class and maybe taos would feel this alot more than what warriors and sins would due to warriors mass hp and sins having a instant jump spell.

I personally don't see why this change is needed, what i do think needs looking into is the luck system and how its so heavily protected on here.

I do agree with kori about no rts in kr thought, i always thought thats how mir was untill i played this server.
 
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Koriban

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Sadly the archer class is already pretty much dead in terms of viability. But the team is working to resolve that.

I like smavids idea of being limited in combat only. So for example you can use an RT straight away but you can't just instantly use another one after that, there would at least be a 10second period. This would only be in player combat, not just general damage combat.

There's only a few caves I feel the limiting would be effective. Most caves are fine as they are, but the ones that are heavily fought for and contested for (bdd bosses for example) could do with some sort of a change.

I feel without RT's guilds would actually start grouping up and going as a team. At the moment when OKS spawns it's just a mad dash to see whoever gets to OKS first (luckiest RT's) and then whoever does can start door blocking as people try to come one by one.

Perhaps it really is just BDD that could do with this change and a few KR's. As for the EvilMir comment, I personally think the run to it should be removed and EM global shouts when spawned and imo you should only get a limited amount of tele-ins. EM is supposed to be unique. Atm it's just another sit-and-kill boss with a 20minute run to it.

Need to find more ways to keep the fight-orientated players busy and happy which then allows the non-fight orientated players to have free roam elsewhere.
 

Varaka

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Sadly the archer class is already pretty much dead in terms of viability. But the team is working to resolve that.

I like smavids idea of being limited in combat only. So for example you can use an RT straight away but you can't just instantly use another one after that, there would at least be a 10second period. This would only be in player combat, not just general damage combat.

There's only a few caves I feel the limiting would be effective. Most caves are fine as they are, but the ones that are heavily fought for and contested for (bdd bosses for example) could do with some sort of a change.

I feel without RT's guilds would actually start grouping up and going as a team. At the moment when OKS spawns it's just a mad dash to see whoever gets to OKS first (luckiest RT's) and then whoever does can start door blocking as people try to come one by one.

Perhaps it really is just BDD that could do with this change and a few KR's. As for the EvilMir comment, I personally think the run to it should be removed and EM global shouts when spawned and imo you should only get a limited amount of tele-ins. EM is supposed to be unique. Atm it's just another sit-and-kill boss with a 20minute run to it.

Need to find more ways to keep the fight-orientated players busy and happy which then allows the non-fight orientated players to have free roam elsewhere.

So I fight then rt away because my arse it getting handed to me. The rt lands next to the attacker again. Cant rt again so ill TT. Sound like great fun for the attacker and victim.

If 1 player can hold off say 8 ppl from killing a boss while his guild run up then fair play ( skilled ). If a player is carrying a lot of rts then they are carrying less pots. You just keep making them rt until you kill them or they run out forcing a tt.

Hocus would quit if you mess with rts lol.

Your looking at this from a meelee's point of view. Massive hp /ac to take the damage or using shadow step.

No rts = no SS aswell?
 

Yodels

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Your source for this ? As I believe it's quite the opposite, I would say 90% of the players I come across stay and pvp when attacked, with most calling for backup which in turn causes some nice battles .. Alot of the time people abuse me for attacking them, yet, after a lengthy battle I would get a pm after saying 'was alot of fun that'

Tell me about all those times dunedien, knightmare, black widows, and the large number of guildless people got gangbanged by a group of team/dd/forsaken and regrouped, came back, and challenged you?

Not saying it hasnt happened once or twice, I am saying the vast majority of the time the player rt/tt and log.

As someone on the receiving end or in the guild on the receiving end countless times over the last month and a half I am calling absolute bullshit on your comment.

There are 2 types of players on the server. Despite what you think, the vast majority are not the top end dd/forsaken/team players but the players solo hunting or small guild groups. These people also generally do not read or post on forums.
 

Koriban

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So I fight then rt away because my arse it getting handed to me. The rt lands next to the attacker again. Cant rt again so ill TT. Sound like great fun for the attacker and victim.

If 1 player can hold off say 8 ppl from killing a boss while his guild run up then fair play ( skilled ). If a player is carrying a lot of rts then they are carrying less pots. You just keep making them rt until you kill them or they run out forcing a tt.

Hocus would quit if you mess with rts lol.

Your looking at this from a meelee's point of view. Massive hp /ac to take the damage or using shadow step.

No rts = no SS aswell?


What about physically limiting the amount of RT's each class can have in their bag? This would prevent abuse cases and means people would have to use them more strategically.

Can you honestly say you need 10 RT bundles in your bag for a boss? What if everyone only had a maximum of say, 5 RT bundles? No limiting on the mechanics of the RT, just the amount you can carry. Would this not be a fairer solution? It would certainly make it more strategic and make people think twice before spamming them around KR's.
 
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SmavidDavid

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Worthing is depressing.
I like smavids idea of being limited in combat only. So for example you can use an RT straight away but you can't just instantly use another one after that, there would at least be a 10second period. This would only be in player combat, not just general damage combat.

I honestly think it'd be the best option if people are adamant it needs to change (although it seems the poll suggests not). Possibly it could be implemented into newer dungeons and a couple of existing but not all by a flag system.

Alternatively could it be made that when an RT is consumed during 'battle mode' we shall call it that you will be RT'ed at minimum 3 spaces away from your previous location but within 8. This would mean that it will enable a player to escape a hit & but wouldn't send them to the other side f the map and put them in a safe area to regain all there HP.
 

Varaka

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What about physically limiting the amount of RT's each class can have in their bag? This would prevent abuse cases and means people would have to use them more strategically.

Can you honestly say you need 10 RT bundles in your bag for a boss? What if everyone only had a maximum of say, 5 RT bundles? No limiting on the mechanics of the RT, just the amount you can carry. Would this not be a fairer solution? It would certainly make it more strategic and make people think twice before spamming them around KR's.

tbh mate it depends what I'm doing. if I go for a fight I will load up on rts, if im lvling / guild hunting less rts more pots.

Which Kr's are we talking about because I can only think of OKS but if you couldn't rt there then I don't think you would see wizzy there. when ppl turn up for this boss its dam fun as it is. Fights on the way and in KR.
Nice idea about more guild +group hunting but I don't think rt neft will help this. The lower lvl players would prob get fed up and leave before maturing their char.
 

muffinpie

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I honestly think it'd be the best option if people are adamant it needs to change (although it seems the poll suggests not). Possibly it could be implemented into newer dungeons and a couple of existing but not all by a flag system.

Alternatively could it be made that when an RT is consumed during 'battle mode' we shall call it that you will be RT'ed at minimum 3 spaces away from your previous location but within 8. This would mean that it will enable a player to escape a hit & but wouldn't send them to the other side f the map and put them in a safe area to regain all there HP.

Been playing my archer more lately and i dont think thats really a good option tbh i if someone rt's away from me there usually 1 hit away from death and if there within 8 squares i can get atleast another 2 hits off before they're off screen which is insta death pretty much, the same also goes with me trying to escape on the archer, i have been saying for a while now though archers should have an escape skill/defensive skill because atm there ****ed, seeing less and less people playing them now, its getting to the point where we have 43 bows backing up in store before we even have archers to use them
 

Varaka

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Been playing my archer more lately and i dont think thats really a good option tbh i if someone rt's away from me there usually 1 hit away from death and if there within 8 squares i can get atleast another 2 hits off before they're off screen which is insta death pretty much, the same also goes with me trying to escape on the archer, i have been saying for a while now though archers should have an escape skill/defensive skill because atm there ****ed, seeing less and less people playing them now, its getting to the point where we have 43 bows backing up in store before we even have archers to use them

Get Kingkong to sell a couple of guild bows for us?