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Isildur | Mon 22-Nov-04 07:40 PM |
Member since 04th Mar 2003
5969 posts
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#6540, "Centurions"
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Somewhere in Shokai's Uncle Floofi post he suggests that when someone has a legitimate suggestion for how the game could be made better they should post it. So, following his advice...
Centurions seem broken to me, game-play wise. By that I don't mean to imply they're all-powerful, but that they don't really do much to up the "fun factor" for participants on either side. Something akin to the tactic that precipitated the recent changes to rot.
If I'm trying to raid or retrieve from empire and I can neither see hidden or word from within combat, fighting Centurions represents a supreme risk on my part. Any hider who happens to be keeping watch over Balator should, barring stupidity, have a relatively easy time dispatching me. That's lame. Even if I'm the imperial it's not that much fun. All I do is sit there waiting for the guy to hit the cents, then run dirt/blind him and try to cause as much damage as I can. I don't have to worry about lagging him, don't have to worry about him fleeing, etc.
In effort to be constructive, my suggestion would be to give centurions a cutoff-like quality, rather than preventing fleeing altogether. Or, if not that, just make them harder to kill in general and ditch the flee-prevention. Maybe have them auto-assist one another, and/or be aggro to anyone who's fought an Imperial (including other centurions and/or the cabal outer/inner) recently.
Just my two cents. (Bah-dump-bum).
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RE: Centurions,
Khasotholas,
30-Nov-04 01:18 PM, #12
RE: Centurions,
Enbuergo,
23-Nov-04 12:22 PM, #7
Perhaps a limit based on the rank of the Imperial who c...,
(NOT Pro),
23-Nov-04 11:22 AM, #6
Maybe they would abandon post after getting hurt enough,
Turambar,
23-Nov-04 02:24 AM, #5
That doesn't exactly tie in with the oath. nt,
Scrimbul,
23-Nov-04 12:57 PM, #8
RE: Don't know if it doesn't,
Turambar,
23-Nov-04 03:31 PM, #9
Detailed workout of my idea,
Turambar,
23-Nov-04 03:54 PM, #10
Nah.,
longjohnson,
30-Nov-04 09:09 AM, #11
As someone who will likely play Empire if/when he retur...,
Wilhath,
22-Nov-04 09:49 PM, #3
Some ideas,
Narissa,
22-Nov-04 09:10 PM, #2
RE: Centurions,
Drekten,
22-Nov-04 08:34 PM, #1
See the thread at the Ask an Immortal,
Tirach,
23-Nov-04 01:25 AM, #4
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Khasotholas | Tue 30-Nov-04 01:18 PM |
Member since 23rd Apr 2003
341 posts
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#6630, "RE: Centurions"
In response to Reply #0
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We're aware that some folks think there are issues with Centurions. We're aware of the funstick. We're taking all these things into consideration. There are many changes/tweaks we make that simply aren't announced, or noticed. If further ones are needed, we can always do that as well.
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Enbuergo | Tue 23-Nov-04 12:22 PM |
Member since 04th Mar 2003
150 posts
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#6555, "RE: Centurions"
In response to Reply #0
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Or open up Imperial Lands so there are multiple ways in and out, making it harder to bottleneck raiders with Centurions.
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#6554, "Perhaps a limit based on the rank of the Imperial who c..."
In response to Reply #0
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A limit on collections that is. Once they reach their quota they head back to the palace and deposit their collections. these collections could go directly into the calling Imperials account.
40th ranked imperial calls his guards. Guards collect 20,000 in copper/items and they split.
Seems fair to me.
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Turambar | Tue 23-Nov-04 02:24 AM |
Member since 04th Mar 2003
26 posts
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#6547, "Maybe they would abandon post after getting hurt enough"
In response to Reply #0
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If you get them to 35%-, they would leave their post, with the idea of: "There's a limit to my loyalty, I'm not going to die for this". Perhaps already at 55% if you attack them with 4 or more.
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Turambar | Tue 23-Nov-04 03:31 PM |
Member since 04th Mar 2003
26 posts
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#6563, "RE: Don't know if it doesn't"
In response to Reply #8
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Than that Centurion would become Anathema and later be replaced.
I think most evil chars would consider even the Bloodoath as binding as long as it goes along their desires (for power). In a system like the Empire, I think a member would rather 'revolt against'/'flee from' the one giving him the order to die, rather than to carry it out. Self-sacrifice is rare in general and likely non-existant amongst evils.
Abandoning a cause when loyalty is most needed, regardless of oaths or vows, is one of the defining traits of being evil, in my opinion.
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Turambar | Tue 23-Nov-04 03:51 PM |
Member since 04th Mar 2003
26 posts
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#6564, "Detailed workout of my idea"
In response to Reply #5
Edited on Tue 23-Nov-04 03:54 PM
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People fighting centurion/ Flees at
1 / 0% (so never) 2 / 20% 3 / 35% 4 / 50%
So if you are alone, you'll have to fully defeat the centurion. For each extra person you bring, a centurion will more likely abandon his post.
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longjohnson | Tue 30-Nov-04 09:09 AM |
Member since 30th Nov 2004
2 posts
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#6629, "Nah."
In response to Reply #10
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That would just encourage gangs. Just have them attack you when you recently fought an imperial, but you can flee in any direction.
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Wilhath | Mon 22-Nov-04 09:49 PM |
Member since 19th May 2003
528 posts
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#6543, "As someone who will likely play Empire if/when he retur..."
In response to Reply #0
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I say NO DOWNGRADE FOR JU! No, seriously.
The options I suggest are, in order of increasing nerfitude, A) make Centurions the last power an Imperial gets (say 42ish), B) make them a universal leader-only power or C) a combination of the above with the additional stipulation of them only being available to Sects who meet the requirements for cabal pit, cabal guardian, Imperial City guild guardians, etc.
I know I don't suck so I'll end up getting them regardless of any of the above.
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Narissa | Mon 22-Nov-04 09:10 PM |
Member since 04th May 2003
279 posts
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#6542, "Some ideas"
In response to Reply #0
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Don't have to remove centurions.
Some suggestions : 1. Agree with Isildur post : Make it that the place they stand is fleeable in all directions. Use a cut-off ability.
2. Make it a way such that if your centurions die, you lose alot of points and coins and may get demoted.
3. If you call centurions, you will not have your cabal powers, something like all your cabal energy is put into the centurions.
Well, at least centurions are much better now. In the past, victims were summonable and centurions are all over Thera like cockroaches.
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Drekten | Mon 22-Nov-04 08:34 PM |
Member since 04th Mar 2003
37 posts
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#6541, "RE: Centurions"
In response to Reply #0
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I'd personally like to see them removed all together, its not like empire would take a stubstanial power hit without them. They still have pretty much the grooviest powers in the game (second to maran, maybe? Way better leader benefits anyway..) To me..they just ruin the flow of the game. I loved it when I no longer had to worry about running into wall of thorns in the forest or running into centurions on the roads, I could pay attention to the people trying to kill me rather then the freaken obstacles on my way from A to B. They just don't seem to fit in with the current CF skillset anymore and they are DEFINATELY bad news for newbies. I know *I* was frustrated way back when I just started playing and I finally found my way to camalot which I thought had *amazing* loot, I recall to sleep, try to run back and ...WHAT THE HELL, WHY CAN'T I GET BY!? I wanted to try to kill that old knight, his sword looked nice!
But, well, if they can't be removed at least maybe one of Isildur's suggetions? I've been a good boy this year, honest! I have *no* idea how that bag of dog poo got onto sacer's doorstep, really!
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Tirach | Tue 23-Nov-04 01:25 AM |
Member since 26th Feb 2004
115 posts
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#6544, "See the thread at the Ask an Immortal"
In response to Reply #1
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Weve discussed the centurion and maby if we can gather the discussion in one spot it would be easier to follow up for the imms.
I even think that thread kept constructive and has a few interesting ideas.
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