revert some of the n pk changes?

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isabel
Posts: 1776
Joined: Wed Aug 31, 2016 5:19 am

revert some of the n pk changes?

Post by isabel » Wed Mar 06, 2019 2:22 pm

has been well over a year i think for some of the changes - many are AMAZING without a doubt. and have made pk super funner (i'll meniton some at the end, but honestly everyone knows how great they are). but some i feel serve no real purpose and the earlier way was better. like -

1) commy and ragan being hideable - both are fallback spots that serve a purpose, whereas the fun part of rogues in the pk is to sneak up etc. there have been some great stabs here as well, but overall i think they make pk better as no hides. (especially as you can hang out there and give it a bit). all that has happened is that mire or s e orch ragan has become the new ragan.

2) orch well trees being 4 instead of 2. I think 2 trees was MUCH better, becuase it was ideal for low number pk. again, there are situations in which 4 are nicer than a full patrol, but overall 2 trees were great for the back and forth low number pk. for a bigger fallback ragan is already there. (speaking of ragan, not a fan of the orch spot it's in because it makes it too lopsided to kill someone sometimes with the e flee - even someone from the winning group)

3) this isn't n pk specific as such but sometimes the way out is through spine - and the new cair/tv route is - as far as i know - RARELY used. it used to be that people ran cair-tv-back to fd quicklike. Now it's a different deal. Same with that canoe/river whatever thing s of junction.. i don't know that it serves a purpose. It's nice that there's a doory area there, but we also have culvert etc which servs that purpose perhaps?

4) kno'mon being roaming. Does it have to be roaming? I think it's a GREAT shift to move it out of chokey place and makes it so useable. But it also kils off wolves which affect the low number pk. wolves gap were a fantastic mob support but now they're mostly dead.

Those are all from me. Love the rest of the changes - the ctf is brilliant, as is the scout (though its glare thing could be upped - have seen it not glare for an entire tic of melee). Xp stuf dog zone, the shivs blands, the ancients near camp - to name a few things that have been making exciting pk

obviously not even remotely an expert, but consider these average player feedbacks :P

Elysia
Posts: 8144
Joined: Sun Feb 15, 2015 1:29 pm

Re: revert some of the n pk changes?

Post by Elysia » Wed Mar 06, 2019 2:41 pm

isabel wrote:2) orch well trees being 4 instead of 2. I think 2 trees was MUCH better, becuase it was ideal for low number pk. again, there are situations in which 4 are nicer than a full patrol, but overall 2 trees were great for the back and forth low number pk. for a bigger fallback ragan is already there. (speaking of ragan, not a fan of the orch spot it's in because it makes it too lopsided to kill someone sometimes with the e flee - even someone from the winning group)
That was a temp change that was undone 1 or 2 days ago. :lol:

Rig
Posts: 2293
Joined: Wed Dec 16, 2015 8:00 pm
Location: JESUS

Re: revert some of the n pk changes?

Post by Rig » Wed Mar 06, 2019 2:47 pm

No hides are dumb.

Commy moving is dumb.

Ragan has been in the same place in orch for like, ever.

Kno'mon used to be stationary s e s u of kural or something like that. It was never used that way and it was just a gank spot.

That being said, remove gate defensed and I'll start hitting in Fal Dara!

Angri
Posts: 29
Joined: Wed Feb 18, 2015 4:03 pm

Re: revert some of the n pk changes?

Post by Angri » Wed Mar 06, 2019 2:50 pm

Elysia wrote:
isabel wrote:2) orch well trees being 4 instead of 2. I think 2 trees was MUCH better, becuase it was ideal for low number pk. again, there are situations in which 4 are nicer than a full patrol, but overall 2 trees were great for the back and forth low number pk. for a bigger fallback ragan is already there. (speaking of ragan, not a fan of the orch spot it's in because it makes it too lopsided to kill someone sometimes with the e flee - even someone from the winning group)
That was a temp change that was undone 1 or 2 days ago. :lol:
Not true. I killed the 4 set multiple times in the last few days and as of 2 minutes ago . . .

By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of a ridden mount leaving south.
A lantern has been left here.
A torch is here on the ground. [5]
A large stone well is here.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.


And while we are talking excess mobs, Lockshear.

isabel
Posts: 1776
Joined: Wed Aug 31, 2016 5:19 am

Re: revert some of the n pk changes?

Post by isabel » Wed Mar 06, 2019 2:55 pm

Elysia it's 4 trees orch well right now

Elysia
Posts: 8144
Joined: Sun Feb 15, 2015 1:29 pm

Re: revert some of the n pk changes?

Post by Elysia » Wed Mar 06, 2019 3:00 pm

Guess my save didn't go through. Hrmpf. At any rate, it's a temp change.

Elysia
Posts: 8144
Joined: Sun Feb 15, 2015 1:29 pm

Re: revert some of the n pk changes?

Post by Elysia » Wed Mar 06, 2019 3:24 pm

More accurately, my save did go through, but I didn't delete the old entry!

Razhak
Posts: 1396
Joined: Sun Mar 22, 2015 7:43 am

Re: revert some of the n pk changes?

Post by Razhak » Wed Mar 06, 2019 4:24 pm

1) Remove 1 scout mob from Ragan, remove 2 soldier mobs from Kajin. LS has enough fall back points already if you count Stedding, LS (more later), tree loads in various places, winding commie, wolf loads, sergeants south of dusty tower, soldier mobs sward, soldier mobs near dusty cave, patty in fblands, etc. Ragan and Kajin nowadays mainly serve as crutches in PK.

2) Do not make winding commie move. He is powerfull enough as a stationary fallback spot. Making it chase is only making things worse there, and caters to certain high def fleebee setups.

3) No nohides. Those smobs are for fallback. Not to be safe from PK to afk at. Keep an antistabber spam up if you wanna be there for protracted periods of time.

4) Seriously tone down Lockshear. It was changed to a mini-FD a while back, which doesnt make sense. Return it to its former self: roaming militiamen, without the shitton of roaming sergeants and overly buff gateguards. Perhaps keep the burly shienaran as a mini smob/patty in there

5) Keep knomon as it is, it being roaming is its best feature in keeping pk going. Make it stationary and its use is going to be gone, for then as soon as humans have an overwhelming force, you have no other option to leave. Now you can smartly use it even if outnumbered.

6) the 4 trees at well arent bad at all, it was better for pk then the usual smob thats up north as a fallback spot for LS (Ragan, Kajin, Winding commie). 4 trees are good, but wont stop PK full stop in same-ish numbers pk.

iria
Posts: 504
Joined: Mon Aug 24, 2015 5:35 pm

Re: revert some of the n pk changes?

Post by iria » Wed Mar 06, 2019 4:45 pm

Personally don't see a need for downing kajin/ragan mobs, unless you want to move the mobs from the patrol and put them north of burnt I could understand.

Loved that commander was stationary 1u again, its a nice fallback spot, and if you lose there you can always go to roaming Kajin. To Razhak's point, I don't think commander actually chases, it just roams those two rooms, unlike Kajin who most of the times will chase.

Nohides, I like that malk and mire are nohides, the one orchard is also good if you need to hit the bathroom real quick and there is a stabber around. Only concern with keeping the patrols hidable would be that stabbers could farm them, but that doesn't seem to happen, so its not an issue imo and it does encourage people to go for the stab and more often than not they just waste hps failing flees etc.

Find Kno' patrol roaming to be a nonissue as well, don't find it to be the changing of the tide patrol, but sometimes you get lucky and beat up a solo chaser before the rest of the humans come and you have to fall back to Blight. From a human perspective its nice when it does get used in evenish number PK so its not just straight to Blight patrol, makes for a bit more back and forth.

Wouldn't mind seeing LS reverting back to how it was, keep a smaller patrol of a 3 sergeant mobs maybe and keep the gateguards, remove the fade patrol n of Ilsae/bronzedoors. Make it outside rooms so you can track in there, kind of how rhahime was changed, great change!

Will second Isabel, I've liked just about every new change that has happened, so thank you to the immortals.

Angkar
Posts: 93
Joined: Tue Feb 13, 2018 12:43 pm

Re: revert some of the n pk changes?

Post by Angkar » Wed Mar 06, 2019 4:59 pm

Ragan has special stab protection.

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