Stedding PK
Stedding PK
We built the old village into a patrol area to offer an alternative and made the majority of it mountable to avoid the issues you can run into on LS when everyone has to dism to hit DS somewhere.
I like the layout we made, but it really is disaster for a losing side. The nice part about this is that people end up dying. The annoying part is that low numbers end up really punished by the layout. Typically, changes have been made without much feedback, but I would like to see more people PKing and I think that stedding is very punishing, in particular to channelers who are already playing at a disadvantage, who then can get swamped by the layout.
Also like the great mound being mountable and having a lot of LS support, but think it doesn't get much use because of how choky it's layout is. Unsure if there is any reason to give more mob support in that area to LS though. Otherwise, feel like stedding is overall good right now.
Thoughts:
1. Remove brokengate only.
2. Move rottendoor from that room to 1w 2s and have a random door chance at the bottom of the area.
3. Make the second patrol upstairs rideable so that DS can bounce between two relatively strong patties while trying to take advantage of mobs.
4. Do nothing.
I think it is fun when changes happen because it changes dynamics and can improve the ability for PK to continue. This is likely because I can make the changes. Those changes are often not enjoyable to people experiencing them.
Any thoughts?
I like the layout we made, but it really is disaster for a losing side. The nice part about this is that people end up dying. The annoying part is that low numbers end up really punished by the layout. Typically, changes have been made without much feedback, but I would like to see more people PKing and I think that stedding is very punishing, in particular to channelers who are already playing at a disadvantage, who then can get swamped by the layout.
Also like the great mound being mountable and having a lot of LS support, but think it doesn't get much use because of how choky it's layout is. Unsure if there is any reason to give more mob support in that area to LS though. Otherwise, feel like stedding is overall good right now.
Thoughts:
1. Remove brokengate only.
2. Move rottendoor from that room to 1w 2s and have a random door chance at the bottom of the area.
3. Make the second patrol upstairs rideable so that DS can bounce between two relatively strong patties while trying to take advantage of mobs.
4. Do nothing.
I think it is fun when changes happen because it changes dynamics and can improve the ability for PK to continue. This is likely because I can make the changes. Those changes are often not enjoyable to people experiencing them.
Any thoughts?
Re: Stedding PK
Firstly let me say that I love the way you approached this. I am not playing really anymore but if I was I would say stedding right now is super fun. It has so many great options for different types of pk. The only area it sucks in is if the no channel imbalances pk and so my suggestion would be to add a small mob support for ls and DS in orch. My suggestion would be 4 trees for ls and 4 trees for DS and I would place them in the chokey area south of angel that is almost never used.
Re: Stedding PK
I overall like having brokengate, but right now it does feel pretty stagnant. I think it's worth testing out removing actual brokengate door. Either side can still get bounced around there in an awful way without the door, but I think it currently inhibits risk taking because the chance of losing to flee trap + bad flees is too high. Really feels awful once you're low in abs as a DSer.
I think it could also be worth simplifying the area s of rottendoor. It doesn't ever get used intentionally, and also feels like a DT when you get s flee from rottendoor (it was for me yesterday.) Makes sense also to move the door to a less central position.
Other concern is that DS can basically copy-paste their mob support from elsewhere with added bonus of no-channel, so there's a lot of times it's getting used as a default option rather than a last resort fall back. Definitely don't think two patties are needed.
Larger scale and more dynamic change would be all of the above, lower the total number of mobs (particularly fade mobs,) and let all the mobs roam so there's less predictability.
I think it could also be worth simplifying the area s of rottendoor. It doesn't ever get used intentionally, and also feels like a DT when you get s flee from rottendoor (it was for me yesterday.) Makes sense also to move the door to a less central position.
Other concern is that DS can basically copy-paste their mob support from elsewhere with added bonus of no-channel, so there's a lot of times it's getting used as a default option rather than a last resort fall back. Definitely don't think two patties are needed.
Larger scale and more dynamic change would be all of the above, lower the total number of mobs (particularly fade mobs,) and let all the mobs roam so there's less predictability.
Re: Stedding PK
My thoughts:
1) Remove brokengate
2) Remove the area s of 1s brokengate pat - no one goes there deliberately and right now it acts as a DT for whoever is unlucky enough to flee there and have terrible dlines
3) Remove rottendoor - ever since the AS pair was removed from there, it's mostly there to force a w dline from 1s pat
Create good dlines for this area that allow for people using it as a fallback, but with the possibility to leave if you're the poor DS abser that loses there.
4) Relink the area, so allw n village links to allw pat in a 2x3 box configuration
And lastly change the mob support around sted to be 1) more reliable and 2) a little more varied. Mob support that wanders is unreliable for both sides, and tends to just get cleared over time leaving the 3 mobs at brokengate and that's it.
5) Put a fade pat-strength level pat at this new brokengate area
6) Put ~3 troll mobs where sw shivs currently are, to vary the mob support a little more
6a: DS mob support would then be: strong pat brokengate, weaker pat sw shivs, trees at ts ent, 1w1n ts ent, and allw s e village
6b: LS mob support already follows this model: solo ogier, 3x ancients 1w ts ent, wolf pat, TS
7) Delete mound. Like, I can never think of a reason I have wanted to hit it, because an area with a ton of mobs and zero good dlines anywhere in it is just awful.
1) Remove brokengate
2) Remove the area s of 1s brokengate pat - no one goes there deliberately and right now it acts as a DT for whoever is unlucky enough to flee there and have terrible dlines
3) Remove rottendoor - ever since the AS pair was removed from there, it's mostly there to force a w dline from 1s pat
Create good dlines for this area that allow for people using it as a fallback, but with the possibility to leave if you're the poor DS abser that loses there.
4) Relink the area, so allw n village links to allw pat in a 2x3 box configuration
And lastly change the mob support around sted to be 1) more reliable and 2) a little more varied. Mob support that wanders is unreliable for both sides, and tends to just get cleared over time leaving the 3 mobs at brokengate and that's it.
5) Put a fade pat-strength level pat at this new brokengate area
6) Put ~3 troll mobs where sw shivs currently are, to vary the mob support a little more
6a: DS mob support would then be: strong pat brokengate, weaker pat sw shivs, trees at ts ent, 1w1n ts ent, and allw s e village
6b: LS mob support already follows this model: solo ogier, 3x ancients 1w ts ent, wolf pat, TS
7) Delete mound. Like, I can never think of a reason I have wanted to hit it, because an area with a ton of mobs and zero good dlines anywhere in it is just awful.
Re: Stedding PK
Keep it the same. Remove a few mobs in the general 4-5 rooms. I think the area is fantastic, always nice to have a place to fall back to . I have died a few times and killed a bunch as well. Brokengate goes both ways.
Re: Stedding PK
Tbh if you just removed rottendoor then that whole area gets 100% better
Re: Stedding PK
I’d say remove broken gate. It’s still choked and nasty but as it is trolls are almost afraid to use it
Re: Stedding PK
Remove brokengate and I think that instantly improves the area.
Re: Stedding PK
Just remove the two rooms 1s 1e of rottendoor. Creates a new viable double-line from that area which is the only real high danger area, but doesn't change things so much that it's no longer dangerous at all.