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Poll: This is what YOU want! - Uncle Sam
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Improvments
23.81%
30 23.81%
Smaller map
2.38%
3 2.38%
Bigger map
0.79%
1 0.79%
More servers
0.79%
1 0.79%
More active players
15.87%
20 15.87%
More drops
34.92%
44 34.92%
More maps
0%
0 0%
Updated maps
0.79%
1 0.79%
Horse archery skills
13.49%
17 13.49%
Cavelry quests
7.14%
9 7.14%
Total 126 vote(s) 100%
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Cavalry server
#15
(08-01-2014, 04:07 PM)Malong link Wrote: [quote author=Maroon link=topic=21285.msg159148#msg159148 date=1388782726]
It's not as simple as adding more drops and more quests or something, and pop! the servers get active again.
Pretty much. I've done plenty of Queen and Field Marshall runs, but for me, other main reasons are:

Limited strategy. Currently, successful cav runs require at least one constant dismounted juggler while everyone else kills. Also, it doesn't help that the killing has to be far away from the base, so the players at the base will miss out on the XP and drops (despite the larger XP radius). It seems like the vision of cavalry mode was for everyone to be on horses fighting together, but given the current cavalry mechanics, that isn't going to happen. Dills and Hills was already redone to remove the stables, but we still continue to dismount and wall/slash for certain challenge and spawn waves.

Only one level of difficulty. Even well-geared and experienced players can become hindrances when the waves become more difficult. You see newer (to cav) players ride into others getting them killed, drag bots to the base (causing trouble for the juggler(s) and making tomes/barrels inaccessible), not all ride in circles of the same direction, and not focus on kiting and killing bots being kited by other players. Then they spawn more bots on later waves and make the wave take much longer than necessary (e.g. 40 minutes for wave 16 is not unexpected for populated servers).

Lack of interest. If you call for a rag run, you can gather 16 people to simultaneously join a server far more easily than you can if you call for a cav run. This causes the server to be less likely to be full, causing more likelihood of previously cited occurrences (riding into each other, etc).

Reserved for more potential reasons later.
[/quote]

Exactly.
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Messages In This Thread
Cavalry server - by Erling_skjalggson - 01-01-2014, 02:37 AM
Re: Cavalry server - by evildan - 01-01-2014, 04:43 AM
Re: Cavalry server - by Erling_skjalggson - 02-01-2014, 02:50 PM
Re: Cavalry server - by iMarc7 - 02-01-2014, 04:30 PM
Re: Cavalry server - by MrDrumlix - 02-01-2014, 04:34 PM
Re: Cavalry server - by Erling_skjalggson - 03-01-2014, 08:40 PM
Re: Cavalry server - by Maroon - 03-01-2014, 08:58 PM
Re: Cavalry server - by BlackSniper - 03-01-2014, 09:23 PM
Re: Cavalry server - by Ramos_Caoliki - 04-01-2014, 09:05 PM
Re: Cavalry server - by iMarc7 - 05-01-2014, 01:09 AM
Re: Cavalry server - by Ramos_Caoliki - 05-01-2014, 07:25 AM
Re: Cavalry server - by Malong - 08-01-2014, 04:07 PM
Re: Cavalry server - by awsomeman1019925 - 16-01-2014, 04:26 AM
Re: Cavalry server - by Suns - 16-01-2014, 04:57 AM
Re: Cavalry server - by Lone_Wolf_PL - 01-01-2014, 02:21 PM



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