Separate names with a comma.
Create an account today to engage in discussions and community events on the Rise of Agon forums.
Discussion in 'General Discussion' started by Neilk, Mar 3, 2021.
Read more: Dayar Update, Public Test Server Patch Notes - March 3rd, 2021
After a quick read through, first thing that comes to mind. I think obelisks should always make a sound when on ground. Pretty easy to hide one in the middle of nowhere and park an alt there to log in at server up to quiet it down.
Can they be dropped in water?
This is a fair point. The idea behind them not having SFX right away when dropping them is that you may need to hide it somewhere temporarily (ie you know someone's about to catch up to you) and we wanted that to be an option that doesn't instantly light a beacon on the obelisk. Perhaps waiting until the next server up is a little much, though.
Is there anything in place to prevent me from grabbing them, going to some random spot in the ocean and letting it live there forever?
We have to test this patch...but i think its very good!
These initial obelisks seem very underwhelming and not something that many people will really want to fight for. I hope we get better ones later on that increase specializations - Maybe buffing specific elemental damage or something.
Though I wonder- Is there anything stopping people from attacking these and taking them at any given hour? Seems simple to just raid a city when the zerg is on their off hours and the holding is completely empty.
They can't be challenged during the owning clan's invulnerability period, though that may not cover all of a clan's off hours.
Ah I missed that. Thanks for the clarification.
Park it in a tunnel on Niff (as an example).
Lock them all down on that specific island for the loss.
-this will ABSOLUTELY happen if you don't change something. It's going to be Glyphs 2.0
I appreciate the work, but can you guys take ideas and hand them to trusted players while asking " how would you abuse this?"
Yeah there really should be some kind of role trusted people have where the devs can ask them hey if we implement this how would someone abuse it. Because there’s gonna be some abuse from these things.
@Volfen it needs to be like an hour of silence with a 3-6 hour cool down. You should be able to hide them briefly out in the wild, but at a cost. The whole 'too powerful to be silenced' lore friendly thing. Nobody, and I mean nobody wants Glyphs 2.0 that is easier to lock down then acquired.
I don't know if that's the case already, but I think the obelisk must have a bindstone type light visible in the sky.
They do have a pillar of light, but it doesn't go as high as the sky. It's very noticeable.
Can someone explain WTF this means?
great, but I think it should reach the sky so that it can be seen even if it is placed underground in the tunnels
So the original design considered being able to stash obelisks a feature, but it's clearly going to create more issues than it'll create content. We'll be looking at ways to make it easier to track down obelisks and already have some ideas but haven't decided which solution we're going for yet.
We've also been looking to add a mechanic to destroy obelisks for a reward to motivate individual players and smaller clans to go after them, but haven't found an enticing option that is balanced yet. We've asked for feedback on Discord on this a couple times, but I'm mentioning this here for those of you that don't follow Discord (I strongly recommend making the switch). Key points here though:
- Cannot be the immolator buff from UW (we don't like it, we threw the idea around to see if we were wrong and feedback was generally that people hated it).
- Cannot be a rare resource faucet (no rare woods, ingots, etc.).
Best idea I've seen so far is providing the obelisk buff temporarily to the destroyer/destroying clan, but I think that's not strong enough personally.
Engine performance improvement. The more the mobs/players/etc around the better the improvement compared to before.
This might be reconsidered if there's enough demand for it. We did consider it when designing obelisks but ultimately decided against it.
--- Post updated ---
We're also interested in ideas for the effects of the remaining 15 obelisks. Keep in mind:
- Doesn't need to be PVP related.
- Cannot be straight up stat buffs/damage modifiers vs players. Ie no bonus hp, protections, +damage.
- No mount, ship, or player movement speed modifiers.
- All obelisks don't need to be equally desirable, but there should be at least one player type that'll be interested enough in them to go after them, whether it's a pver, gatherer, or pvper.
Examples of two obelisks that will likely be implemented in the next wave:
- Increased damage vs structures.
- Hp and/or stamina gain when killing or ganking (undecided yet which one).
Title quest (standard)
Plat reward (standard)
Portal shards (rare)
Building mods (rare)
New capture wand so they can cap another (rare)
(1 of these, randomly, lasts 24 hrs, overwritten if another destroyed within 24hrs andnbuff refreshed to 24hrs)
Persistent food buff for individual
Remove reagent cost for individual
Reduce/remove durability loss for individual
Double daily reward for individual
No market listjng cost for individual
Half stormblast cooldown for individual
Half begone cooldown for individual
Double effectiveness of equipped enchants on individual
Reduce targettable range of individual (opposite of elf racial)
Remove runebook teleport penalty
What do you think of the idea of having Tiers of relicss and tie them into certain cities to bring back city value?
Like the Potion relic seems OP as fuck, make that a Tier 3 Relic and it has to be in a Tier 3 city i.e. Serruk / Talpac / Frostbourne / Ulhumra etc
This will give certain cities more value. This will also let everyone know that if they raid one of those cities it will be there.
As far as ideas of destroying a relic, here are mine:
No portal shards needed to port around for 24 hours
Hide player name until ganked at villages for 24 hours
Chance at rare skin - only dropped from destroying relics - Should be for black bolts or dorky purple shit staff
Increase chance of getting rare drops in pve by 50% for 24 hours
Towers ignore you for 30 seconds for 24 hours
The armor you wear ignores all durability loss for 24 hours
I like the other guys suggestion of permanent food buff for 24 hours - needs to be Fried onions or better though
Obelisks could be really cool but there is a fine line between being too shit for anyone to care and too good as in OP - Potion relic should probably be 25% max. That is really good. Rest to me are blah.
You don't think the gank timer and rez timer ones arent op?