basicaly representives from a few of the major guilds that regualry fight there(storm,lc, tc, trinity, rk-mafia), got together to discuss the problems we face almost every day, fighting it in out, of camelot.
Dungen Mechanic Problems
1:mutiple dungen spawns.
it splits up the different groups, and just creates fustration, i know numerous times, one force or the other, has been split up mid attack because of a second dungen spawning.
2: pvp section to close the main exit
it is way to easy, to start a fight, and if your losing just zone out, then get back into hte fight
3:choke points, one point of attack/deffence
at this time and point, both sides, tend to gather, at set points inside the dungen. once there, it is basicaly impossible, to dislodge the defending side, due to lag issues(computer lag, 30-30 is HARD on the comptur, esp comming down from the stairs, and having to load everyone at once), and line of sight issues, with the attacker having a huge disadvantage cause of the way they have to attack downwards.
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Game Mechanic Problmes
1:Line of sight issues
there is ALOT of line of sight issues in camelot, in numerous areas because of the terrain, it is impposbile to attack other people, even though they may be only one foot away, in clear view, but because of small differences in terrain it is impposble for the "in game char" to attack them.
2:spells through walls
ae roots/snares, can be cast, and because of their ae nature, can go through the walls.
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FIXES
1:remove mutiple dungen spawns
stop making the dungen respawn at 60 people, it splits up attack forces, screwing one side over the other, as we fill up the zone, camelot is a "goal/raid" oriented dungen, splititng up the forces discourges that
2: one point of attack/defence
put mobs at choke points and use the old coding from outdoor spawns (the one where more people=more npc spawns), and place these spawns at the choke points within the dungen. also make the mobs unmezzable. this makes it so that while you can gather a small group at X area, its ALOT harder to gather large numbers , or yo'ull be over run by mobs.
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RECOMMENDATIONS FOR FUTURE DUNGENS
1:lvl restrictions.
make each dungen designed for a set player lvl, and only let those people in it.
2:to close to city
camelot right now is highly biased to the clan side. a dungen outside the city, would help fix the "zerging" problems, going down lately
3:bigger rooms
gives more play field to play in, and manuever, right now the "hallway" nature of camelot, makes it hard to maneuver large scale battles in
4:consistant textures(less lag)
make the textures use constant. highly complex grahpics are good for small groups of players, but when you got a "high" lvl dungen, designed for large groups, complex textures, just add to the lag problems, we're encountering right now. you got 30 clanners and 30 ot's fighting it out, comple texure is just one more compturer resource that is taking up, ALOT of people are starting to find these battles unfun, because of the load problems.
5:consistant rooms/buildings (no hills, to fix the line of site issues)
please make the rooms flat, don't put in hills, or alot of ups /downs, and turns. right now ao has ALOT of line of site problems, In certian places in camelot, you can be standing right next to your target, and not be able to attack them, because their in a "small ditch in the ground, or one step lower then you on the stairs".
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thanks to the other people that came, and contributes to this propsal/talk
reps/guilds and what not:
keldrys=trinity
patk9=lost chapter
archange1=trinity
smooth=rkmafia
zerosignal=the council
demios=the council
me=storm =p