• Hail Guest!
    We're looking for Community Content Contribuitors to Stratics. If you would like to write articles, fan fiction, do guild or shard event recaps, it's simple. Find out how in this thread: Community Contributions
  • Greetings Guest, Having Login Issues? Check this thread!
  • Hail Guest!,
    Please take a moment to read this post reminding you all of the importance of Account Security.
  • Hail Guest!
    Please read the new announcement concerning the upcoming addition to Stratics. You can find the announcement Here!

Revive Camping Skill?

WarUltima

Babbling Loonie
Stratics Veteran
Stratics Legend
Just got done fighting the biggest zerging guild on my shard which also happens to be the biggest house fighting "main" guild I've ever seem. Their main PvP class is stealth archers(over half of their most active pvpers) and dread all kill gimp archers so they use the house a lot.

But anyways, after fighting them 5(us) v 14(them) Ive come across a crazy idea for reviving a dead skill "camping".

What if you have GM camping skill on your template that will increase all your damage done to others by 20%? Would it be a good idea? For each 10 points in camping you receive 2% extra damage when you are fighting from inside the house...

Would it be cool? or would it make PvP more ******** on top of the all kill dismount gimplets?

It could be an incentive for many house fighting guild similar to the one on my shard. And many players who prefer to never leave the house while PvPing can receive some kind of bonus. Otherwise I really dont see how this skill can be made helpful again.
 

WarUltima

Babbling Loonie
Stratics Veteran
Stratics Legend
Wait, you want to ENCOURAGE house fighting?
Not to encourage it, it's very ******** in a way especially they already outnumber us by almost triple.

I was joking with my guildies over such a zerg guild with triple of our numbers depending on house to PvP. And someone said yea they are just "camping" because they are all stealthers who cant really pvp...... so this crazy idea just struck me.

I mean just adding in more veriety to the game. I mean yea I admit this is ********... but you know we already got dreadmares and GDs in game used in PvP regularly, what could be worse? absolutely nothing... as least you can call someone a coward camper as he actually have that skill worked into his template to PvP.
 

ACB1961

Lore Keeper
Stratics Veteran
Stratics Legend
Not to mention the 1-6 chance a freaking firewood elemental will jump out of your bedroll and kill you, and eat whatever pet you have. Then it will probably go around the wilderness defiling sheep.

Don't even get the devs started...

:spider:
 
F

Fink

Guest
Shouldn't Camping skill help the guys not in the house? The ones out in the wilderness.. :spider:

Alternatively..

Camping Skill Revamp
by Fink of Oceania


These are just a few ideas for the expansion or enhancement of the Camping skill. The basic skill use is to remain unchanged. Rather, these ideas are in addition to the existing functionality.

Kindling still functions as the method for starting a campfire.

Bedrolls still function as the method for logging out in a secure camp.

The delay in securing a camp could be scaled down based on skill level. Normally it takes 30 seconds to secure the camp. For every 5 points in Camping, deduct one second of from the delay. At GM, this would mean waiting only 10 seconds to secure the camp.

New item, Fire Pit (25/50 skill needed).

At 25 Skill: Places a temporary fire pit graphic (as seen in gypsy camps) that may be used for cooking. Does not bake. May not be placed within a guard zone or house. Does not block house placement. Must be redeemed to be placed again. One per character. Disappears when owner logs out.

At 50 Skill: Places a temporary camp cauldron graphic that may be used for cooking and baking. May not be placed within a guard zone or house. Does not block house placement. Must be redeemed to be placed again. One per character. Disappears when owner logs out.

New item, Tent (75/100 skill needed).

At 75 Skill: Places a small tent which may be used as a base camp. Does not block or exclude spawn or other players. May not be placed within a guard zone or house. Does not block house placement. Must be redeemed to be placed again. One per character. Disappears when owner logs out. May be used by party members to rejuvenate; +1 to MR/SR/HPR while resting in the tent and not combat flagged. Does not condemn any housing held by the character's account.

At 100 Skill: Places a tent which may be used as a base camp. Contains a strong box that holds 125 items/400 stones, accessible by owner. Does not block or exclude spawn or other players. May not be placed within a guard zone or house. Does not block house placement. Must be redeemed to be placed again. One per character. Remains when owner logs out, decays like a ship. Refreshed by opening the strong box. May be used by party members to rejuvenate; +2 to MR/SR/HPR while resting in the tent and not combat flagged. Does not condemn any housing held by the character's account.
 
T

Turdnugget

Guest
Would these tents be able to be placed in T2A? Could have issues if so...also, can you get attacked within the tent?

Instead of a camping skill bonus to damage those IN a house...

Why not revert to the old house rules? You can run in and attack someone if the doors are OPEN.

That would cut back on all of these PvP houses with open/no doors so they can fight from the safety of their home, then retreat behind a wall.

If you don't want people running in, and killing you, put doors on your house :lick:
 

Silverbird

Slightly Crazed
Stratics Veteran
Stratics Legend
Instead of making camping into a pvp-skill you could make a pvm-skill out of it. Just give someone, who has set up a campfire and is camping at a monsters-spot a luck bonus based on his camping skill.
 

Black Majick

Certifiable
Stratics Veteran
Stratics Legend
LOL @ COP....Hiding in there house again, ehh??? Reason I just stopped going too the gate...
 
S

slavoie

Guest
House PVP = lame

Stronghold PVP = really cool

New Idea.

Area's like a building designed as a stronghold, group of people can "assume" control of the building and do not have to give it up as long as their numbers do not drop below a certain #. Their dead can be ressed but they have a 3-5 minute timer between death and res.

Outsiders can band together to attack the stronghold and the "owners", to take control of it.

The stronghold has benifits to it. Like special forges that add duribility back to items when used or spinning looms, all "owners" get more life, special damage... Add your good suggestions here, better yet I will post this here and start a new post.
 

Uvtha

Stratics Legend
Stratics Veteran
Stratics Legend
I always thought that this skill should be renamed survival, merged with tracking and given forraging abilities, as well as tent and campfire making.
 
F

Fink

Guest
I always thought that this skill should be renamed survival, merged with tracking and given forraging abilities, as well as tent and campfire making.
Good suggestion, makes it a bit more useful than merely for logging out.
 

Uvtha

Stratics Legend
Stratics Veteran
Stratics Legend
Good suggestion, makes it a bit more useful than merely for logging out.
I also never thought tracking was enough of a skill to put on an actual viable character. I don't like the idea of "counter skills" like that. It just seems like the person with the counter is getting the shaft.
 
Top