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The living Frontiers

Posted: Wed Aug 02, 2023 4:46 pm
by Taonnor
The Living Frontiers

Many are familiar with the problem. When the population of a Dark Age of Camelot (DAoC) server is very low, the fights outside the major Battlegroups (BGs) become increasingly rare. But even on a full server, most of the action is concentrated around or within the large BGs. It would be great to have a concept that encourages players to do something outside of the major BGs, where action is also promised.

I've had this idea in my head for a while and want to share it here for feedback. This server provides the basis for this idea with its AI groups. I'm curious about your feedback. Is this a good idea or total nonsense? Can it be improved? I want to start a constructive discussion. The recent events during the Realm vs. Realm (RvR) week have shown that fresh ideas can breathe new life into DAoC, as seen with King of the Hill (KotH). I still advocate for a permanent introduction of KotH as part of the Eden server.

MOBA meets DAoC

The idea behind the concept is to bring "life" to the Frontiers with the help of AI. We use the concept of lanes from MOBAs (Multiplayer Online Battle Arena). When the home keep of a corresponding realm is under their control and the supply chain is intact, AI groups spawn from these home keeps. The supply chains work similarly to the porter chains. For example, if Cear Boldiam falls in Albion, Cear Hurbury, Cear Berkstead, and Cear Benowyc will no longer spawn AI groups. The central keeps of a realm thus gain central importance. The spawned AI groups follow a predetermined path through their own realm, passing through Ellin Vannin and heading towards the enemy realms. The AI groups behave like "minions" in MOBAs, attacking everything along their routes. The AI groups also raid keeps that lie in their path. However, they do not use siege weapons. They kill the guards around the keep or attack enemies on the battlements and raid the keep by attacking the door. Unlike in MOBAs, the AI groups do not respawn continuously. Instead, they spawn only after a certain time when their assigned group has died. Thus, there is always a maximum predetermined number of AI groups present on the battlefield.

AI Groups and Routes

Unlike the AI groups from EV (Ellin Vannin), the AI groups from the keeps are pure groups from the corresponding realms, meaning pure Hib, Mid, or Alb groups. The AI groups follow specific routes. In the following images, you can see the routes within the respective realms.

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As you can see, the groups do not follow direct paths. This allows for intercepting them. Full groups can go on the hunt for AI groups. This can lead to fights with other player groups that want to defend the AI groups. If the balance of keeps is even, the three AI groups meet in EV. The routes split towards the other realms. This means the groups divide. Depending on their home keep, certain groups only run into one realm, while other groups only run into the other realm. This opens up tactical possibilities and gives certain keeps in the enemy realm special significance.

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Where do the AI groups' routes end? In the enemy realms, the respective enemy AI groups run a large circle around specific keeps. The following images illustrate this.

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With these routes, it is ensured that in the case of an overwhelming force from the enemy realms, not all keeps will be raided by the enemy AI groups.

Call to Arms

When a home keep is taken by an enemy realm, additional forces are mobilized. With each lost home keep, all other home keeps gain the buff "Call to Arms." The buff can stack up to +5. With each stack, one more AI group spawns. This creates a natural urge for balance. At the beginning, the resistance of the realm is very high and decreases towards the end. If a realm reclaims its home keep, the additionally spawned groups from the "Call to Arms" buff remain until they are killed. After that they do not respawn. The "Call to Arms" buff can be adjusted (for example, to a maximum of +3) if the pressure on attackers becomes too high.

The distribution of AI groups with a maximum of +5 is as follows:
6 home keeps = 6 AI groups (1 group from each keep)
5 home keeps = 10 AI groups (2 groups from each keep)
4 home keeps = 12 AI groups (3 groups from each keep)
3 home keeps = 12 AI groups (4 groups from each keep)
2 home keeps = 10 AI groups (5 groups from each keep)
1 home keep = 6 AI groups (6 groups from the last keep)

The distribution of AI groups with a maximum of +3 is as follows:
6 home keeps = 6 AI groups (1 group from each keep)
5 home keeps = 10 AI groups (2 groups from each keep)
4 home keeps = 12 AI groups (3 groups from each keep)
3 home keeps = 9 AI groups (3 groups from each keep)
2 home keeps = 6 AI groups (3 groups from each keep)
1 home keep = 3 AI groups (3 groups from the last keep)

A Theoretical Scenario

Let's play through this theoretically. It's Friday afternoon. There are 4 Mid groups, 2 Alb groups, and 2 Hib groups of players. Looking at the map of Albion, we see that Albion only has 3 keeps left. The "Call to Arms" buff is at +4. 12 AI groups are pushing towards Cear Berkstead from Cear Boldiam. The 12 AI groups don't move as a single Zerg since they start from different keeps or are delayed and arrive at different times. As already said, they only respawn after a certain time when their assigned group dies. However, there is a continuous stream of defending AI groups. The Mids have Cear Benowyc. Their AI groups are also moving towards Berkstead, starting a battle. But they only have 3 AI groups because their 6 groups split up in EV. From Hibernia, 3 AI groups also arrive at Cear Benowyc. The Hib AI attack Cear Benowyc and cause unrest.

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Amidst all this chaos, the player groups find themselves. They intercept individual AI groups, defend objects, or use the AI groups to raid a keep or tower back. The advantage lies with the defending realm. The concept, supported by the "Call to Arms" buff, helps the undermanned Albs and seeks to restore balance. The two Alb groups can slowly reclaim their realm against 4 Mid groups and 2 Hib groups. Depending on how the "Call to Arms" buff is adjusted, it becomes easier or harder to conquer a realm up to the relics. The attackers must make smarter decisions. For example, capturing something in the backland first instead of simply destroying porter chains and waiting for the defender to act to farm the outnumbered defenders (greetings to Pilz). Due to the AI groups opening up different hotspots, the defenders can exploit distractions to recapture important points.

Final Words

By using AI groups, it is possible to create a lively frontier with different hotspots even with a low number of players. The concept aims to achieve balance. Players can change the balance in their favor and shift the hotspots. In a balanced state, most of the action takes place in Ellan Vannin. Due to the multitude of possibilities to influence the concept, fights for players arise in various places. New scenarios emerge. For example, player groups can intercept AI groups on their routes in the backland to push their own AI groups against the enemy realm. However, there is always the risk of defending players showing up. Zerg play with raiding and waiting for the defender to act becomes more challenging. However, the concept also supports Zerg play on the other side by creating larger groups through the "Call to Arms" buff and bringing variation to the battlefield. Also, there is a weak point for a bridgehead in each realm. These are the keeps Dun Bolg, Cear Berkstead, and Blendrake Faste. Because there is only one such bridgehead, an invasion for two realms becomes more difficult. Since the bridgehead is also a worthwhile target, it opens up 3 realm battles for this point. The concept aims to create balance. In a balanced state, the primary AI battles take place in Ellan Vannin.

You can also find a german version here.

Re: The living Frontiers

Posted: Thu Aug 03, 2023 6:05 am
by Nafets0805
This means more PvE in a PvP-Game and more possibilities for bugs and lower chances for solo?

Re: The living Frontiers

Posted: Fri Aug 04, 2023 4:16 pm
by Othala Raido
I think the Idea is awesome. A lil part of EV-scenario all around the RvR-Zone.

Re: The living Frontiers

Posted: Sat Aug 05, 2023 5:37 pm
by holymolybm69
I think holds possibilities but how does this draw more people into rvr? part of the "shutdown" that takes place is when bg zergs of a faction are dominating and everyone stares at each other in their frontier zone... not good.. they should be out trying to kill but keep getting rolled because of the imbalance.

KOTH and other random events in bgs or in the frontier are key.. to drop people out. Perhaps low prob random raid drops from those events would be the solution to "please help me raid to get my gear" problem.