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Stealing Creation Tunnels

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Scavlord
Jan Member 2008

Scavlord

Posts: 995Gold Posts by user Forum Profile RuneMetrics Profile
Stealing Creation is a great game and advertised as a "skill based mini game". The clay is very desirable for working on many skills. We work on our skills to get them to level 80 so we can get good clay and work on skills so we can make good stuff. All is well until a high combat level player shows up that is interested in only one thing, most kills. A couple of these and the game is completely ruined for the rest of us as they stand at their enemy's base with their dagger, that with prayer they never lose, and kill everyone that comes and goes.
The base then shortly runs out of food, weapons, and runes and the game is basically over. This problem then leads to many requests for non-combat SC because too many folks just get too frustrated by a few high level players but still want the clay for their skills.
I have two ideas that I believe would really help with this problem without changing the game very much.
First: Tunnels: I think that in each base there should be a tunnel that a player can exit the base that leads to a fog somewhere in the center area of the playing field. This fog tunnel exit should be visible to that team but not to the enemy. Folks can then leave the base to a safe place in the playing field and wait until the "coast is clear". This would assist in restocking the base from the field without having to deal with the "most kill" players. Once the team figures out which fog the enemy tunnel leads they still can't see if anyone is there so waiting there may not be very rewarding.
Second: Base Damage: I'm not sure what to call it but there could be a small area or radius around each base where as the enemy approaches they receive damage from the enemy base. The closer you get the greater or more frequent the damage. These high combat players could still come right to the enemy base but a lower lever player could actually fight them there as their base would be helping with the fight.

09-Dec-2009 16:02:49 - Last edited on 31-Aug-2011 16:15:41 by Scavlord

Scavlord
Jan Member 2008

Scavlord

Posts: 995Gold Posts by user Forum Profile RuneMetrics Profile
I believe the combination of these two things would really even out the game for most players and still allow the high level combat players to try to kill as many as they can, although it might be a little more challenging.
In response to thoughts both on and off the forums I'm adding this to the suggestion I have presented.
The "base damage" that I'm suggesting would not, and should not extend far enough from the base to effect any clay gathering areas. Instead a small radius, maybe 3 or 4 "squares" from the base. The problem is that as you exit the base, there is a delay as you pass through the door and you must click again to start running or attacking. This delay is enough time that an enemy can run around the base to where you are trying to exit and attack you before you before you get a chance to do anything. Towards the end of the game, more often then not, lower level players can't make it a single step outside the base without getting killed. I would like a safer, small area right around the base to help with this situation. Again, high level players can still come right up to the base and attack but the fight would just be harder as they would be receiving damage from the base as well as from the players that they are attacking.
Stealing Creation is listed as a "skill based minigame" but because the game offers little defense from the high level combat player the game quickly becomes a "combat skill based minigame". It is a free for all for the high combat player to kill all level players and the skiller with a low combat skills usually finds himself spending the second half of the game sitting in the base with no escape. Therefor the low combat player can't get the same SC points as the high combat player and therefor not as much clay to further his/her skills. This is the very reason there are so many non-combat Stealing Creation clans and games being played.
Base damage could be a high lvl mage or range attack from the "mystic" in each base

09-Dec-2009 16:03:21 - Last edited on 06-Jul-2010 03:22:05 by Scavlord

Scavlord
Jan Member 2008

Scavlord

Posts: 995Gold Posts by user Forum Profile RuneMetrics Profile
Ahhh, my point exactly. But the game isn't called Trapping Creation, it's Stealing Creation. The Stealing takes place on the playing field. The goal is to gather the best clay you can and make the best stuff you can and get it back to your base and to prevent the enemy team from doing the same. In my opinion the best games are played when the teams are somewhat evenly matched and a great battle takes place in the field as barriers are made, weapons are made, and and high and low level players alike duke it out while trying to get the most points for their team and supplies to their base. The lousy games are when a few very high level players sit at their enemy base and no one can come and go. I've been in too many games where there are many folks just sitting in their base while a couple of the enemy are just sitting outside (oh, and calling each other nasty names out of frustration). All just sitting and waiting for the game to end. I fail to see the enjoyment here. If you haven't experienced this you haven't played enough.
The two ideas I propose would greatly help eliminate this while still allowing all the combat you may desire.

13-Dec-2009 03:20:33

Scavlord
Jan Member 2008

Scavlord

Posts: 995Gold Posts by user Forum Profile RuneMetrics Profile
But unlike being trapped in base where you can be seen and there are only two possible exits, in a fog tunnel exit/entrance the enemy wouldn't ever know if you are actually in there and when you are you can escape in any direction. I think it would add a very interesting new challenge to the game to locate the enemy fog tunnel and attack and defend it.

13-Dec-2009 06:19:15

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