Bloody Orc Run needs some tuning

Imported from legacy Flarum.
Original author: LoreChief (Flarum #826)

I’ve won this event a fair number of times now that I think I can make a suggestion or three on it without coming across as an angry loser.

I like Bloody Orc Run, I think it does a lot of things right that I wish we saw in some of the other events.

  1. The reward is significant enough to justify being motivated to do it and be good at it.
  2. Its a challenge, and largely based on skill
  3. Its fun

There are some issues though that I think make it too restrictive. I’m not sure if any of them can be resolved, but here’s what I got;

  1. The ‘safe’ place near the start is frustratingly unsafe. Many times a mob will pass the invisible wall and plink off your Kaupe, often before the run even starts. These people will by default be at a disadvantage. Is there a way to make it so that they for sure will despawn if they go through the barrier?
  2. There isn’t a ‘safe’ place on the end portal and there really should be. I’ve lost a few runs simply because an Orcring spawned on the end portal right as I went to finish up. There should be a safe space on the last part of the race around the portal.
  3. Speaking of getting jumped. Can we have it so that the Orcrings can’t immediately attack after teleport? It is anti-skill, mostly frustrating RNG that a teleporting mob can just gank you without you having any ability to mitigate it via skill. Even a half second delay from being able to attack would be great.
  4. Mob density. Often times after the initial wave at the start, the vast majority of the Orcrings you’ll experience are going to be congregating at the beginning of the map. This makes the minigame unattractive to people that haven’t gotten good at it yet, as you can’t even make it to the first checkpoint for a decent reward when you’re being camped by 20+ orcrings right out the gate.
  5. Probably unresolvable, but there is a discrepency with ping in relation to proper reacting to the orcrings. Often times you will play dead only to still lose your Kaupe (or die) even though you were ‘safe’ before they got to you.

Thats my piece I’m saying on this one. Thanks!

Imported from legacy Flarum.
Original author: BuffNotNerf (Flarum #859)

Events should be rng based and not skill based. It should be enjoyable for everyone and not just veterans. The sudden poring spawn and mini poring camping can get a little frustrating but it is what it is.

Without these RNG mechanics, newbies will have 0 chance on winning vs veterans. I won a few times too, and i died a few times because poring spawned on me and attacked me. I cried on map chat, but its fair as it happens to everyone.

This is why dodgeball is such an unattractive event, aside from the grouping up thing, that event is pure skill and timing which is a waste of time for idiots with no skills like me

Imported from legacy Flarum.
Original author: Muh (Flarum #1)

@LoreChief The ‘safe’ place near the start is frustratingly unsafe. Many times a mob will pass the invisible wall and plink off your Kaupe, often before the run even starts. These people will by default be at a disadvantage. Is there a way to make it so that they for sure will despawn if they go through the barrier?

Just play dead until the doors open / @die to reset (not saying it could’nt be optimized)

Imported from legacy Flarum.
Original author: LoreChief (Flarum #826)

@BuffNotNerf You realize that these suggestions are for making the event more fun for both new players and veterans alike right? Also, nobody ‘new’ wins bloody orc run. Its entirely an event for veterans and people trying to get to that status.

Imported from legacy Flarum.
Original author: BuffNotNerf (Flarum #859)

I won as newbie a few times because the better players die from sudden spawns :slight_smile:

Rng is what make the events fun. This is why you see people skip disguise and dodgeball.

Imported from legacy Flarum.
Original author: Songofstorms (Flarum #874)

I agree with the optimization of the area at the beginning, but not with removing the RNG factor on the event.

RNG is what makes the event fun and unpredictable. When I die, wether its due to my mistake, lag, or RNG spawn, i know people ahead of me can also die to RNG which gives me hope and pick myself back up and try to reach the end portal again.

Without the RNG system, i would imagine due to how long the event is, people will just do the first run, and when they die, they will just afk because it would just be a waste of time at the point trying to catch up to skilled players if RNG cant get them.

RNG is good catch up mechanic for the event. I know its frustrating sometimes, but i think its necessary for the enjoyment of majority. This is why even though the event has been implemented for quite a while now, only one person so far complains in the forums.