Siege & RvR Zone Idea

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Hazmy
Former Staff
Posts: 385

Re: Siege & RvR Zone Idea

Post#11 » Mon Oct 06, 2025 1:51 am

dasparkylad wrote: Sun Oct 05, 2025 8:49 pm Honestly a huge issue is the keeps are to small
This ^

I don't think it is possible to significantly increase the quality of sieges by any means, be it ladders, new mechanics, flying on top, orcapults etc. - because inherently the area around keeps is too small and why would you fight outside anyway, unless the attackers are already doomed... being on the bottom floor and waiting for them to push door so you can farm them or oil them is the best defense you can do. Collision will do the rest of the work.

Forts work because they have significantly more space outside in the courtyard, a whole zone basically, and defenders also have a way to retreat inside and regroup until the last moment - and even then a full Fort is also not exactly the most fun or playable content currently. It already breaks the game in many aspects if they are full - and the lakes allow much more players to participate in a normal siege, in much smaller space.

Which is why my suggestions lean towards speeding up zones, giving a good reason to focus on objectives and make Keeps less of a hotspot than they are right now and focus on fights IN the lakes.

Essentially we would see a lot more Forts this way, and Forts would become the big Sieges that we have right now.

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kleinbuchstabe
Posts: 112

Re: Siege & RvR Zone Idea

Post#12 » Mon Oct 06, 2025 3:26 am

Hazmy wrote: Mon Oct 06, 2025 1:51 am I don't think it is possible to significantly increase the quality of sieges by any means, be it ladders, new mechanics, flying on top, orcapults etc. - because inherently the area around keeps is too small and why would you fight outside anyway,
Why would i fight outside anyway? Because its fun, and better than doing nothing while 4 people atack the door. And this game is about fighting, so the question why would i fight anyway is little weird to me... its like: why do you want to play the game? ^^ Also we have evidence from live server, that these mechanics do work. The outer walls are big enough to jump on it somehow, and bring some action to a siege. Its not only about efficiency, its also about to make a siege more varied and fun, wich increases the quality of sieges imo.


Hazmy wrote: Mon Oct 06, 2025 1:51 am unless the attackers are already doomed... being on the bottom floor and waiting for them to push door so you can farm them or oil them is the best defense you can do. Collision will do the rest of the work.

yeah well,thats the situation we have right now... thats why i suggest to make more ways to get inside the keeps. The defenders have to defend their outer walls, second and third floor too now against invaders. Not only wait and funnel. More dynamic. And like i said allready, we have evidence for this dynamic from live, where atackers could reach the walls. Would these mechanics make the sieges worse? I dont think so.


Hazmy wrote: Mon Oct 06, 2025 1:51 am Forts work because they have significantly more space outside in the courtyard, a whole zone basically, and defenders also have a way to retreat inside and regroup until the last moment - and even then a full Fort is also not exactly the most fun or playable content currently. It already breaks the game in many aspects if they are full - and the lakes allow much more players to participate in a normal siege, in much smaller space.

The space of the wall, in front of the door of the actual fortress-keep is not bigger than the space between the outer walls and an inner regular keep. Only difference is the flag-cap-courtyard space, but this is not part of the actual siege. When the first door is open, we have more or less the same situation like in every inner keep. The possibility to retreat for defenders would also work the same way: until outer door is open they can respawn inside. Like it was in the past allready.


Hazmy wrote: Mon Oct 06, 2025 1:51 am Which is why my suggestions lean towards speeding up zones, giving a good reason to focus on objectives and make Keeps less of a hotspot than they are right now and focus on fights IN the lakes.

Still i hardly disagree with this suggestion. If we keep going to cut away more and more of the base game content, instead of improving it... then one day we will play a totally different game. The changes of the city mechanic allready broke the RvR in its core. Im against following that path further.

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