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Abandoned Keep Fights

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Ysaran
Posts: 1252

Re: Abandoned Keep Fights

Post#11 » Wed Apr 24, 2024 3:13 pm

Detangler wrote: Wed Apr 24, 2024 12:58 pm The vast majority of players and pretty much all wb leaders are all veterans. They all know what will be the likely result if numbers on one side or the other are not enough for a win, and people intentionally avoid keep sieges because they dont like losing. Simple as that. Until keep siege mechanics give underpopulated sides some sort of combat advantage to help even the playing field, this is what you get.

You could always swap to the underpopulated side, too.
How do you dare suggest something so heinous as Xrealming :lol:
Zputadenti

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akisnaakkeli
Posts: 160

Re: Abandoned Keep Fights

Post#12 » Wed Apr 24, 2024 3:18 pm

There should be extra Roll on top of the personal loots and the extra one would give vanq/opp if attacking/defending in gold bags. Purple Bags should have Genesis + Subjugator wpns + proc belts/cloaks with 2-3 talisman slots. Blue bags would have great jewelries and wpns without procs but would be boe and high stats. Maybe 1 jewelry can have talisman slot.

And 50% Heal debuffs should be added back to dok,rp,zealot and lets add 2h wp. 9 aoe cap as well removing morale dmg cap. Adding 100% Morale 2 for engi,sh and SW. And best one would be the old 1.15 Gcd and removing los requirement from ae channels and 2 highest would stack not 1 only. Same for Wl ae channel and Slayer/Choppa only 2 highest would work.

Adding engi/magus old pull back that pulled 75ft upwards as well and that meant 4 people from keep walls at 1 pull. Making pets or at least wl pet have slower action or whatever time, meaning it would be with the wl when he pounce lands and them getting grp buffs and heals again is imo obvio9usly should be done. And they would survive in the land of 9 aoe cap instead of 24 ae cap and 035s slower gameplay vs 2020 and before RoR/Aor.

Renown should be tripled and xp redu scrolls back. There should be at least one real Tier 3 rvr where you fight with 16-39 and can use renown points without limits. Also cant ding lvl 40 if you are not rr45 and Vanq/Opp should be new rr45 sets. Conq/red-eye lvl 34-36 and rr30. Add 1 renown career point at rr30 as well bringin total to 30 instead of 29. Make new sets to fill rr50-55 lvls.

gyps
Posts: 118

Re: Abandoned Keep Fights

Post#13 » Wed Apr 24, 2024 5:16 pm

HammerGuy wrote: Wed Apr 24, 2024 3:13 pm
gyps wrote: Wed Apr 24, 2024 2:12 pm There is little to none strategic on the current gameplay system, we need BO's to affect sieging or defending results either by adding keep lord's helpers (create 4 OP Lord mobs as dps,tank,healer, mdps) that appear/gets stronger or dissappear/gets weaker once the BO is taken or maintained on your side.

Force big mobs to split out over the map, lets say 4 wbs? and this gives one single WB the possibility to have a chance to defend a keep or at least disrupt the ongoing war.
I like this idea. Anything that forces the zerg to break apart is good. It gives the less populated side a chance to get some kills.

I'm partial to making players champions (similar to stage 3 in city sieges) based on how imbalanced the population around the keep is.

The other option would be to reward defending, even if you lose. There just isn't any incentive to defend unless you can get kills, meanwhile attacking gets you a reward even with an empty keep
The thing is that current, and even AOR, gameplay was designed for massives populations in both sides. Xrealm was not even a thing in AOR servers so you were also prompted, and perhaps even forced, to opt for the underdog race at some point otherwise you should opt for a different server.

If we have discrepancies in populations at any given time, focus on providing some tools to enrich the playstile, zergs are boring for BOTH parties to be honest, try to split it by adding mechanics, I did propose as well the Champion scheme for the underdog realm up to a full party of random champs reaching 400% AAO or something like that.

Who knows perhaps 6 champs can hold a whole 24 wb and it could be an EPIC gameplay if they managed to hold 48! Or perhaps random champs that day are just healers and 3 of them can keep up a whole pug wb...

Its been discussed a lot, there were many different suggestions, now its up to the staff decide how to address it.

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HammerGuy
Posts: 82

Re: Abandoned Keep Fights

Post#14 » Wed Apr 24, 2024 7:28 pm

gyps wrote: Wed Apr 24, 2024 5:16 pm If we have discrepancies in populations at any given time, focus on providing some tools to enrich the playstile, zergs are boring for BOTH parties to be honest, try to split it by adding mechanics, I did propose as well the Champion scheme for the underdog realm up to a full party of random champs reaching 400% AAO or something like that.

Who knows perhaps 6 champs can hold a whole 24 wb and it could be an EPIC gameplay if they managed to hold 48! Or perhaps random champs that day are just healers and 3 of them can keep up a whole pug wb...
Even if the champions cannot successfully defend their keep, as long as they can get kills, players would stick around because there is a chance they'll be the champion and there exists a chance to get a good fight on defense.

If I know there will be fight, I'll stay. If it's going to be a blowout with no semblance of resistance then I'll book out. The game does not reward a player, no matter how much effort they put in, if they do not get a kill. It's the reason so many scenarios end in .surrender. If there are no kills, you're getting a pitiful reward. But if you can get just a handful of kills it is worth it to stick around.

Either make the keep defense possible, even while heavily outnumbered, or give rewards for those who try to defend but do not manage to get kills.

Edit: As a thought, there could be additional objectives added inside of each keep that activate upon the start of the keep siege (similar to fort objectives). Each objective would give a bonus to the defenders, scaling based on population balance.

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