Destination: Keeps

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Gobtar
Posts: 799

Destination: Keeps

Post#1 » Mon Feb 08, 2016 5:12 pm

Warcamps are, at the moment, the main gathering spot for players in a zone, who are happy to sit and queue for SCs, collect kill quests and ambivalent to the open world conflict.

I would like to add incentive to keeping keeps and have them be a focal gathering point, leaving warcamps as either a rallying point when keeps are taken or a mustering point for when a player enters the zone.

In order to do this I suggest adding the following to keeps:
-mailboxes
-All Kill quests.
-Scouting quests (when reintroduced)
-Speciality vendors offering the best quality supplies for crafting (what you would have gotten from Guild hall)
-ability to return from SCs inside the keep (unless inner is being hit)
-Neutral hireling champion mobs (Ogres for Order-Daemons or Beastmen for Destro), that can be scavenged. these have Pets that can be butchered. These hireling mobs will not respawn as soon as the keep is able to be attacked full force (Not enough food for Ogres/ Daemon instability/ Cowardice) The types of Hirelings can change depending on the owner of the keep i.e Night Goblins and Squigs for Orc Keeps
-Auctioneer
-a specialty beer vendor/ Shroom vendor: Sells an item which has the effect to grant increased morale rate (extreamly fast) for 30 seconds or so but the item only lasts 2-5 minutes in your inventory. Cost: 1+ gold a shot.

Upon loss of the keep, some kill quest NPCs will respawn in the warcamp. All of the other NPCs have fled the zone, relocating to other keeps or have been 'slain' until the zone resets.

I would also rid warcamps of mailboxes, why would you leave precious mail at a insecure warcamp and not a fortified position?

Lastly, when Tier 4 is introduced, Only the unlocked zones should have their keeps filled with the above changes. Locked zones are "two remote from the war effort".
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mursie
Posts: 674

Re: Destination: Keeps

Post#2 » Mon Feb 08, 2016 5:35 pm

witch hunters and witch elves can be heard rejoicing everywhere.

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Gobtar
Posts: 799

Re: Destination: Keeps

Post#3 » Mon Feb 08, 2016 5:37 pm

A side effect will indeed be more PvP.
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Razid1987
Posts: 1295

Re: Destination: Keeps

Post#4 » Mon Feb 08, 2016 5:39 pm

Gobtar wrote:A side effect will indeed be more PvP.
PvP?!! In a PvP-game!?? We can't have that! Abort! Abandon ship!

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Sigimund
Posts: 658

Re: Destination: Keeps

Post#5 » Mon Feb 08, 2016 5:42 pm

I like the general idea but would probably only move the existing WC NPCs to the keep (with maybe a basic craft supplies vendor) and then relocate them to the WC while the keep is lost.

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Gobtar
Posts: 799

Re: Destination: Keeps

Post#6 » Mon Feb 08, 2016 5:45 pm

Sigimund wrote:I like the general idea but would probably only move the existing WC NPCs to the keep (with maybe a basic craft supplies vendor) and then relocate them to the WC while the keep is lost.
Yeah those would be the NPCs that return to the WC. I was thinking of having the Keep have the guild hall vendor to show that the quality of goods sold at the keep is much better than those found at a basic warcamp. The rest of the NPCs are "lost" till the zone resets / unlocks.
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Nameless
Posts: 1459

Re: Destination: Keeps

Post#7 » Mon Feb 08, 2016 5:47 pm

at first mythic did that punishing the weaker side but after awhile they realize their mistakes and changed the whole system to prevent making the weaker weaker
Mostly harmless

K8P & Norn - guild Orz

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Gobtar
Posts: 799

Re: Destination: Keeps

Post#8 » Mon Feb 08, 2016 5:54 pm

Mythic's punishing the weaker stemmed from the fact that you needed to take back your keeps, there was no resetting. That is not the case here as the zone will eventually reset, you can go to other zones for keeps and aside from the keep lord, anything found in the keep can be found in either city or else world.

All this is promoting a 1-stop location for all player "needs" and putting it in the RvR lake so that they are more inclined to pvp when the action comes to the keep. This is no different from players that chill in city and have to relocate when city is under attack.
Last edited by Gobtar on Mon Feb 08, 2016 6:19 pm, edited 2 times in total.
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Sizer
Posts: 216

Re: Destination: Keeps

Post#9 » Mon Feb 08, 2016 5:57 pm

I like the concept, but keeps are probably too small to put all this in without having npc's standing almost on top of each other (especially with the npc's there now, which i hope stay in t4). You could probably fit one or two more npc's (auctioneer would be great) and a mailbox, but thats about it.

Mobs you could do if you put them just inside the outer wall, which would be interesting for mdps on the other side, but it would screw over rdps/tanks without picklock- more interesting to put them outside keeps but in close range. Either way having champ npc's that drop good loot/salvage in pvp zones would be great - high risk + high reward
Aenea - SW / Aeneaa - AM
Sizer - Shaman / Artsupplies - Sorc

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Gobtar
Posts: 799

Re: Destination: Keeps

Post#10 » Mon Feb 08, 2016 6:14 pm

Sizer wrote:I like the concept, but keeps are probably too small to put all this in without having npc's standing almost on top of each other (especially with the npc's there now, which i hope stay in t4). You could probably fit one or two more npc's (auctioneer would be great) and a mailbox, but thats about it.

Mobs you could do if you put them just inside the outer wall, which would be interesting for mdps on the other side, but it would screw over rdps/tanks without picklock- more interesting to put them outside keeps but in close range. Either way having champ npc's that drop good loot/salvage in pvp zones would be great - high risk + high reward
Some of the vendor's could double up as the bottom floor guards, let them keep the champion levels, but give them merchant qualites. I think the mailbox and the auctioneer are the real game changers here.

I do like the idea of having the neurtal mobs on the outside of the keep, has a similar feel to the Rats/LOTD grinding feel.

The Kill-quest offerers could replace two of the Keep Lord's guards or the defunct healer NPC.
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