Destination: Keeps
Forum rules
Before posting in this forum, please read the Terms of Use.
This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.
To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Before posting in this forum, please read the Terms of Use.
This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.
To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Re: Destination: Keeps
I like this concept. Good stuff.
Deadlakes (Marauder)
Shoreditch (Zealot)
Vhannos (Chosen)
Shoreditch (Zealot)
Vhannos (Chosen)
Ads
Re: Destination: Keeps
Mythic method of punishing the weaker was the same. Loosing pve options and the access to your city for limited time until it reset /similar as here cos while keep is locked by enemy you cant enter/. So yea.Gobtar wrote: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.
I am 100% up for making pvp more important, rewarding and interesting but you should not force ppl to be there just so... Change the orvr system and ppl will come by themselves
Mostly harmless
K8P & Norn - guild Orz
K8P & Norn - guild Orz
Re: Destination: Keeps
How can you retake back a keep when a winning side are 3 WB and the loser side are 1wb or less ?Nameless wrote:Mythic method of punishing the weaker was the same. Loosing pve options and the access to your city for limited time until it reset /similar as here cos while keep is locked by enemy you cant enter/. So yea.Gobtar wrote: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.
I am 100% up for making pvp more important, rewarding and interesting but you should not force ppl to be there just so... Change the orvr system and ppl will come by themselves
Re: Destination: Keeps
Like I said you wont lose these things when you lose the keep, Keeps do and will continue to reset, there are other keeps, cities will remain open, NPCs respawn at WC. No where in this do players get penalized for losing the keep, you are adding value to being at the keep. There is no punishment, you might have to relocate to a different keep or fly to city, but that is not a punishment, just a fact that pvp has happened and the zone is locked. If you want to continue to sit in the Warcamp after the zone has locked, there is no downside to do so.Nameless wrote: Mythic method of punishing the weaker was the same. Loosing pve options and the access to your city for limited time until it reset /similar as here cos while keep is locked by enemy you cant enter/. So yea.
I am 100% up for making pvp more important, rewarding and interesting but you should not force ppl to be there just so... Change the orvr system and ppl will come by themselves
Nowhere in my suggestion am I asking for keeps to stay locked...All I want is more incentives to hang out in a keep when the zone is unlocked.
Could you tell me how my changes would punish the losing faction?

Re: Destination: Keeps
my experience at ror was trying for +1-2h to complete a couple of keep quests since the zones were chain locked while sc's were poping... And that was something as unsignificult as taking 20ish silver and 1 pot...
Mostly harmless
K8P & Norn - guild Orz
K8P & Norn - guild Orz
Re: Destination: Keeps
With my changes, if keeps are chained locked there will be literally no difference between now and then for the losing side. If anything the winning side will have more of a hassle cause they actually have to go into the lakes to hand in their kill quests...the losing side can stay in the Warcamp and hand in their quests there. There shouldn't be incentives for staying in a locked zone which is why Auctioneer shouldnt be displaced there.Nameless wrote:my experience at ror was trying for +1-2h to complete a couple of keep quests since the zones were chain locked while sc's were poping... And that was something as unsignificult as taking 20ish silver and 1 pot...

Re: Destination: Keeps
This would be cool.
But getting the PQs working and adding keep take/defense rewards should fix the issue by it's self.
However, yes. I would love to incentivise players to travel through PvP zones more often! However, due to the obvious ganking, I don't think it should be mandatory... Your system would be very cool though. EVEN MORE SO once guilds/alliances can claim keeps. Giving them more options for the NPCs/farmables in their keep based on rank...
+1 gold star for you Gobtar
But getting the PQs working and adding keep take/defense rewards should fix the issue by it's self.
However, yes. I would love to incentivise players to travel through PvP zones more often! However, due to the obvious ganking, I don't think it should be mandatory... Your system would be very cool though. EVEN MORE SO once guilds/alliances can claim keeps. Giving them more options for the NPCs/farmables in their keep based on rank...
+1 gold star for you Gobtar
Re: Destination: Keeps
The problem with this idea is that warcamp activity is by its nature solo, while you are expected to be grouped up to do anything at all in the Open RvR areas - WAR/RoR being a strongly teamplay-oriented game. A lot of single players running around to access quest NPCs/mail isn't exactly RvR activity, it is more of an invitation for ganker solo/groups to prey on them, especially low rank characters in the tier (and encourage that particular play style instead of, for example, focusing on objectives). And to be honest, expecting someone to group up with others and all that includes (such as waiting for enough people to gather) for trivial character management like being able to safely reach their kill quest NPCs is kind of ridiculous.
Open RvR rewards that are competitive with scenario rewards, even for people with the highest rank/RR and (reasonably) best gear, would be far more effective to get people into the lakes and more importantly, do something there. I highly doubt that forcing people into the lake will increase their interest to participate in Open RvR - if they wanted to do that, they'd be doing that in the first place. A bunch of people chain-queuing for scenarios in keeps doesn't really contribute to the fighting either, even if they take part of the defense should it conveniently occur when they're not in a scenario or semi-AFK as often is the case. And when the fight moves on to somewhere outside the keep, it's back to scenarios. Is this really a good thing?
Open RvR rewards that are competitive with scenario rewards, even for people with the highest rank/RR and (reasonably) best gear, would be far more effective to get people into the lakes and more importantly, do something there. I highly doubt that forcing people into the lake will increase their interest to participate in Open RvR - if they wanted to do that, they'd be doing that in the first place. A bunch of people chain-queuing for scenarios in keeps doesn't really contribute to the fighting either, even if they take part of the defense should it conveniently occur when they're not in a scenario or semi-AFK as often is the case. And when the fight moves on to somewhere outside the keep, it's back to scenarios. Is this really a good thing?
Ads
Re: Destination: Keeps
It gives the player more agency when it comes to defending their home, if they have a hub where other players are gathered and there is legitimate benefit to keeping the keep from being attacked (not having to relocate) then you are more likely to jump in a group. Most premades will be down for defending a keep, and if they are already stationed at a keep that is being attacked they are more likely to defend the keep.bwdaWAR wrote: Is this really a good thing?
Just because the elements that you described are indeed solo by nature doesn't mean steps shouldn't be made to incorporate those solo players in the war effort. These steps add incentive to players to form together, even forming escorting parties so that players can get from the warcamp to the keep. It's not about forcing players to do anything, but adds to the risk reward precedent that has been prevelant in WAR/ RoR.
Players are definitely more inclined to form groups when the action comes to them then if they have to go to the action. Players completely uninterested in the realm war can enjoy the solitary experience within a city or a warcamp. Historically the kill quests were only for specific SCs or zones which is another reason why I think moving these to the keep should be done.

- drmordread
- Suspended
- Posts: 916
Re: Destination: Keeps
I think once the game is fixed you will see a lot more people in the lakes, without having to move npc vendors into the keeps.
As for the guild hall vendor, that should be left at guild hall only. A lot of people gather there because they buy the guild scrolls, pop into vendor and fly to new zone for rvr.
I remember after taking a keep, practically the entire WB would scroll into the guild hall and fly to a new zone that way. It was pretty dang convenient!
As for the guild hall vendor, that should be left at guild hall only. A lot of people gather there because they buy the guild scrolls, pop into vendor and fly to new zone for rvr.
I remember after taking a keep, practically the entire WB would scroll into the guild hall and fly to a new zone that way. It was pretty dang convenient!
Morrdread Ladydread Kickyerbutt Tamorrah Whisperrss SutSut Amniell
Lolyou Tahw Fortuna Sarissa Yiorrrgos
(and eight more to keep you guessing)
Who is online
Users browsing this forum: Bing [Bot], Synestra and 6 guests



