
Question to the Devs : Keeps : Will they keep their guards?
- ondskab100
- Posts: 15
Re: Question to the Devs : Keeps : Will they keep their guar
Let the guards come, they will make the game awesome 


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Re: Question to the Devs : Keeps : Will they keep their guar
Please no flying mounts.Sulorie wrote:
This is no challenge, when those melees are guarded and aoe healed through the wall.
Those flying mounts could be difficult to implement but work good to enter the inner keep, at least for T2.
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Re: Question to the Devs : Keeps : Will they keep their guar
It does remove choice from the guild, because suddenly resources are the one thing, that provides guards. A guild always had the choice of paying money to keep guards around or reduce costs, doesn't really sound like it would work with the resources.Aquilon wrote:Removing? Just hire them with resources.Idrinth wrote: I don't think removing the guild's choice of hiring more guards is a good idea, but resources helping for repairs or spawning extra guards/defenses for example might work.
Waiting for the carriers to arrive instead of just spending gold isn't that much fun to be honest.
Purchase wasn't instant. You had to wait for upgrade, which was irritating.Waiting is involved in a both ways, but my idea adds more tactical depth.
Also, siege weapons should be available from the start, not dependant on keep's level.
And yes, upgrades did take time, but you could at least choose...maybe choosing siege weapons instead of more npcs might be a choice here - completely independent of the "level" of the keep.
I do see resources as a guild-independent effect, that is why noone should be able to decide what they do. They should be used by the local forces to increase something yes, but not to take away choice.
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Re: Question to the Devs : Keeps : Will they keep their guar
Sigh. Did I mentioned levels? No.Idrinth wrote:It does remove choice from the guild, because suddenly resources are the one thing, that provides guards. A guild always had the choice of paying money to keep guards around or reduce costs, doesn't really sound like it would work with the resources.Aquilon wrote:Removing? Just hire them with resources.Idrinth wrote: I don't think removing the guild's choice of hiring more guards is a good idea, but resources helping for repairs or spawning extra guards/defenses for example might work.
Waiting for the carriers to arrive instead of just spending gold isn't that much fun to be honest.
Purchase wasn't instant. You had to wait for upgrade, which was irritating.Waiting is involved in a both ways, but my idea adds more tactical depth.
Also, siege weapons should be available from the start, not dependant on keep's level.
And yes, upgrades did take time, but you could at least choose...maybe choosing siege weapons instead of more npcs might be a choice here - completely independent of the "level" of the keep.
I do see resources as a guild-independent effect, that is why noone should be able to decide what they do. They should be used by the local forces to increase something yes, but not to take away choice.
In this concept resources are simply a currency which accumulates over time! And tactical choice is needed: what to get first - champion guards, or lock for the postern, to prevent pesky witches and dirty mutants (with stinky green baboons) to sneak inside, for example. Or make boiling oil hotter

Hope, the whole idea is more clear now.

Just imagine..ehm...flocks



Means determine end.
Re: Question to the Devs : Keeps : Will they keep their guar
Damn i miss the oil... best way to level (pre 1.4 where oil still hit like a truck) was to go to a zone with AAO and wait at your keep (if you had one). Pour oil on your attackers (doors were attackable by everyone so lots of squishies stood right next to the door) and watch xp/purple numbers fly. You could gain 2 or 3 levels with every good defense (and a few rr as well).
Re: Question to the Devs : Keeps : Will they keep their guar
See told ya because of lower numbers order in def farm destru since 1810..........................Penril wrote:Damn i miss the oil... best way to level (pre 1.4 where oil still hit like a truck) was to go to a zone with AAO and wait at your keep (if you had one). Pour oil on your attackers (doors were attackable by everyone so lots of squishies stood right next to the door) and watch xp/purple numbers fly. You could gain 2 or 3 levels with every good defense (and a few rr as well).
