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Question to the Devs : Keeps : Will they keep their guards?

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ondskab100
Posts: 15

Re: Question to the Devs : Keeps : Will they keep their guar

Post#51 » Wed Jan 07, 2015 9:36 pm

Let the guards come, they will make the game awesome :)
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Morf
Posts: 1247

Re: Question to the Devs : Keeps : Will they keep their guar

Post#52 » Wed Jan 07, 2015 10:15 pm

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. :)
Please no flying mounts.
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Idrinth
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Re: Question to the Devs : Keeps : Will they keep their guar

Post#53 » Thu Jan 08, 2015 12:25 pm

Aquilon wrote:
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.
Removing? Just hire them with resources.
Purchase wasn't instant. You had to wait for upgrade, which was irritating. :D 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.
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.
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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Aquilon
Posts: 203

Re: Question to the Devs : Keeps : Will they keep their guar

Post#54 » Thu Jan 08, 2015 2:51 pm

Idrinth wrote:
Aquilon wrote:
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.
Removing? Just hire them with resources.
Purchase wasn't instant. You had to wait for upgrade, which was irritating. :D 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.
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.
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.
Sigh. Did I mentioned levels? No.
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 :mrgreen:, or purchase new fancy reinforced metal plate gate etc...

Hope, the whole idea is more clear now. 8-)

Just imagine..ehm...flocks :P of green baboons chasing resource carriers all over the place even more furiously, than ever before! :o

:lol:
Means determine end.

Penril
Posts: 4441

Re: Question to the Devs : Keeps : Will they keep their guar

Post#55 » Thu Jan 08, 2015 2:57 pm

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).

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Tesq
Posts: 5713

Re: Question to the Devs : Keeps : Will they keep their guar

Post#56 » Thu Jan 08, 2015 3:37 pm

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).
See told ya because of lower numbers order in def farm destru since 1810..........................
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Penril
Posts: 4441

Re: Question to the Devs : Keeps : Will they keep their guar

Post#57 » Thu Jan 08, 2015 3:48 pm


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