Changelog 31/10/16
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Re: Changelog 31/10/16
now make pick lock a group buff, adds a 10 sec snare to group and is only useful for outer postern. This will allow the attackers to attempt to clear the keep of siege weaponry
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Re: Changelog 31/10/16
A poorly thought out idea, this would essentially allow the entire realm access to anywhere within the keep and even negate the need to break the doors.Akalukz wrote:now make pick lock a group buff, adds a 10 sec snare to group and is only useful for outer postern. This will allow the attackers to attempt to clear the keep of siege weaponry
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-


Re: Changelog 31/10/16
Toldavf wrote:A poorly thought out idea, this would essentially allow the entire realm access to anywhere within the keep and even negate the need to break the doors.Akalukz wrote:now make pick lock a group buff, adds a 10 sec snare to group and is only useful for outer postern. This will allow the attackers to attempt to clear the keep of siege weaponry
Ha probably true, although live had a similar mechanic with the Skaven throwers, you didn't see entire wbs inside keeps general speaking.
-= Agony =-
Re: Changelog 31/10/16
MISPOST
Last edited by Akalukz on Tue Nov 01, 2016 3:33 pm, edited 1 time in total.
-= Agony =-
Re: Changelog 31/10/16
Pick Lock changes were discussed internally, actually. My proposition was for a group buff, but as soon as one member of the group used the postern, only that group would be able to pass that postern with Pick Lock for one minute. Other groups would have to wait 1 minute before being considered valid for forcing.
Re: Changelog 31/10/16
Sounds great for an enviroment where there are no pugs whatsoever.Azarael wrote:Pick Lock changes were discussed internally, actually. My proposition was for a group buff, but as soon as one member of the group used the postern, only that group would be able to pass that postern with Pick Lock for one minute. Other groups would have to wait 1 minute before being considered valid for forcing.
Once you introduce any pugs that decide by themselves to use it, you are just making people hate each other and argue about who should go in first.
Re: Changelog 31/10/16
Hmmm the last change leave me a little bit confused.
I don't understand what is the purpose of totally forbid any form of small(ish) encounter. I mean forcing everyone on a map, for a small scale server, is perfectly understandable but why force everyone on the same spot of the map ?
Bos now have no value at all after a siege weapons is in place. So no need to recap or defend them. Effectively forcing everyone to stand before the keep and... Do nothing.
Before all the mdps in my guild were complaining that they have "little to nothing to do" during a keep fight (taking and defending) but as it is now everybody except the 3 or 4 people in siege weapons have nothing to do either. No need to to even be near the keep. Just stay 100ft away and wait while healers negate the next bump/damage from the defending siege weapons (by the way, why bump on canon?? Why no immunity? that just painfull for no reel benefit imho).
From my point of view the previous oRvR mechanics had too powerfull keeps, that give defenders a too big of an advantage. But now they are just too much of a passive PvE thing. Nobody can hit the doors, only the range DPS have target but most of it are siege weapons and some oil from time to time. No need to force defenders to hide cause there is no need to stand under the walls in the first place. So oil are far less usefull except when both the doors are down and the 200 peoples waiting zerg rush the 200 waiting inside.
I can't think of a good solution to make keep a more massively involving event (I mean for the realm, make the most possible people involved in the process) but I'm sure that there is a way as they us to be a lot more. On the other hand I am pretty sure that making them a mostly PvE passive event and not discourage but forbid any form of small encounters is not the way a majority of players will get a good playing experience.
And last but not least I love this game and the way that it put PvP and realm effort to it's center and I'm a little afraid by the fact that recent change don't go this way imho. I can not recon what was the motive behind this changes and hopes that the staff will be as reactive as they always been since I joined the adventure and find a way around these issues.
I don't understand what is the purpose of totally forbid any form of small(ish) encounter. I mean forcing everyone on a map, for a small scale server, is perfectly understandable but why force everyone on the same spot of the map ?
Bos now have no value at all after a siege weapons is in place. So no need to recap or defend them. Effectively forcing everyone to stand before the keep and... Do nothing.
Before all the mdps in my guild were complaining that they have "little to nothing to do" during a keep fight (taking and defending) but as it is now everybody except the 3 or 4 people in siege weapons have nothing to do either. No need to to even be near the keep. Just stay 100ft away and wait while healers negate the next bump/damage from the defending siege weapons (by the way, why bump on canon?? Why no immunity? that just painfull for no reel benefit imho).
From my point of view the previous oRvR mechanics had too powerfull keeps, that give defenders a too big of an advantage. But now they are just too much of a passive PvE thing. Nobody can hit the doors, only the range DPS have target but most of it are siege weapons and some oil from time to time. No need to force defenders to hide cause there is no need to stand under the walls in the first place. So oil are far less usefull except when both the doors are down and the 200 peoples waiting zerg rush the 200 waiting inside.
I can't think of a good solution to make keep a more massively involving event (I mean for the realm, make the most possible people involved in the process) but I'm sure that there is a way as they us to be a lot more. On the other hand I am pretty sure that making them a mostly PvE passive event and not discourage but forbid any form of small encounters is not the way a majority of players will get a good playing experience.
And last but not least I love this game and the way that it put PvP and realm effort to it's center and I'm a little afraid by the fact that recent change don't go this way imho. I can not recon what was the motive behind this changes and hopes that the staff will be as reactive as they always been since I joined the adventure and find a way around these issues.
Re: Changelog 31/10/16
are there timers on cannons? Can you take xx cannons from the keep when it is R3 or R4 and keep them forever even when keep falls to R0 or R1?
Edit: Another thing could add a group renown reward to those transporting resources. Seems it is only for the transporter currently.
Edit: Another thing could add a group renown reward to those transporting resources. Seems it is only for the transporter currently.
-= Agony =-
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Re: Changelog 31/10/16
Hi,
On a slight side note, what does the palisade message mean? I understand they are not yet implemented, but what would this normally deploy at a keep if they were?
I never got to play long enough back in live to find out what this meant.
Thanks
On a slight side note, what does the palisade message mean? I understand they are not yet implemented, but what would this normally deploy at a keep if they were?
I never got to play long enough back in live to find out what this meant.
Thanks
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Re: Changelog 31/10/16
It's something new that hasnt been in live.DokB wrote:Hi,
On a slight side note, what does the palisade message mean? I understand they are not yet implemented, but what would this normally deploy at a keep if they were?
I never got to play long enough back in live to find out what this meant.
Thanks
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