Solution for the KV Curse

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dansari
Posts: 2524

Solution for the KV Curse

Post#1 » Mon Sep 04, 2017 1:51 pm

Completely spitballing, so if this is a terribad idea I won't take offense. KV is a dreadful map, for both sides (I dare say worse for order however, due to the warcamp and postern placement for destro, meaning there is in reality no penalty for respawning... You can get your entire dead warband back into the fight at keep in one minute). Is there a way that we can control how fast it takes you to respawn based on conditions at the keep? My solution would be to implement a 5min timer for destro, (and say a 3min timer on order.. again, based on warcamp locations), whenever you die in the vicinity of your respective KV keep and the inner door has been tagged. This would replicate the time it takes you to actually get back to the keep fights in other zones and forces you to be more careful when fighting in the zone. You wouldn't be able to have the mindset of, "rush in, kill as many as we can, there are no consequences since we can do it again in a minute."
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Acidic
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Re: Solution for the KV Curse

Post#2 » Mon Sep 04, 2017 2:07 pm

Or another alternative, maybe Swap order and Destro keeps so that its a pain for all

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Tesq
Posts: 5713

Re: Solution for the KV Curse

Post#3 » Mon Sep 04, 2017 3:11 pm

ther is no solution as the flags on the zones were not thinked for a resource system, so north keep will always give a tremendous advantage to who have it for base (**** sake is 1 flag just behind keep and in between keep and wc).

even swapping destru/order keep will give the advantage to destru instead of order just thatm fkags need new allocation or dfstru need a dam flag behind his keep too.
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peterthepan3
Posts: 6509

Re: Solution for the KV Curse

Post#4 » Mon Sep 04, 2017 4:56 pm

KV is the only reason I play the game. It should be the only zone active for at least 30 hours a day, imo.

/OT
I like the sentiment, but 5minute respawn timers? Meh, no thank you.
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Haojin
Posts: 1066

Re: Solution for the KV Curse

Post#5 » Mon Sep 04, 2017 10:12 pm

use portals ?
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wargrimnir
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Re: Solution for the KV Curse

Post#6 » Mon Sep 04, 2017 10:22 pm

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Dabbart
Posts: 2251

Re: Solution for the KV Curse

Post#7 » Mon Sep 04, 2017 10:31 pm

Guys, I think OP is talking from a Defensive perspective. Wiping in KV(especially as Destro) on the keep only takes you out of action for maybe 30s, before you regroup, and are right back there again.

I kind of agree, and one reason I used to LOVE WoE on Ragnarok(same with DAoC and AoC to a lesser extent) If you wiped em, they had a nice long walk back, it felt like you actually gained an advantage. instead of wiping the same players every 30s for less and less RR/inf each time. It's just poor map design.

But there are counter tactics. I've seen destro setting up anti smuggling rings infront of Icehearth. It's just harder for Order to deal with WC buff, cannons, and the Postern being 200ft from the WC...

Not that I agree with any sort of respawn timer. A different respawn location other than the WC(when inner door is under attack) might have some benefit... It really depends if you think the constant reentry to combat is a bad thing or not.
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dansari
Posts: 2524

Re: Solution for the KV Curse

Post#8 » Mon Sep 04, 2017 10:38 pm

Dabbart wrote:Guys, I think OP is talking from a Defensive perspective. Wiping in KV(especially as Destro) on the keep only takes you out of action for maybe 30s, before you regroup, and are right back there again.

I kind of agree, and one reason I used to LOVE WoE on Ragnarok(same with DAoC and AoC to a lesser extent) If you wiped em, they had a nice long walk back, it felt like you actually gained an advantage. instead of wiping the same players every 30s for less and less RR/inf each time. It's just poor map design.

But there are counter tactics. I've seen destro setting up anti smuggling rings infront of Icehearth. It's just harder for Order to deal with WC buff, cannons, and the Postern being 200ft from the WC...

Not that I agree with any sort of respawn timer. A different respawn location other than the WC(when inner door is under attack) might have some benefit... It really depends if you think the constant reentry to combat is a bad thing or not.
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Tesq
Posts: 5713

Re: Solution for the KV Curse

Post#9 » Tue Sep 05, 2017 1:17 am

portal dont solve the issue; portal fast move you around but they dont change the fact that the zone is basically all a bigg funnel in most of his part; where it isn't you are near someone wc or even worst between someone keep /wc. It is easier zerg here or in blakc grag than anyother zone due zone terrain, these maps need terrain rework as they are the less gamefriendly.
And anyway it is in any sensible place.

These zones need a bridge orkish system when patcher is finished or a real tunnel system under rvr that dosen't require access to a portal kind object. Maps itself need reworks in some points...... ( would be cool)....even tm a little.
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spikespiegel84
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Re: Solution for the KV Curse

Post#10 » Tue Sep 05, 2017 2:44 am

"be the bush."
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