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Keep capture, Old vs New: Poll

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Poll: Keep capture, old or newer version?

Old version, with guards/patrols and additional keep upgrades, required keep master to be killed to capture.
106
82%
New version, No npc guards,required you to beat down the door then capture the flag.
23
18%
Total votes: 129

dragosv
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Re: Keep capture, Old vs New: Poll

Post#11 » Sat Mar 07, 2015 3:32 am

i vote for old system

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warlover
Posts: 408

Re: Keep capture, Old vs New: Poll

Post#12 » Sat Mar 07, 2015 3:54 am

Sulorie wrote:Basically the devs have better things to do than thinking about t2 content. No point in making polls at this time.
There is always a point in talking about things to come, wake up live life ;)

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Libra
Posts: 551

Re: Keep capture, Old vs New: Poll

Post#13 » Sat Mar 07, 2015 5:48 am

How epic is it to capture a flag inside the tower compared having warbands and npc defending their last breath before others taking it? Not that epic.

Old system ftw!
Sephanol - Chosen || Saora - Magus

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skywalker
Posts: 136

Re: Keep capture, Old vs New: Poll

Post#14 » Sat Mar 07, 2015 7:21 am

Old System - Real Warhammer

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Mez
Posts: 730

Re: Keep capture, Old vs New: Poll

Post#15 » Sat Mar 07, 2015 7:24 am

Get rid of 2nd ramp, I am not sure if the old designs are available but, it killed keep defenses. Also there used to be a defensive tick, they did away with that which took away a lot of long sieges as defenders often gave up at the first sign of danager.
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

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Kaitanaroyr
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Re: Keep capture, Old vs New: Poll

Post#16 » Sat Mar 07, 2015 7:48 am

Mez wrote:Get rid of 2nd ramp, I am not sure if the old designs are available but, it killed keep defenses. Also there used to be a defensive tick, they did away with that which took away a lot of long sieges as defenders often gave up at the first sign of danager.
that didn't kill defenses not guarding ramps killed defenses
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Vaul
Posts: 353

Re: Keep capture, Old vs New: Poll

Post#17 » Sat Mar 07, 2015 8:49 am

I voted 'Old' but would like to see focused testing of both when the time comes, plus any other ideas that are proposed. I believe getting RvR right for this server is going to be key to the longevity of RoR. Smiley faces.
Last edited by Vaul on Sat Mar 07, 2015 8:50 am, edited 1 time in total.
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Luth
Posts: 2840

Re: Keep capture, Old vs New: Poll

Post#18 » Sat Mar 07, 2015 8:49 am

I would vote for the new system (carriers from BOs, no pve required for lock) with guards and keep claiming/upgrades for guilds.
Kaitanaroyr wrote:
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Mez wrote:Get rid of 2nd ramp, I am not sure if the old designs are available but, it killed keep defenses. Also there used to be a defensive tick, they did away with that which took away a lot of long sieges as defenders often gave up at the first sign of danager.
that didn't kill defenses not guarding ramps killed defenses
As far as i remember, it was practically impossible to block the ramps, because of the sheer amount of tanks you require. Additionally the defenders have to split up for blocking both ways, while the attackers just have to choose the way where to zerg upstairs. If you couldn't hold the door, the keep was lost.

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kacamuk66
Posts: 14

Re: Keep capture, Old vs New: Poll

Post#19 » Sat Mar 07, 2015 9:05 am

I followed the old grip

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DaScoub
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Re: Keep capture, Old vs New: Poll

Post#20 » Sat Mar 07, 2015 9:12 am

Keep in mind that the old system is the more complicated, so the hardest to code.

Let's see what our devs are capable to do, even if it's not perfect @start :)
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