Recent Topics

Ads

T2

Chat about everything else - ask questions, share stories, or just hang out.
User avatar
Tesq
Posts: 5713

Re: T2

Post#101 » Fri Jun 12, 2015 3:57 pm

There are even another issues, seems that war community will have a little of role-player and limit their spirit closing zone would just make them fell not at home anymore. Atm war need any good soul that wanna play fair with other this game.
Image

Ads
User avatar
Azarael
Posts: 5332

Re: T2

Post#102 » Fri Jun 12, 2015 4:04 pm

Nothing stops you from staging a roleplay event in a zone that isn't currently contributing to the WAR campaign.

User avatar
Tesq
Posts: 5713

Re: T2

Post#103 » Fri Jun 12, 2015 4:08 pm

Azarael wrote:Nothing stops you from staging a roleplay event in a zone that isn't currently contributing to the WAR campaign.
Nothing tell you there would be enough player to give both realm equal fight, there could only be a small group on one side one day and another one on the other another day.
Have their respective zone locked/restricted somehow would not be cool. Im refering to some suggestion that would force some zone to no be locked until other does.
Image

gandresch
Posts: 126

Re: T2

Post#104 » Fri Jun 12, 2015 4:46 pm

I liked the opportunity aswell that on live you had 2 keep fights in the same tier on the same time. So as order for example i could choose to defend or rather attack a keep. there should be the possibility to attack other keeps aswell.

User avatar
Vigfuss
Posts: 383

Re: T2

Post#105 » Fri Jun 12, 2015 5:11 pm

Having mechanics in place to make keep trading either impossible, difficult or pointless would be a big improvement over the original game.

It should be RVR, not Doorhammer
Fusscle of Critical Acclaim

User avatar
Telen
Suspended
Posts: 2542
Contact:

Re: T2

Post#106 » Fri Jun 12, 2015 6:42 pm

Vigfuss wrote:Having mechanics in place to make keep trading either impossible, difficult or pointless would be a big improvement over the original game.

It should be RVR, not Doorhammer
Amen
Image

User avatar
Bozzax
Posts: 2622

Re: T2

Post#107 » Fri Jun 12, 2015 7:29 pm

Vigfuss wrote:I agree with Tesq's comments on the previous page.

In order to lock a zone, attacking realm must hold 4 BOs and the Keep at the same time. This would help split up the zerg and provide small scale skirmishes around the BOs and routes between them.

This way you're better off having several small independent groups working to lock a zone, instead of one big blob in front of the keep.

In theory at least this sounds like good gameplay to me.
Always thought the rate doors go down should have been determined by the number of attacker BOs
4 = normal, 100%
3 = 75%
2 = 50%
1 = 25%
0 = attack failed keep safe
Last edited by Bozzax on Fri Jun 12, 2015 7:39 pm, edited 2 times in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

User avatar
Bozzax
Posts: 2622

Re: T2

Post#108 » Fri Jun 12, 2015 7:31 pm

Vigfuss wrote:Having mechanics in place to make keep trading either impossible, difficult or pointless would be a big improvement over the original game.

It should be RVR, not Doorhammer
+1 no empty zone locks at least no renown from them. Xp/gear is ok for me as it is PVE
Last edited by Bozzax on Fri Jun 12, 2015 7:40 pm, edited 1 time in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Ads
User avatar
Bozzax
Posts: 2622

Re: T2

Post#109 » Fri Jun 12, 2015 7:36 pm

Tesq wrote: -exept the "* AAO is used to reduce renown thus starving the blob to death" (totaly i think it require a different approach)
My opinion is based on the fact that a zerg gets BO/Keep ticks at an accelerated/unnatural rate and therefore it should be reduced by AAO. So ticks not kills just to make blobing a waste of time

(Yep we want ppl to log or join the underdog)
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

User avatar
Tesq
Posts: 5713

Re: T2

Post#110 » Fri Jun 12, 2015 7:48 pm

Regard keep exchange you refer to 1.4.0 or pre 1.4.0? cos pre 1.4.0 the only way to loose 1 keep while attack is being numb. If you have the same number or more ppl you can def and attak togheter but if you feel that this not good.

Add an unattackable timer after an attack fail ( i mean after the reset timers of 5 min)
EDIT: or a damage/heal debuff around keep for x min so they can still try to attack but they have huge disadvantage.

Spoiler:
Bozzax wrote:
Vigfuss wrote:I agree with Tesq's comments on the previous page.

In order to lock a zone, attacking realm must hold 4 BOs and the Keep at the same time. This would help split up the zerg and provide small scale skirmishes around the BOs and routes between them.

This way you're better off having several small independent groups working to lock a zone, instead of one big blob in front of the keep.

In theory at least this sounds like good gameplay to me.
Always thought the rate doors go down should have been determined by the number of attacker BOs
4 = normal, 100%
3 = 75%
2 = 50%
1 = 25%
0 = attack failed keep safe
with old system and door attackable better scale it with aao instead flags, flags alredy required to lock, and is a lot easy stop lock with tap and the the flag game.
Spoiler:
Bozzax wrote:
Tesq wrote: -exept the "* AAO is used to reduce renown thus starving the blob to death" (totaly i think it require a different approach)
My opinion is based on the fact that a zerg gets BO/Keep ticks at an accelerated/unnatural rate and therefore it should be reduced by AAO. So ticks not kills just to make blobing a waste of time

(Yep we want ppl to log or join the underdog)
Remember that with old system flag tick only 1 time, once take all you get no random renow. So if they are more or better organized ppl have right to earn the renow.
Image

Who is online

Users browsing this forum: Azeryn and 6 guests