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.
Re: T2
Posted: Fri Jun 12, 2015 4:04 pm
by Azarael
Nothing stops you from staging a roleplay event in a zone that isn't currently contributing to the WAR campaign.
Re: T2
Posted: Fri Jun 12, 2015 4:08 pm
by Tesq
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.
Re: T2
Posted: Fri Jun 12, 2015 4:46 pm
by gandresch
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.
Re: T2
Posted: Fri Jun 12, 2015 5:11 pm
by Vigfuss
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
Re: T2
Posted: Fri Jun 12, 2015 6:42 pm
by Telen
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
Re: T2
Posted: Fri Jun 12, 2015 7:29 pm
by Bozzax
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
Re: T2
Posted: Fri Jun 12, 2015 7:31 pm
by Bozzax
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
Re: T2
Posted: Fri Jun 12, 2015 7:36 pm
by Bozzax
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)
Re: T2
Posted: Fri Jun 12, 2015 7:48 pm
by Tesq
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.