Eathisword wrote:@Yalish
I think something dynamic with the BO before the keep take would be neat. In the past dev diary, you talk about carrying a relic after keep take to your own keep to make for a prolonged fighting opportunity.
I think a similar mechanic for the BO would be cool. Instead of just capping them, if something was needed to be done on the BO before a keep can be attacked, it would create fights opportunity and counter play.
Example idea :
Faction Order capture a BO. Then some player from that faction need to go to the keep or WC and pick up a GameObject (can be anything) and bring it to that BO while it is still under the same realm capture. If enemy takes that specific BO while object is being transported, the GO disappears. If the carrier of that object dies, it needs to be picked up again in WC or at keep.
Then the keep can only be attacked if GO for all 4 BO (or 3 of them) have been carried to their respective BO. Can be done 1 at a time or all at once. See this as, each object carried to a BO give 1 star. At 3 star, you can attack.
This is of course, just an idea (could be something different completely), but it would create meaning for the BO and a lot more movement in the zones. Coordination would also be needed : holding a BO, carrying the object. And it would open different counterplay... Assault the BO, gank the transport... Fake a BO take + transport, but instead ninja transport another Object to a BO held only by a small force, etc. Lots of possibilities imo.
BEFORE READING, THERE IS ABSOLUTELY NO OFFENSE OR TAUNT. MAYBE I HAVE MISUNDERSTOOD, OR MAYBE NOT.
So if i understand.1GO at a time, which means a single objective at a time in the whole map (or 2 if each faction focus on the nearest BO near their keep/wc and avoid fight, lets play mario kart, the fastest wins), instead of... 5. In which way is it better ?
Plus.
-How do we deal with alternative lock condition? we forget it? no more 5 stars ?
-How do you deal with game zone topology? Has any faction an advantage with this system?
-In which way does it change state of siege? as attacker, as defender?
-What happens in the lake during siege? Nothing?
-What about solo player? Groups? Warbands? HAve they a role in it?
-What about if an asshole take the GO and just "wait" and make his faction lose? A GM shall involve H24?
-Shall the GO disappear after a certain amount of time, creating frustration and length where we want to put dynamics and rythm?
-What about defenders during siege? Shall they continu to def, or is it lost? how?
-Can they revert situation? how?
-Why the zerg couldn't win in this particular case?
-Are devs able to do it?
-Is it technically possible?
-What amount of work does it represent and in which way cna it fit with actual content?
-Does it imply some other part will have to be reworked too? Are solution planned about it too?
-What are implications in term of general mechanics?
-What does it solve?
-etcetc..
Got hundreds of questions like this in my pocket. All questions i have already asked/answered -theorically- for myself when i was working on the rework.
No offense, but the LOOOOOOONNNNNNNG list who describe our actual intentions haven't been picked up in the trash of the corner. I spent more than 3 month designing each part of it.
My intention is not to put little patch here and there or make things stupidely complex, just for the fun. My purpose is to deploy a complete system, where each part has a relation with an other, doing something fluent and efficient.
I'm always interested with ideas and suggestions but please, before judging about our intention, please, let us try.
I'm maybe wrong. Maybe my explainations are not clear, maybe i don't know, i'm stupid.
Don't bury it by advance....