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Re: Kadrin Valley

Posted: Sat Mar 18, 2017 9:54 am
by Zilinia
I dont think it will be the best thing to do because then we order just own the zone even more :/

Re: Kadrin Valley

Posted: Sat Mar 18, 2017 10:19 am
by Aurandilaz
Okay after a night sleeps and some awful nightmares of fighting more in KV.... I have thought of few possible suggestions:

1) flip Order and Destro keeps in KV and see what happens. If it results in fights taking less time, it can't be an entirely awful thing.

2) Start removing the "cheesiest" posterns, that includes Order north postern close to their WC and destro losing both posterns, retaining only the one that is towards TM direction of the keep

3) insert a new method of winning zones, keep the current Kill Keep Lord and get 100 VP... but also secondary object that allows zone lock without aforementioned criteria: collect 200 supplies for your realm.
If my calculations are right and supplies spawn circa every 5? mins, with 4 BOs producing max 12 supplies in an hour.... resulting in max hour gain being 48 supplies gathered, leading to 200 supplies being possible to earn only in 4 hours plus few mins. With zero opposition now you could ignore keep and start farming sups. But even with minor opposition, suddenly you will start losing sups there and there, and instead of "fast 4 hour supply win" you might still end up fighting 6-8 hours for the dominance of BOs and their precious supplies.
(unless I'm wrong about 5 min timer and it actually is 6 mins, then it still takes damn long)
This is still not an "easy victory", because gathering that many supplies will still take tremendous efforts, of the entire realm coordinating for BO dominance, and might actually contribute to "splitting the zerg" - yay?
(If it is a balanced fight and both realms fortify their 2 BOs, whilst trying to harass enemy supply supply lines, the "supply victory" would still be a 7-9 hour struggle over the BO dominance instead of the keep lagfestzergfight)

4) Now is this a crazy plan, since there seems to a possibility of inserting "teleport" portals into the game, I figured maybe the devs have the ability to insert and copy Skaven Tunnels from T2 and T3 into Kadrin Valley possibly?
Why you may ask?
Well to break the frigging circle of damnation, that is, instead of there being one canyon and tunnel forming one big circle, add a few tunnels so there exist options to differ from running in the eternal circle
My "MadPaintSkillz" plan for possible Skaven Tunnel additions
Image
what would change? well at least there would be an alternative to the eternal cycle running
it would open possible new routes for attacking
and of course there would be 6 more tasty gankspots for both realms to abuse

To quote some wise person; "see what happens" ;)

Re: Kadrin Valley

Posted: Sun Mar 19, 2017 7:06 am
by NoRKaLKiLLa
Aura I like your idea a lot- would just need to carefully consider placement of the teleports/caves.

Re: Kadrin Valley

Posted: Sun Mar 19, 2017 9:39 am
by anarchypark
isn't it good to have different level of maps?
some easy, some hard... KV is one of hardest.

maybe play it like T1, fight and log, don't have to stay for hours
saupreusse wrote:
Specialpatrol wrote:Since there don't seem to be any chance of getting the original mulitiple-active-zones system reimplemented
Theres a good chance. Just not at the moment.
it's gonna be used as run away tactic. one side zerg for every zones. everyone looking for empty keeps...

Re: Kadrin Valley

Posted: Sun Mar 19, 2017 11:16 am
by Specialpatrol
anarchypark wrote:isn't it good to have different level of maps?
some easy, some hard... KV is one of hardest.

maybe play it like T1, fight and log, don't have to stay for hours
saupreusse wrote:
Specialpatrol wrote:Since there don't seem to be any chance of getting the original mulitiple-active-zones system reimplemented
Theres a good chance. Just not at the moment.
it's gonna be used as run away tactic. one side zerg for every zones. everyone looking for empty keeps...
I'm getting so tired of hearing this argument. It's also easily countered by claiming that the current one-zone system is no better, promoting heavy x-realming for easy wins. And even if somebody once in a while capped a zone without any resistance for shitty or no rewards, then it's a small price to pay to get rid of the current zerg-fest, where one dominating side steamrolls through all the zones until it stagnates for hours on end in the final one - which often ends up being KV.

If you fail to see how a multiple-active-zone system would/could help breaking up the dominating zerg (through organized skin-attacks in a different zone etc), then there's little to discuss.

The only valid argument not to implement it currently is the missing endgame - i.e. fort and city sieges. Since those things aren't here yet, the broader tactical game of disrupting the opposition's attempt to get to your fort and city by counter-pushing in an unattended zone is also missing.

If some sort of realmwide reward/buff for capping all zones were introduced, then the tactical push n' pull game of preventing the opposition to get it, while trying to get it yourself, could also be introduced.

Re: Kadrin Valley

Posted: Sun Mar 19, 2017 11:23 am
by dansari
I see how you could help break up the zerg by having multiple active zones, but this again unintentionally hurts the NA population, where primetime can be only about 200-300 active players sometimes, as opposed to the 800 I see on EU. I think some good ideas have been expressed in this thread on dealing with KV specifically... I don't think we need to bring back multiple active zones (until forts) to deal with one map.

Re: Kadrin Valley

Posted: Sun Mar 19, 2017 11:26 am
by Karast
Torquemadra wrote:Swapping keeps isnt an idea I hate but I see it would give advantage to order as even if they keeps were swapped they could reinforce the south keep easily by flying to Thunder Mountain and riding north.
I have been thinking about this.

What about swapping respawn to the PVE Camps?

Destro to chapter 21

Order to chapter 15

This would make the run back into the fight longer for both sides. Players would still fly into the current camps, but would have a longer run on respawn.

Re: Kadrin Valley

Posted: Sun Mar 19, 2017 2:06 pm
by Daknallbomb
Yay Portal Camp a great idea :)

Re: Kadrin Valley

Posted: Sun Mar 19, 2017 2:52 pm
by Karast
One thing to remember keep placement aside this will get better once npc AI gets fixed.

Half the problem right now with keep lords is the fact that if you don't bug them with pets, they can pop through the wall and nuke half a warband coming up the back stairs before a tank can even hope to grab them. It makes the whole affair really frustrating for both sides, and it is the reason a lot of SH and now WL's will spam pets on the lord below to keep it occupied while people push in.

I hate it with a passion, I really really do. I hate that strategy and I find it distasteful. But it is horrific to deal with.

Re: Kadrin Valley

Posted: Sun Mar 19, 2017 2:56 pm
by saupreusse
Its something that is on our to do list (not mine obviously) but you will have to wait.