what i suggested back then was a mix of both. have upgradable guards but make it capturing the keep by capturing the flag. best of both worlds IMHO.
removing the LAST incentive for guildplay was the death of warhammer imho.
Keep capture, Old vs New: Poll
Re: Keep capture, Old vs New: Poll
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Re: Keep capture, Old vs New: Poll
Tiggo wrote:what i suggested back then was a mix of both. have upgradable guards but make it capturing the keep by capturing the flag. best of both worlds IMHO.
removing the LAST incentive for guildplay was the death of warhammer imho.
Yeah old/ new combination npc/lord + flag too maybe best rvr experience...

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Re: Keep capture, Old vs New: Poll
they fixed that on live.Tiggo wrote:people voting for the old system, seem to forget how bugged and exploitable it was. (pulling the lord on bottom floor etc.)

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- Kaitanaroyr
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Re: Keep capture, Old vs New: Poll
Guards gave defenders a chance when they were out numbered when we used to ninja keeps guards didn't do much tank grabs them healer heals swing the ram.

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Re: Keep capture, Old vs New: Poll
I would quite like a mixture of the two.
Need for siege
Need to splat keep master
Mortars, cannon and anti-personel items!
Griffons...
Make changes to the NPC resources though. Instead of a NPC, the players have to run it home (with a cap on movement speed).
Need for siege
Need to splat keep master
Mortars, cannon and anti-personel items!
Griffons...
Make changes to the NPC resources though. Instead of a NPC, the players have to run it home (with a cap on movement speed).
Re: Keep capture, Old vs New: Poll
This is nice for the scen Talabec Land, but in ORvR there is a lot more zerging and 1 person will be toast too easily. Personally, I will never become a resource mule.Leldance wrote:Instead of a NPC, the players have to run it home (with a cap on movement speed).


Re: Keep capture, Old vs New: Poll
Is it possible to mix the two? Where the zone locks on keep capture but it upgrades as if a guild were claiming it as it ranks from runners to rank 1-5.DaScoub wrote: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
Rank 1 some siege weps and a lord
Rank 2 additional available seige, more door HP, lord upgrade
Rank 3 door HP, lord gets a group of 4 champs,
Rank 4 door HP, keep area defenders bonus like extra 10℅ main stat to simulate the moral of defending a strong keep
Rank 5 door HP, and final NPC upgrade.
Zone lock would be dependant on flag cap but lord would have to be dead to cap it. Thoughts?
Tklees Chatoullier
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Re: Keep capture, Old vs New: Poll
+1 On this idea.Tklees wrote:Is it possible to mix the two? Where the zone locks on keep capture but it upgrades as if a guild were claiming it as it ranks from runners to rank 1-5.DaScoub wrote: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
Rank 1 some siege weps and a lord
Rank 2 additional available seige, more door HP, lord upgrade
Rank 3 door HP, lord gets a group of 4 champs,
Rank 4 door HP, keep area defenders bonus like extra 10℅ main stat to simulate the moral of defending a strong keep
Rank 5 door HP, and final NPC upgrade.
Zone lock would be dependant on flag cap but lord would have to be dead to cap it. Thoughts?


Re: Keep capture, Old vs New: Poll
Its mostly a mentality thing. When the doors go down in the new system people regularly just left keep.porkstar wrote:I see by the results that people want a little NPC help doing flag room farmingm
Having some npcs and a hard hitting lord that doesnt run off has an affect on players and they were much more likely to defend an npc than a flag. In practice when theres lack of a leader to stand and fight the lord provides that.
Id love to see lord return and keep claiming with upgrading npcs to champs for a large gold cost to guild.
This also helped the economy and gave gold a reason.

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