Keep capture, Old vs New: Poll

Let's talk about... everything else

Poll: Keep capture, old or newer version?

Old version, with guards/patrols and additional keep upgrades, required keep master to be killed to capture.
106
82%
New version, No npc guards,required you to beat down the door then capture the flag.
23
18%
Total votes: 129

Tiggo
Former Staff
Posts: 1948

Re: Keep capture, Old vs New: Poll

Post#31 » Sat Mar 07, 2015 11:52 am

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.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

Ads
User avatar
Optikl
Posts: 25

Re: Keep capture, Old vs New: Poll

Post#32 » Sat Mar 07, 2015 12:04 pm

Would prefer a mix of both to be honest.
A wild Raelion appears!

User avatar
madwasp
Posts: 174

Re: Keep capture, Old vs New: Poll

Post#33 » Sat Mar 07, 2015 12:07 pm

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...
Image

User avatar
Kaitanaroyr
Posts: 484
Contact:

Re: Keep capture, Old vs New: Poll

Post#34 » Sat Mar 07, 2015 7:50 pm

Tiggo wrote:people voting for the old system, seem to forget how bugged and exploitable it was. (pulling the lord on bottom floor etc.)
they fixed that on live.
Image
Spoiler:
Wixxy 100 SM,Artemis,100 SW,Wannabeheals 100 WP,Rikashi 100 Kotbs,Whisper 100 WH,Whispers WH,Veioe 100 Zeal,Antzz 98WH,Kaitanaroyr100 WL,Sumtingwong RP,Saturn WP 80,hemorrhage 100 zeal

User avatar
Kaitanaroyr
Posts: 484
Contact:

Re: Keep capture, Old vs New: Poll

Post#35 » Sat Mar 07, 2015 7:52 pm

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.
Image
Spoiler:
Wixxy 100 SM,Artemis,100 SW,Wannabeheals 100 WP,Rikashi 100 Kotbs,Whisper 100 WH,Whispers WH,Veioe 100 Zeal,Antzz 98WH,Kaitanaroyr100 WL,Sumtingwong RP,Saturn WP 80,hemorrhage 100 zeal

Leldance
Posts: 21

Re: Keep capture, Old vs New: Poll

Post#36 » Sun Mar 08, 2015 10:44 am

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).
Image

User avatar
Arslan
Banned
Posts: 334

Re: Keep capture, Old vs New: Poll

Post#37 » Sun Mar 08, 2015 1:16 pm

Leldance wrote:Instead of a NPC, the players have to run it home (with a cap on movement speed).
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. :P
Image

User avatar
Tklees
Posts: 675

Re: Keep capture, Old vs New: Poll

Post#38 » Sun Mar 08, 2015 2:41 pm

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 :)
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.
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
Gagirbinn

Ads
User avatar
Arslan
Banned
Posts: 334

Re: Keep capture, Old vs New: Poll

Post#39 » Sun Mar 08, 2015 2:53 pm

Tklees wrote:
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 :)
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.
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?
+1 On this idea. :ugeek:
Image

User avatar
Telen
Suspended
Posts: 2542
Contact:

Re: Keep capture, Old vs New: Poll

Post#40 » Sun Mar 08, 2015 4:37 pm

porkstar wrote:I see by the results that people want a little NPC help doing flag room farmingm
Its mostly a mentality thing. When the doors go down in the new system people regularly just left keep.
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.
Image

Who is online

Users browsing this forum: Ahrefs [Bot], Google Adsense [Bot] and 6 guests