Don't take this the wrong way Aza. We are all grateful for the devs hard work. However, as an "alpha", i (and many others) feel obligued to point out when something is not working.Azarael wrote:So what is is that you want, bearing in mind that it has to stop keep trading?
I would rather engage with RvR as little as possible, because the entire design is fundamentally flawed.
Now, keep trading is bad and we all know that. The problem is that once a realm owns all the BO's and keeps there is nothing left for them to do in RvR until the other realm retakes some points. Mythic actually fixed (!!!!!) this by making zones reset after a couple minutes once they got locked (T1-T3). It worked like this:
- Both realms had a keep.
- People had to rank up the zone to level 4 so they could use a ram (only way to destroy keep doors).
- Destro takes enemy keep. Now both keeps in the zone are red.
- 5 (10?) minutes later, keeps reset and go back to their respective realms.
Ranking a zone to rank 4 took a while, and taking the enemy keep gave a lot of xp/renown/inf. So people actually attacked AND defended. Also, any kills near a BO/Keep gave you extra inf/renow.
My suggestion? If a realm owns both keeps in a zone, have them reset after 5/10 minutes. This will end keep trading. Also, keep the increased xp/renown near the BO's (that was a good change). Finally, make keep door attackable ONLY if your realm owns at least 2 BO's (or maybe make the enemy keep lord spawn ONLY if your side owns at least 2 BOs). This will spread the zerg a little (they will have to protect BO's). Reduce the BO lockout timer (i think it was 5 minutes in 1.4.8). Reduce xp/renown gained from locking a BO to avoid BO trading (but keep the killing bonus near them).
These are just friendly suggestions as an alpha tester/gamer/whatever.