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Changelog 07/09 (Keeps / BOs)

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Arslan
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Posts: 334

Re: Changelog 07/09 (Keeps / BOs)

Post#81 » Tue Sep 08, 2015 12:48 am

At last!! Defending a keep became fun again! Today me and a handful of destro defended Mand's like 4 times and the xp/rp's were awesome! That patch brought the pvp back to the 1st stage. Very good job devs. Love also the def tics now.
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magter3001
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Re: Changelog 07/09 (Keeps / BOs)

Post#82 » Tue Sep 08, 2015 1:17 am

Arslan wrote:At last!! Defending a keep became fun again! Today me and a handful of destro defended Mand's like 4 times and the xp/rp's were awesome! That patch brought the pvp back to the 1st stage. Very good job devs. Love also the def tics now.
This further proves my point, the defender gets a great reward while the attacker doesn't get enough for being farmed at the keep 4 times. ;)
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Arslan
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Re: Changelog 07/09 (Keeps / BOs)

Post#83 » Tue Sep 08, 2015 1:31 am

magter3001 wrote:
Arslan wrote:At last!! Defending a keep became fun again! Today me and a handful of destro defended Mand's like 4 times and the xp/rp's were awesome! That patch brought the pvp back to the 1st stage. Very good job devs. Love also the def tics now.
This further proves my point, the defender gets a great reward while the attacker doesn't get enough for being farmed at the keep 4 times. ;)
This is how it was on original. People after max 3 wipes gave up and left orvr for some time. If you mean that after they manage to take it there are no rewards for their effort you are totally right. If they introduce flips it will be awesome. They did it to kill this pve keep farming. Now you have to hit a keep fast and keep people to kill those who might try to get inside. I remember how efficient was on original to guard postern doors. It could make the difference.
Earlier someone called a wb to take Mand's while destro had like 15 people in the area. This is the lack of basic logic that this game cannot tolarate. :mrgreen:
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Cloud
Posts: 46

Re: Changelog 07/09 (Keeps / BOs)

Post#84 » Tue Sep 08, 2015 2:25 am

Great work. Perfect changes. Did an excellent job keep up the great work. I know its nearly impossible to please everyone. But damn with this patch yall are doing it somehow. Like how it fits both solo/smaller groups.. aswell as larger guild/premade groups. Again Keep up the great work and looking forward to more great changes/updates.
Guild Leader of Nocturnal

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dkabib
Posts: 408

Re: Changelog 07/09 (Keeps / BOs)

Post#85 » Tue Sep 08, 2015 2:43 am

Any news on BOs tick fix? =(
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Tklees
Posts: 675

Re: Changelog 07/09 (Keeps / BOs)

Post#86 » Tue Sep 08, 2015 6:07 am

I am with Grulo here as usual, and from what I have read so is Az, lock the zone if one keep falls and force the fight into the other zone. Love the 2 BOs to attack idea for smaller groups to have a purpose. My suggestions follow:

1. 2 BOs must be owned to attack the DOOR. Do not bring lord spawn into it otherwise taking a keep may become impossible.
2. If a door goes unattacked for 10 mins it heals back up. BO locks are 10 mins that means that you will have to have small groups out defending them to hold the point or recap new ones to keep door from resetting.
3. Once both keeps belong to a faction lock the zone and force fight to next. Remain locked until new zone is locked. Rinse Repeat.
4. Reinstate the increased renown and exp around keeps and BOs. Was 150% on live. Will force fights onto flags and promote defense.
5. Lord Should not be able to leave the room. Will give the defenders a chance when out numbered heavily if they can fight in the room with the lord at their side.
6. Zone Lock EXP/Renown/Inf should be the combined total of BOs and Keeps owned that did not belong to faction. Ex. (10k per BO, 20 per keep 3 BOs owned keep taken= 50k exp same for renown)
7. Defense Ticks should tick on everyone in the zone, since we are forcing the spread we need to make sure the people defending a BO are rewarded as much as the people at the keep for the effort. This should be a combined total of kills on owned objectives over a 10 min period plus a stable number. Sometimes defending is about just staying alive long enough to hold the BO against a bigger group and you get no kills and it keep them locked from door.

Those are my thoughts but I can see a few holes in the defense ticks part where it might get tricky but i do believe that the people doing the away from keep work need to be rewarded just as much as the keep defenders if this idea is to work.
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Jaycub
Posts: 3130

Re: Changelog 07/09 (Keeps / BOs)

Post#87 » Tue Sep 08, 2015 7:30 am

Making BO's more important is something I really like, but only having it effect the door in certain seems arbitrary. And won't really incentivise people to attack keeps, as they just become another obstacle to overcome.

BO's should be give tangible benefits for attacking or defending a keep. Things like strong buffs to players and mobs, extra gaurds, maybe certain spell effects etc.... Things that will make you want to go and attack a keep once you have them, and will make those defending a keep worried about not letting those BO's go.

That means the buffs should mean something, not little things like 5% increased damage or mitigation that wont make any kind of difference.

Take for instance Marsh of Madness. You have 2 BO's tied to the keep. The Goblin Armory, and Alcadizaar's Tomb. Having the Goblin Armory while holding the keep would mean when the keep is under attack it will randomly shell the people attacking or if you have it while attacking it will shell the defenders, Having the Tomb under your controll will give the lord a death aura that prevents anyone at near the keep from getting ressed, or if you are attacking will prevent anyone defending the keep from getting ressed. Just some thematic **** that is probably impossible to implement but I wanted to have some fun :^)

The idea anyways is that having a BO under your control should mean something, it should make you want to attack the keep, and it should bother the defenders that you have it.

It would at the very least stop people from just bunkering up inside a keep and farming the poor bastards who decided to try and attack. In quite a few cases the attackers are most vulnerable when moving up to the second floor, and while attacking the lord on the second floor. Meaning the people sitting in the keep don't care if the door goes down, because the real farming hasn't even begun for them. But if you make having control of both BO's be a real threat, then you force people out of the keep an into the open fields to make sure they have some kind of control over BO's.
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mirrorblade
Posts: 95

Re: Changelog 07/09 (Keeps / BOs)

Post#88 » Tue Sep 08, 2015 10:13 am

Hi!

This is a wrong ideo for zone lock!
I remember was biggest fun when can steal a keep:)

A zone lock take big exp/rr, so need to hard a zone lock!

My suggestions:
2 keep and 2 or 1 bo
1 keep and 4 bo
after 30 min reset a locked zone
and later maybe can upgrade keeps and claim for guild or allainces and have a smart thing for guild tax.

And missing guild flags!

Az can you vote how ppl like to lock a zone?

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Gildrangu
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Re: Changelog 07/09 (Keeps / BOs)

Post#89 » Tue Sep 08, 2015 11:28 am

I think this is a good step. It would also be a good step to bring back rams, because it would make keep defense alot harder, and in my opinion, alot more fun.
That brings me to my question: Will rams be implemented into the game again?

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Soulcheg
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Re: Changelog 07/09 (Keeps / BOs)

Post#90 » Tue Sep 08, 2015 11:42 am

Renork wrote:You lack reading comprehension skills. I never stated engies are OP. Please quote me. The point of my post was to show that although musical keeps is not fun, it's a lot better than watching each side wait at their respective keep because no one wants to get blown up in less than 3 seconds due to aoe through the walls. You decided to pick a part my post and focus on OMGWHYUSAYORDER IS BETTER. Don't be stupid and you won't be treated stupid.
Renork wrote:yes destro can do it as well but we are much less efficient and lack the tactics/morale to do the same as Order.

Don't be stupid and you won't be treated stupid (c)
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