Destination: Keeps
Posted: Mon Feb 08, 2016 5:12 pm
Warcamps are, at the moment, the main gathering spot for players in a zone, who are happy to sit and queue for SCs, collect kill quests and ambivalent to the open world conflict.
I would like to add incentive to keeping keeps and have them be a focal gathering point, leaving warcamps as either a rallying point when keeps are taken or a mustering point for when a player enters the zone.
In order to do this I suggest adding the following to keeps:
-mailboxes
-All Kill quests.
-Scouting quests (when reintroduced)
-Speciality vendors offering the best quality supplies for crafting (what you would have gotten from Guild hall)
-ability to return from SCs inside the keep (unless inner is being hit)
-Neutral hireling champion mobs (Ogres for Order-Daemons or Beastmen for Destro), that can be scavenged. these have Pets that can be butchered. These hireling mobs will not respawn as soon as the keep is able to be attacked full force (Not enough food for Ogres/ Daemon instability/ Cowardice) The types of Hirelings can change depending on the owner of the keep i.e Night Goblins and Squigs for Orc Keeps
-Auctioneer
-a specialty beer vendor/ Shroom vendor: Sells an item which has the effect to grant increased morale rate (extreamly fast) for 30 seconds or so but the item only lasts 2-5 minutes in your inventory. Cost: 1+ gold a shot.
Upon loss of the keep, some kill quest NPCs will respawn in the warcamp. All of the other NPCs have fled the zone, relocating to other keeps or have been 'slain' until the zone resets.
I would also rid warcamps of mailboxes, why would you leave precious mail at a insecure warcamp and not a fortified position?
Lastly, when Tier 4 is introduced, Only the unlocked zones should have their keeps filled with the above changes. Locked zones are "two remote from the war effort".
I would like to add incentive to keeping keeps and have them be a focal gathering point, leaving warcamps as either a rallying point when keeps are taken or a mustering point for when a player enters the zone.
In order to do this I suggest adding the following to keeps:
-mailboxes
-All Kill quests.
-Scouting quests (when reintroduced)
-Speciality vendors offering the best quality supplies for crafting (what you would have gotten from Guild hall)
-ability to return from SCs inside the keep (unless inner is being hit)
-Neutral hireling champion mobs (Ogres for Order-Daemons or Beastmen for Destro), that can be scavenged. these have Pets that can be butchered. These hireling mobs will not respawn as soon as the keep is able to be attacked full force (Not enough food for Ogres/ Daemon instability/ Cowardice) The types of Hirelings can change depending on the owner of the keep i.e Night Goblins and Squigs for Orc Keeps
-Auctioneer
-a specialty beer vendor/ Shroom vendor: Sells an item which has the effect to grant increased morale rate (extreamly fast) for 30 seconds or so but the item only lasts 2-5 minutes in your inventory. Cost: 1+ gold a shot.
Upon loss of the keep, some kill quest NPCs will respawn in the warcamp. All of the other NPCs have fled the zone, relocating to other keeps or have been 'slain' until the zone resets.
I would also rid warcamps of mailboxes, why would you leave precious mail at a insecure warcamp and not a fortified position?
Lastly, when Tier 4 is introduced, Only the unlocked zones should have their keeps filled with the above changes. Locked zones are "two remote from the war effort".