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T4: Some feedback on keeps.
Posted: Thu Jun 16, 2016 6:23 pm
by Zanilos
So, the messy task of locking zones is once again worthwhile.
We have a serious problem right now. We have 2 sides just hitting a door, sometimes under 1% an attack. Then leaving.
I propose that we remove defensive bags, at the same time removing the -75% renown for defense ticks. While also increasing the amount of purple bags for attacks. While also increasing Inf for them.
This idea would of fallen flat 2 months ago, but now we have siege and enough people knocking around that there will pretty much always be defenders. I can't say too much about US time though. You can never ever say people will not attack emoty keeps.
I think that you should rack your brains and find a new way to get genesis.
While the BiS items (Genesis) can be obtained for literally sitting on your arse or turning up after a defense a finished. We will continue to stop attacks after they are obvious they will fail.
While my above points I feel are valid, the single biggest issue is a community one.
I have dabbled on destro for a while and really. We need some destro guilds that have more than 10 people. The 6 mans are 6 mans and I would never ask them to change. But the bigger guilds need to get their **** together. Both on order and destro.
The game is hugely reliable on the player base. Everyone knows that. So my last point is to the smaller guilds. Most of you X-Realm, I have no issue with that of course. But if you see 1 side getting rekt pls swap over

Re: T4: Some feedback on keeps.
Posted: Thu Jun 16, 2016 7:29 pm
by Lileldys
Its an issue where the BiS gear is locked behind a keep, where you can get the same rewards for attacking as defending. We all know that defending is the easier options to get these bags. I don't agree with outright removing them, but reducing the amount received.
Guilds smash pugs in SCs, in RvR, but those pugs still refuse to get into guilds themselves. Just this alone shows me that its a community issue. Every time I (and We)go into the RvR lake, the PUG warbands are filled with unguilded members, or people in 2 or 3 player guilds. No communication, no co-ordination, no balanced groups, dps healers/tanks.
The game is a relic from the older days, where you needed that team work, needed that coordination. Now games like WoW just baby feed people with LFR and playing on servers other than your original.
It feels like people are just repulsed by the thought of joining a guild. I've always played in guilds, it always felt needed in previous MMOs, but new generation MMOs remove this need, and I feel like I can play as a pug and be just fine in those games.
Re: T4: Some feedback on keeps.
Posted: Thu Jun 16, 2016 7:33 pm
by Zanilos
I 100% agree Liledys, the fact BiS gear that is very hard to get is farmed through defenses is an issue.
The other is community driven content that the community are not willing to participate in. Then have the same chance to get the BiS gear as people who work hard for locks.
If we only offer 1 bag per 10 defenses people will still only camp for defense, we both know it.
Re: T4: Some feedback on keeps.
Posted: Thu Jun 16, 2016 8:06 pm
by Marsares
I totally agree with both of you. Getting the same BIS rewards for attacking and defending is what is driving all the behaviour at the moment, as defending is inherently easier.
Re: T4: Some feedback on keeps.
Posted: Thu Jun 16, 2016 9:06 pm
by NectaneboII
valid points
Re: T4: Some feedback on keeps.
Posted: Thu Jun 16, 2016 9:15 pm
by Theseus
Hm I have one crazy Idea, why dont we split the set in the purple bags... for example, you can get 2 parts only in attacks and 2 parts only in defence, and the cloak in both, but only in the endzones.
So you would need to attack and defend and fight in the endzone if you want the gear from the purple bags.
Re: T4: Some feedback on keeps.
Posted: Thu Jun 16, 2016 9:41 pm
by navis
While RoR team has moved mountains to get RvR and Keeps working, they haven't done too much to address RvDoor, yet.
My proposal idea mostly revolves around making BO-play more relevant, and not just as a tool to defend/attack keeps.
-Give playing the BO's real incentive to be rewarding during all hours for both attack and defense (such as BO buff reward increase type stuff)
-Keep takes should be very hard, less common as now, something only possible with 2+ wbs of attackers (adapt the Keep guards to be less easy to manipulate via aggro pull or add stages of difficulty more like a PQ)
-Make the gear more common - this is coming eventually anyway, I think time will ultimately see improvement here
Re: T4: Some feedback on keeps.
Posted: Thu Jun 16, 2016 9:45 pm
by Zanilos
navis wrote:While RoR team has moved mountains to get RvR and Keeps working, they haven't done too much to address RvDoor, yet.
My proposal idea mostly revolves around making BO-play more relevant, and not just as a tool to defend/attack keeps.
-Give playing the BO's real incentive to be rewarding during all hours for both attack and defense (such as BO buff reward increase type stuff)
-Keep takes should be very hard, less common as now, something only possible with 2+ wbs of attackers (adapt the Keep guards to be less easy to manipulate via aggro pull or add stages of difficulty more like a PQ)
-Make the gear more common - this is coming eventually anyway, I think time will ultimately see improvement here
It's already essential, again, community issue needing to get 100rps.
Instead of showing some realm pride and just doing it.
If you give rewards for Bo we will see WBs going round in circles capping BO after BO just like we watched in Elf in T3 when fighting PF one night.
Re: T4: Some feedback on keeps.
Posted: Sat Jun 18, 2016 7:56 pm
by navis
Zanilos wrote:navis wrote:While RoR team has moved mountains to get RvR and Keeps working, they haven't done too much to address RvDoor, yet.
My proposal idea mostly revolves around making BO-play more relevant, and not just as a tool to defend/attack keeps.
-Give playing the BO's real incentive to be rewarding during all hours for both attack and defense (such as BO buff reward increase type stuff)
-Keep takes should be very hard, less common as now, something only possible with 2+ wbs of attackers (adapt the Keep guards to be less easy to manipulate via aggro pull or add stages of difficulty more like a PQ)
-Make the gear more common - this is coming eventually anyway, I think time will ultimately see improvement here
If you give rewards for Bo we will see WBs going round in circles capping BO after BO just like we watched in Elf in T3 when fighting PF one night.
That's a good thing. Nobody including me wants to do Keep after Keep after Keep.
BO play is where gameplay shines more, IMO. Even in T1, Even in T4.
Re: T4: Some feedback on keeps.
Posted: Mon Jun 20, 2016 2:03 am
by Maldach
BO's are RvR. Keeps are a time sink and boring. BO's keep the battlefield static and flowing. The current BO situation is awful. No payouts for capping? Other than disrupting keep farms? Bleh. Really bad idea.
Spent 2 hours today sieging the destro keep in Dragonwake. My WP healed for millions of hp's and ended up with a bugged bag. I won't waste my time on that **** again. Ever.