Keep and Region Lock Rewards
Posted: Mon Dec 19, 2016 6:08 am
Hey guys,
I have a question about "Reward Ticks". I was recently part of a long grueling campaign to keep Passwatch Keep in T3. I was informed that whomever won the region would get the best rewards and experience gain. Wouldn't it be better to just let everyone gain a whole boat load of experience/reward depending on their individual contributions to the combat and carnage? I'm all for rewarding the victors, but maybe we should focus on rewarding the people who are actively committing time and effort towards generating "action"? Which may include throwing waves and waves of bodies at one another, but keep sieges are so fun!
Also, we repelled Order like 5 times during our fights at Passwatch keep, why is it so difficult to get our rewards for every time we rebuff an effort? Even though there's a quiet period for 10+ minutes before another effort.
Also, we tried to repair the door with supplies, but apparently the yellow supply bar kept dwindling so we could never get it past threshold. Should it just instead be a set number of supply runs for the doors to repair? (or is it this way already and we never reached that number?)
Finally, I just came up with idea that maybe we can include a BO (that's near the keep) or make a BO that is a poorly defendable region that needs to be taken before an invading force can finally reach the keep? It would force everyone to fight for every inch towards the final goal. Which is what we want right? Constant combat/conflict. It's sort of like that with the outer keep walls, but I was thinking of an outer settlement.
I have a question about "Reward Ticks". I was recently part of a long grueling campaign to keep Passwatch Keep in T3. I was informed that whomever won the region would get the best rewards and experience gain. Wouldn't it be better to just let everyone gain a whole boat load of experience/reward depending on their individual contributions to the combat and carnage? I'm all for rewarding the victors, but maybe we should focus on rewarding the people who are actively committing time and effort towards generating "action"? Which may include throwing waves and waves of bodies at one another, but keep sieges are so fun!
Also, we repelled Order like 5 times during our fights at Passwatch keep, why is it so difficult to get our rewards for every time we rebuff an effort? Even though there's a quiet period for 10+ minutes before another effort.
Also, we tried to repair the door with supplies, but apparently the yellow supply bar kept dwindling so we could never get it past threshold. Should it just instead be a set number of supply runs for the doors to repair? (or is it this way already and we never reached that number?)
Finally, I just came up with idea that maybe we can include a BO (that's near the keep) or make a BO that is a poorly defendable region that needs to be taken before an invading force can finally reach the keep? It would force everyone to fight for every inch towards the final goal. Which is what we want right? Constant combat/conflict. It's sort of like that with the outer keep walls, but I was thinking of an outer settlement.