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run the "RELIC"

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flintboth
Posts: 440

run the "RELIC"

Post#1 » Tue May 28, 2019 10:18 pm

They are some topics about the lord keeper, excuse me for this new one, I just want to give one more idea.

There are good things with Lord and bad things.
He help outnumbered defenders (RvE) but he help attackers to up theirs morals to hold bottom floor against defenders if they came back.
...
They are many issue (I just don't know about all) who can make my idea bad but many ideas are better than no idea if you want in the futur to remove the lord keeper to give to us more personal investment in the RvR events.

So here no NPC on RvR, keep included.
We have a flag on the TOP of the keep.
To take the keep (paint in red or in blue) you have to tag it, need 2 minutes, 10 minutes... (you have to adjust it).
To lock the zone same thing as today, hold three flags on the battlefield + keep flag LOCKED*.

What I want to mean when I write "keep flag LOCKED*", in place of the lord keeper in his current room we could have something like a "supply", a "RELIC", it give a SPECIAL* buff to all defenders who are in 30 or 40… (range need to be adjusted) feet around (a buff to help for defend the room if defenders are surrounded like the lord keeper help currently, that buff zone can up players stat as if they were champions or something strongest, attackers tanks have to punt them away...).
Attackers have to take it (make a timer on cap 2 min, 10 min... can be interupted by aoe from defenders from top keep) and bring it to their own keep in a safe place, to their own relic (or to an other vessel).
The character player who have the relic in hands has his speed slowed to 1 %, 10%... (need to be adjusted) BUT all realm mates in 30 feet (or 40, 60...) arround him have the SPECIAL* buff (so here that give a good challenge for the premades 6 mans or 12 mans or to the guilds WB, roleplayers... they can face to the whole defenders who have been wiped from their keep).
And give more chance to the defenders players to have some good fights.
When the relic is in the attackers keep (need 2 min, 10 min... to put it in the good vessel in the current lord keeper room) the defenders flag is locked for the attackers realm and defenders can not take back their keep.

If the relic is takin back by the defenders on the battlefield the attackers have to run for take it back to lock the zone.
They have to protect the defenders keep flag too in the same time.

If the keep flag is taken back the «RELIC» can :
1 – disapear
2 – or lose his buff only
3 – or be preserved in players character hands or lost if put to early in attackers keep vessel
4 – or others ideas are welcome...

My proposal I think need from players more investment and organisation, today we have many good guilds and players to drive the RvR events in good way as we can see all days.
I really think the idea here give more strategies in the players hands and more opportunities for small scales battles and more sense for a RvR game than a NPC lord mecanic who rule the end event.
When door is down and defenders wiped from thair keep lord keeper phase drive players less implicated in game events (some are AFK or just spam one abilities....).
Currently the RvR mecanics is fun and well designed, I enjoy to fight for Battles Objectives and carry supplies to our keep (with the recent WB tick from it), I like the seige mecanics (with "open posterns" when the door is down, because defenders and attackers have to thinks more hard and more fast to face the problem, they have to be 100 % In Game) but the lord part is a little boring and some players who drive, lead the RvR events need more intensive (in strategies, in goal, in challenge...).
Sure is not perfect but I m sure some good things can be find in that proposal.

Here the relic take the place of the pride of the race attacked, their keep soul (don't know if it is the good term for that :) ), as much as its conveying is important by the mechanics of the game as much as it is symbolic, the keep is taken a part of the essence or pride of the vanquished race is stolen.
More roleplay, more grudges...

Hope you had fun readin.

Here I don't have spoke about put one more flag on outer tower oil as I m always doing but that could be a really good thing if there was hold 2 flags for the keep and hold 3 flags for the battlfield + carry the «relic» to take a zone blablablabla....
monkey 079 (test failure - escaped)

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User avatar
Ototo
Posts: 1012

Re: run the "RELIC"

Post#2 » Tue May 28, 2019 10:28 pm

I feel this proposal inmensely complicated and exploitable. The sieges that now take hours can turn into days easily, and the server needs to be reseted often.

In all honesty, I don't like Keep Lords, and I don't think that many people do, but compared to other solutions it is the less troublesome and balanced. Hardly exploitable, can be used to meassure part of your contribution (eventhough nobody except devs know how much, i presume that little, but still is a number that can used to calculate rolls), works like a timed flag that damage attackers, etc...

Is a Keep Lord the best solution? No. Is it the best possible? Yeah, no doubt.
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User avatar
flintboth
Posts: 440

Re: run the "RELIC"

Post#3 » Wed May 29, 2019 1:30 pm

The proposal here look «immensely» complicated because english is not my mother tongue and I need more time/word to explain something easily explainable in one onely word by a son of albion.

Exploitable... Probably if you think about it in his first draft but RoR staff if they are interested by the proposal or a part of it, will redesigned it well and make it not exploitable, surely.
And you know the «Lord room defense» is an exploit... He can kills the most of attackers, defenders just look for the best spot to exploit the lord keeper presence.

One thing that makes the seige longer as you say is about the lord when he wipe all attackers or when he stay bugged, Lord and NPC give more exploits possibilities and bad issues than a simple mecanic which gives the possibility to the players to be the true masters of the events and not to be simple profiteers of the "lord wipe" exploit.
The lord bugs are boring for all players when they appears, this discourage, disengage us and finally some + some .... stay afk or log off.

If it's really too complicated to conveying the relic from a keep to another keep we can think to make this «relic» destroyable when inner door are down only.
The relic is in the current lord keeper room, it buff all defenders players around in 20 feet (less or more...), attackers have to destroy the relic to be abble to take the flag placed on the top keep.

Attackers can kill all defenders and destroy the relic after OR they can destroy the relic first with their range abilities only (care about canons exploit...), defenders will lose theirs buffs and attackers can kill them more easily.

A relic buff for defenders will make players charachters outnumbered more realistic.
When you have to defend your last position you are more strong, history speak about many place well defended, so well that the attackers was giving to them a chance to leave with their weapons in hands.

The proposal here can be redesigned as more as you want, just give more ideas if you want, it's the section «suggestion» of the forum.
Last edited by flintboth on Wed May 29, 2019 1:45 pm, edited 1 time in total.
monkey 079 (test failure - escaped)

User avatar
Ototo
Posts: 1012

Re: run the "RELIC"

Post#4 » Wed May 29, 2019 1:44 pm

Indeed this is the suggestion section. To discuss and take ideas to developt. I am completely against this mechanic you propose, and I gave my reasons: This system will clearly, in a 150 vs 150 battle zone, took even longer. Just turtle a tiny little zone and there is no way that anything can cross a 40+ AoEs, not even the best tanks with the best healers. We see this now in keep doors, with AoE funnels, but in this new situation you suggest, attackers have to focus fire in a place, instead of in the enemy players. I'm not even gonna speak of the many advantages that attackers have, and even coordinated MDPSs entering the relic room and ninjaing the zone with 0 contribution.

This is a game and sometimes you win and sometimes you loose, but with this mechanic of non-reactive the many exploits overrules, imo, even the worse Keep Lord bug. This can only be good to farm low levels' deads, and barely for anything else.

I don't want to propose anything that is worse, balance-wise, than Keep Lords. You were the one proposing, and this is my opinion: I oppose.
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User avatar
flintboth
Posts: 440

Re: run the "RELIC"

Post#5 » Wed May 29, 2019 4:53 pm

new title : run the "RELIC" or destroy it well !
but in this new situation you suggest, attackers have to focus fire in a place, instead of in the enemy players
Currently attackers use the aoe every where on the RvR, on the battlefield and in the keep to cleanse it and they don't focus annything, they try to avoid lord keeper first.

In my first post/proposal I dont see anything who drive attackers away from the confrontation against other players, they have to front others players, to kill them to be able to take the relic and the flag on the top of the keep.

In my second post/proposal if you have a relic well placed in defenders keep with a good amount of Hit Points attackers will have to destroy it but in same time they have to defend their self against defenders players charaters and kills them too, I mean defenderrs players will force the confrontation/battles anyway.
Attackers will not be able to focus the relic if there are tanks and Mdps defenders in front/around; aoe from attackers will damage the relic but the amount of HP will be enough to give a good battle for defenders.
We can think too about a possibility for healers to heal the relic or supplies from battlefield returned to a flag placed at the warcamp can heal the relic...
and even coordinated MDPSs entering the relic room and ninjaing the zone with 0 contribution.
In my second post/proposal above your post you can read "«relic» destroyable when inner door are down only", same for the first post/proposal you can't take the relic or the flag before the door is down.

+ on first proposal it is possible to added a timer on relic when conveying to avoid exploit (kill evry body cleanse enemy warcamp with the buff), players who bring it to their keep have some minutes to do it or the relic get back to the defenders keep and new groups of attackers can bring it and take the lock contribution for them.
Run the "RELIC" mean attackers have to be splitted, one attacker group have to run the relic (with the buff*) to lock the flag* placed in the defenders keep and one other attackers group have to defend this flag* because it need to be taged by the attackers to be locked by the relic. That give more chance for the defenders to have some good battles if they are outnumbered.
monkey 079 (test failure - escaped)

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