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keep and zone lock

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flintboth
Posts: 440

keep and zone lock

Post#1 » Sat Apr 28, 2018 11:30 am

Here a little suggetion about RvR map locking.

If we have to capture at the same time four flags (or two or three... let test an adequate numbers...) TO lock the map we can avoid the Annoying PvE keep Lord.

Why 4 flags ? Because all of those flags are representative of a part of the RvR and capture them mean a good management of the battalefield; Like :

- two flags representative of the control and management of the map and the Battle Objective's, two flags = two of the four Battle Objectives; The two Battle Objectives furthest apart from each other on the map.
- one flag for the control of the outer enemy wall (enemy keep management), on the top of the oil tower
- one flag for the control of the inner enemy keep (enemy keep management), on the top of the keep


At same time ( 20 seconds needed to take one flag and all flags must be captured with a tolerance of one second maximum between every flags) that mean players must be coordinated to capture them, use the approprioate chat and "communicate" and they must control four (or three... need to be tested) position during 20 seconds (or another timer, 15 sec, 10 sec... depend what timer is the best for the game).
If a player is interupted when he take a flag all flags (the 4 or the three... depend what design is tested) must be taken again at "T zero". That mean no enemies around the four flag position >>> around 2 battelfield objectives, around the outer enemy tower, around the top of enemy keep during 20 seconds (or less or more, depend what timer is the best for).

Thank you.
Last edited by flintboth on Thu May 03, 2018 11:04 am, edited 4 times in total.
monkey 079 (test failure - escaped)

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Rydiak
Posts: 770

Re: keep and zone lock

Post#2 » Sat Apr 28, 2018 12:31 pm

Ummm, what?
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zgolec
Posts: 753

Re: keep and zone lock

Post#3 » Sat Apr 28, 2018 1:20 pm

Rydiak wrote: Sat Apr 28, 2018 12:31 pmUmmm, what?
x2
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Hargrim
Developer
Posts: 2465

Re: keep and zone lock

Post#4 » Sat Apr 28, 2018 2:25 pm

1) Remove keep lords
2) Spawn 2 flags in keep in outer gate and inner keep, remove 2 from the zone
3) Cap all 4 flags to lock the zone, have so much fun zerging and ignoring most of zone!
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kiannas
Posts: 25

Re: keep and zone lock

Post#5 » Sat Apr 28, 2018 3:33 pm

keep it a full ride amusement park, all 4 bfo's and the 2 in keep to make it a proper
6 flags.......

delcon
Posts: 102

Re: keep and zone lock

Post#6 » Sat Apr 28, 2018 3:41 pm

the current system is fine just needs tweaking and that's what they are doing give it some time.

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Bignusty
Posts: 454

Re: keep and zone lock

Post#7 » Sat Apr 28, 2018 3:53 pm

The current system isnt fine ! Now nobody coming def keep all playing BO . This afternoon on Ellyrion keep we were more than 1 wb on lord whit 3 BO taken impossible to kill the lord always healing his life.

Lord dont need buff from BO or other things just adjust his life whit number scale. I have an idea just tell me your opinion about it.

My idea is about Door and Ram mechanics for defenders and attackers players, whit Door absorb and Ram buff dmg :

-Door absorb depend how many BO defenders holding -- ( X amount of Dmg absorbed for X BO holded )

-Ram dmg depend how many BO holding attackers -- ( X amount of Buff Dmg for X BO holded )

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Hargrim
Developer
Posts: 2465

Re: keep and zone lock

Post#8 » Sat Apr 28, 2018 4:09 pm

Oh, look, another idea.
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Luuca
Posts: 1204

Re: keep and zone lock

Post#9 » Mon Apr 30, 2018 8:36 pm

Last night, and for most of the day, one zone was active. None could lock it until destro pulled massive effort together and flooded the zone. Then, in pure Destro fashion, they ignored the keep and simply farmed Order for 3 more hours. It was like a bad SC without a timer or imbalance cut off.

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Rydiak
Posts: 770

Re: keep and zone lock

Post#10 » Mon Apr 30, 2018 8:37 pm

I never understood the whole "80%+ AAO on your enemies but don't ever think about sieging" thing.
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