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New Bo's and Keep Lords System

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Darks63
Posts: 651

Re: New Bo's and Keep Lords System

Post#31 » Sun Apr 22, 2018 4:23 pm

zgolec wrote: Sun Apr 22, 2018 9:05 am
Hargrim wrote: Sun Apr 22, 2018 7:57 am
zgolec wrote: Sun Apr 22, 2018 7:20 am

First of all i think lord is way too much hp on start.... That pve in pvp pill is just meh.
But that's just me :P

On the other side this BO controlling thing that influence Lord is very good idea - it can greatly reduce zerging problem.

BUT...

Consider that BO capping for attacking side can help to kill lord.

For example attacking side controls
1 BO controlled by attacking side, debuff on lord dmg
2 BO controlled by attacking side, armor debuff on lord
3 BO controlled by attacking side, wounds debuff on lord
4 BO controlled by attacking side, further debuff on lord

This way you could reward not zerging in one place as it is now. Players will be forced to spread on map and fight for BOs not just hit lord/defend bottom floor with huge zergs as it is now. Guess this could reduce lag/stability problems with huge forces clashes in one place as well as add some strategic side to fights not just mindless zerging. It will also allow slightly smaller forces that use their brain to win even with greater numers of enemies that just mindlesly zerg. Just a thought.

Anyway nice to see you ppl trying out new things. Hope this will workout somehow.

Attackers usually already have AAO, there is no need to give bonuses to the attacking side. Bonuses to the defenders however will give everyone a better fight.
Guess devs and quite a lot players got different view on matter whats "better fight", imho this half hour [at best] lord fight is kinda bs...

Wish system was like on begin of live where no lords were on keep and u just had to cap keeps and bo not this bs pve... But ofc it's your server so do as you please...
The issue with that system is it lead to alot of RVE due to the other faction peacing out as soon as it was clear that the keep was doomed. This new one has a good goal and that is to try to break up the zerg a bit.
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Klesko
Posts: 67

Re: New Bo's and Keep Lords System

Post#32 » Sun Apr 22, 2018 4:57 pm

Hargrim wrote: Sun Apr 22, 2018 7:03 am BOs are supposed to matter, the thinking is:

1 BO controlled by opponent - keep lord get some buffs, minor headache
2 BOs controlled by opponent - major headache
3 BOs controlled by opponent - woops, we are having very bad time...
4 BOs controlled by opponent - woops, wiped by keep lord

Now we just need to align the values of keep lord HP and healing we give to lord each minute for controlled BOs.

With 1 BO keep lord should require between 10 and 20 minutes, with 2 BOs more, with 3 you should not be able to kill the lord without massive numbers.
Respectfully, this is poor design (unimaginably so for US population times).

1 BO held by duress-ed realm should have absolutely no effect on keep lord/fight. Maybe once the besieged realm is at 2 BO's should they get the buffs and minor headache as described, and once they push for majority BO control would you move into major headache, and then very bad time.

At no point should 4 BO's be an automatic keep wipe against the aggressing realm. Again, the current system is poor design. The actual literal fight around the keep lord should matter, and should be the ultimate decider to a successful sack of a keep or defense of the keep. *****The onus should be on the DEFENDERS to prevent the keep lord kill, making a push on the actual players sieging the keep...***** The attackers have already gone through the time and effort to batter down the doors and fight through the oil and now take on a beastly Hero boss. No need to create such low-hanging fruit for the defenders, and that's what you've created here.

Basically your whole system should be shifted 1 BO up, never reaching a threshold where a realm can deny another realm a keep lord kill with ONLY BO claims, and no actual attempts at rvr against the players attacking their lord in the region.

Your current iteration requires an aggressor realm to have a raid force on lord, a force to prevent chicanery from the ramps below, a force for BO #1, a force for BO #2, and a force for BO #3, conceding perhaps just 1 BO. Yeah, no. A modicum of commonsense should have prevailed here.

Back to the drawing board, boys.

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Sedok
Posts: 121

Re: New Bo's and Keep Lords System

Post#33 » Sun Apr 22, 2018 7:11 pm

Klesko wrote: Sun Apr 22, 2018 4:57 pm Respectfully, this is poor design (unimaginably so for US population times).

I agree with Klesko.

I can understand and agree with the desire to make BOs important, however, just in concept this flips all the importance to BOs. The final battle for a zone should take place at the keep, defenders shouldn't be incentivized to abandon it and sit on BOs to automatically wipe the opposing realm. This system now requires the aggressor faction to massively outnumber the defending faction; even assuming organized, top-level play, you would need a minimum of three warbands (72 people) to have a shot at taking the zone, even more for larger zones (like KV, BC, or DW). One warband for Lord, one warband to guard the keep, and one warband to split 2/2 to patrol 2 BOs each. Again, that's assuming high-level, organized play, which does not exist on the server.

I've only lead one warband since the change, during the NA graveyard shift, and the only reason we downed the Lord was because the Destro were more focused on roaming than holding BOs (that health regen is also a bit more than a "headache"). If they had decided to actually play the system appropriately, we wouldn't have taken the zone; even with as small as T3 Elf is, with only myself leading a warband and no-one making an overflow, Destro could have sat on all four BOs all night, killing the Order stragglers around them.
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diedrake
Posts: 410

Re: New Bo's and Keep Lords System

Post#34 » Sun Apr 22, 2018 7:25 pm

Sounds like the new system is a headache for such a small community. Great idea though breaking the zerg up though and bos remain important.

Sunds like this should work if the lords hps were like on live just add increased % based off of pop and then add this new bo change.

Hope it gets sorted out and twiked a lil bit.
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Rydiak
Posts: 770

Re: New Bo's and Keep Lords System

Post#35 » Sun Apr 22, 2018 7:35 pm

Hargrim said in the patch notes thread that he reduced Lord health by 50%. That would be hugely noticeable because the BO heal rate is percentage based, but he also doubled the BO heal rate (from 1% to 2%), so effectively the heal rate is the same. If you couldn't out-DPS the heal rate of 1 to 2 BOs before you still won't be able to now, and you will essentially have to make sure the enemy doesn't hold any BOs.
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