Anyway, why can't you crit doors? It's not the way it was on live >_<
One more thing, why all siege equipment costs so much. It's ok for any decent rvr guild, but it's the pugs who initiate most of sieges and they are discouraged to spend 10-30g on a very risky investment. Maybe lower the price from 5g to like 2-3g.
[FEEDBACK] On The Times Involved in Keep Sieges
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Re: [FEEDBACK] On The Times Involved in Keep Sieges
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Retired
ex-Greenfire/Invasion RvR leader
Wonderful RvR music videos

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Re: [FEEDBACK] On The Times Involved in Keep Sieges
stop directly to use money for siege stuff:
1-move merchant into wc
2- use a carrier system of 1.4.0 with resource that get consumed instead for any siege weapon you use and you need to keep over controll flags.
1-move merchant into wc
2- use a carrier system of 1.4.0 with resource that get consumed instead for any siege weapon you use and you need to keep over controll flags.

Re: [FEEDBACK] On The Times Involved in Keep Sieges
I just (6/23/16, 04:50) posted this in another thread, but I believe it's appropriate for recent feedback request. Cheers
viewtopic.php?p=153713#p153713

viewtopic.php?p=153713#p153713
"You're not 'someone' in this world until you're hated."
-GaruchillaJoe
"Warison"
-A bugle call to attack
-GaruchillaJoe
"Warison"
-A bugle call to attack
Re: [FEEDBACK] On The Times Involved in Keep Sieges
1. It was solid as they should be in T3 and T4. My concerns are more towards T2 as they rarely bring it down unless outmatching the opposite side with least another warband. 1 out of 5 is Order able to take over a keep.Genisaurus wrote: 1. Did the doors take too long to destroy? Were they too easy?
2. Did you find using cannons on the door to be a solid strategy, particularly for MDPS or tanks who can't fit on the ram?
4. Does the 3min cooldown on deploying an oil or ram seem like too long? too short?
6. Do you feel like you had enough time to reach a besieged keep to defend it?
2. It is an alternative strategy, but regardingT3 I'd like to see siege towers to be implemented. Somehow. In T3 you have that extra outer wall to breach and instead of making every keep siege the same to any other, I would try to use more alternative ways of being able to breach the outer walls. It makes it more fun and able to make keep sieges more diverse and different. For T4: Player catapults (see WAR Cinematic), ladders and maybe more anti-player ballistas.
4. I would increase it to per 5 min. The scraps of the destroyed oil has to be removed by players themselves, not by the server, so you need to salvage it (grants you xp/rp) and then you will be able to place a new oil machine.
6. It depends... One should be alerted of coming sieges by reading the T4 Chat sooner. So any auto-messages in T4 regarding a specific keep siege/defence should be shouted more often.
I would say that the heavy mount increase to 70% would rather help those who are skilled enough (see lvl 38) to reach the keep faster than someone who just entered the tier. I think there should be a larger difference between a mount you aquire at lvl 13 with the speed of 50% in comparison to a heavier mount at lvl 38 whos speed is only 10% increased.
Re: [FEEDBACK] On The Times Involved in Keep Sieges
Perfect explaination why current RvR system isnt working and wont work.
viewtopic.php?f=11&t=14068
viewtopic.php?f=11&t=14068
Re: [FEEDBACK] On The Times Involved in Keep Sieges
For context: primarily play NA primetime. Population in T4 usually sits around 200 people. You would be extremely lucky to have more than 24 v 24 in the lakes organized at that time. Meaning... no side has more than one warband.
Main comments:
1. Oil is to strong. period. end of discussion. It hits for 3K, does 3 ticks, and appears to be unblockable / unmitigatable. It is a definite kill to anyone by the door from just 1 pour. that is insane.
2. Doors have to much health and the ram is completely pathetic. The ram needs to do more dmg. period.
3. Most importantly - rvr needs to scale. I thought it was this way on live. It desperately needs this to make rvr happen during off-peak times. Perhaps the life of the door and the oil makes sense when you expect the siegers to have 2 to 3 warbands of people... if not more. But during NA and off-peak times... this needs to scale down. I don't know how difficult that is... but that would be my primary change. Have the door health scale downwards as the number of people in the zone are low... and scale upwards as the attackers scale upwards.
Main comments:
1. Oil is to strong. period. end of discussion. It hits for 3K, does 3 ticks, and appears to be unblockable / unmitigatable. It is a definite kill to anyone by the door from just 1 pour. that is insane.
2. Doors have to much health and the ram is completely pathetic. The ram needs to do more dmg. period.
3. Most importantly - rvr needs to scale. I thought it was this way on live. It desperately needs this to make rvr happen during off-peak times. Perhaps the life of the door and the oil makes sense when you expect the siegers to have 2 to 3 warbands of people... if not more. But during NA and off-peak times... this needs to scale down. I don't know how difficult that is... but that would be my primary change. Have the door health scale downwards as the number of people in the zone are low... and scale upwards as the attackers scale upwards.
Re: [FEEDBACK] On The Times Involved in Keep Sieges
oil needs to do A LOT of dmg. There is a countermeasure in player casts (think for tanks) which can deflect oil damage on players but i think its not implemented yet. We should wait for that before nerfing oil into the ground and make it useless.
There NEEDS to be measures for the defenders to win the fight. We neeed to bring skill into keep fights and you can only bring that in with measures and countermeasures, where the more coordinated side with more overall skill (and perhaps a BIT of luck) will win.
There NEEDS to be measures for the defenders to win the fight. We neeed to bring skill into keep fights and you can only bring that in with measures and countermeasures, where the more coordinated side with more overall skill (and perhaps a BIT of luck) will win.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)
- Smooshie (Destro)
Re: [FEEDBACK] On The Times Involved in Keep Sieges
Not really sure how these assumptions can be made when a keep hasn't really been defended yet. If you want skill in keep fights, well, it can't really happen. Funnel with couple wb who know not to chase out and GG WP it's all over.Tiggo wrote:oil needs to do A LOT of dmg. There is a countermeasure in player casts (think for tanks) which can deflect oil damage on players but i think its not implemented yet. We should wait for that before nerfing oil into the ground and make it useless.
There NEEDS to be measures for the defenders to win the fight. We neeed to bring skill into keep fights and you can only bring that in with measures and countermeasures, where the more coordinated side with more overall skill (and perhaps a BIT of luck) will win.
But saying that, I am curious. What is your preferred tactic to take a keep? How do you break a funnel or tank wall? When the other side has 2x more players than yours what do you do? When Russian alliances think its fun to zerg 3 wbs around where do you go?
This isn't an aggressive post, I'd just like some ideas for stratagies. I'm all out of them for now.

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Re: [FEEDBACK] On The Times Involved in Keep Sieges
Agree, Devs should read this topic.Zanilos wrote:Not really sure how these assumptions can be made when a keep hasn't really been defended yet. If you want skill in keep fights, well, it can't really happen. Funnel with couple wb who know not to chase out and GG WP it's all over.Tiggo wrote:oil needs to do A LOT of dmg. There is a countermeasure in player casts (think for tanks) which can deflect oil damage on players but i think its not implemented yet. We should wait for that before nerfing oil into the ground and make it useless.
There NEEDS to be measures for the defenders to win the fight. We neeed to bring skill into keep fights and you can only bring that in with measures and countermeasures, where the more coordinated side with more overall skill (and perhaps a BIT of luck) will win.
But saying that, I am curious. What is your preferred tactic to take a keep? How do you break a funnel or tank wall? When the other side has 2x more players than yours what do you do? When Russian alliances think its fun to zerg 3 wbs around where do you go?
This isn't an aggressive post, I'd just like some ideas for stratagies. I'm all out of them for now.
Dalgrimar wrote:Perfect explaination why current RvR system isnt working and wont work.
viewtopic.php?f=11&t=14068
Re: [FEEDBACK] On The Times Involved in Keep Sieges
thats what im talking about. how implement features which make it possible to a)defend against superior force b) get a well defended keep nevertheless. (well the question is: SHOULD you be able to defend a keeps against 3x the force inZanilos wrote:Not really sure how these assumptions can be made when a keep hasn't really been defended yet. If you want skill in keep fights, well, it can't really happen. Funnel with couple wb who know not to chase out and GG WP it's all over.Tiggo wrote:oil needs to do A LOT of dmg. There is a countermeasure in player casts (think for tanks) which can deflect oil damage on players but i think its not implemented yet. We should wait for that before nerfing oil into the ground and make it useless.
There NEEDS to be measures for the defenders to win the fight. We neeed to bring skill into keep fights and you can only bring that in with measures and countermeasures, where the more coordinated side with more overall skill (and perhaps a BIT of luck) will win.
But saying that, I am curious. What is your preferred tactic to take a keep? How do you break a funnel or tank wall? When the other side has 2x more players than yours what do you do? When Russian alliances think its fun to zerg 3 wbs around where do you go?
This isn't an aggressive post, I'd just like some ideas for stratagies. I'm all out of them for now.
the first place though).
its a difficult mission to accomplish this, im not delisional about that

- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)
- Smooshie (Destro)
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