Question to the Devs : Keeps : Will they keep their guards?

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Aquilon
Posts: 203

Re: Question to the Devs : Keeps : Will they keep their guar

Post#41 » Wed Jan 07, 2015 1:46 am

Tesq wrote:put flag on 2nd floor?

----->

i alredy see order zerg take position with their bw noob fingers ready on annihilate, and i alredy see all our 2h chosen pushing with blood rage and get owned, then i see me as the only tank survived get knock inside order zerg with no heal...

repet this for 1h.........

And repeat it like every rvr night for like 1 years........

LIVE, DIE, REPEAT .....
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Idrinth wrote:
Penril wrote: Waithammer = pre 1.4
Doorhammer = post 1.4
Maybe mixing and matching might work? Like resources reducing the time of the last done BO/Keep by a bit OR spawning something to help open doors(Greater Demon maybe?). Also did prefer Waithammer to Doorhammer tbh
Simpler: keep claim paid with gold, keep upgrades&guards purchased with resources.
Means determine end.

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Idrinth
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Re: Question to the Devs : Keeps : Will they keep their guar

Post#42 » Wed Jan 07, 2015 8:00 am

Idrinth wrote:
Penril wrote: Waithammer = pre 1.4
Doorhammer = post 1.4
Maybe mixing and matching might work? Like resources reducing the time of the last done BO/Keep by a bit OR spawning something to help open doors(Greater Demon maybe?). Also did prefer Waithammer to Doorhammer tbh
Simpler: keep claim paid with gold, keep upgrades&guards purchased with resources.[/quote]
I don't think removing the guild's choice of hiring more guards is a good idea, but resources helping for repairs or spawning extra guards/defenses for example might work.
Waiting for the carriers to arrive instead of just spending gold isn't that much fun to be honest.
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Bozzax
Posts: 2650

Re: Question to the Devs : Keeps : Will they keep their guar

Post#43 » Wed Jan 07, 2015 2:35 pm

Tesq wrote:put flag on 2nd floor?

----->

i alredy see order zerg take position with their bw noob fingers ready on annihilate, and i alredy see all our 2h chosen pushing with blood rage and get owned, then i see me as the only tank survived get knock inside order zerg with no heal...

repet this for 1h.........

And repeat it like every rvr night for like 1 years........

LIVE, DIE, REPEAT .....

after 1 y of destru methodologically farm we will yell that we want keep flag out of keep :P
If dest can't take a keep @ 300+ Order AAO then I pity them
Last edited by Bozzax on Wed Jan 07, 2015 2:49 pm, edited 1 time in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Bozzax
Posts: 2650

Re: Question to the Devs : Keeps : Will they keep their guar

Post#44 » Wed Jan 07, 2015 2:44 pm

Aven wrote:
Telen wrote:
Penril wrote:
What do you mean with keeping resource carriers?

If RCs level your keep then there is no point in claiming them. Also, with the old way zones locked, BOs were CRUCIAL. People had to coordinate to protect them, and the enemy realm could attack one in full force (avoiding the zerg).

Yes, some people called it "Waithammer" but to me it was way better than "Doorhammer where you do city 4-5 times a day".
Totally agree doorhammer made endgame feel really common place. Sacking a city is winning the game. It should be a real effort that takes a motivated realm to achieve.
Doomhammer wasn't good, but Waithammer was as equally terrible. When I was tired of RvR I would go do PQ or SC, when Waithammer arrived, I was 'meh, I don't feel like chilling on Reddit for 15 minutes waiting for a ram to arrive at the door so we can start really pushing'.
I always thought BO's should be open for cap during door-phase. Just think of all the small scale skirmish and defence duties that will occur instead of "zerg idling" near keep.

Attacker holds 4 BO = 100% RAM damage
Attacker holds 3 BO = 50% RAM damage
Attacker holds 2 BO = 25% RAM damage

Defender holds 3 BO = Defence tick and RAM breaks
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Tesq
Posts: 5713

Re: Question to the Devs : Keeps : Will they keep their guar

Post#45 » Wed Jan 07, 2015 4:57 pm

Idrinth wrote:
Penril wrote: Waithammer = pre 1.4
Doorhammer = post 1.4
Maybe mixing and matching might work? Like resources reducing the time of the last done BO/Keep by a bit OR spawning something to help open doors(Greater Demon maybe?). Also did prefer Waithammer to Doorhammer tbh
this.....The base should be pre 1.4.0, siege were more enjoiyable, also keep could be took back in those 5 min of reset.
Guards from their own add some kind of fight inside and no 1 player ninja that is ridiculus, also beeing able to took keep while door is still up it's ok, if 5+ melee ninja and they took down guards they rightly take keep, i mean guards inside must be put to fight against ninja ppl they have to offer a challenge in that way, they are not something that it's put in keep to def keep instead players.
I feel comfortable with been able to hit door as long ram do more damage.
Increase ram's damage based on flags and increase door resistence by aao could help too,

as personal whise ---->What i missed is the chance to bypass walls. Rat ogre can let jump some ppl inside 1 by one so a small group can make a sortie but we need some "siege tower" like those on ekrund gates..
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Aven
Posts: 44

Re: Question to the Devs : Keeps : Will they keep their guar

Post#46 » Wed Jan 07, 2015 5:42 pm

Penril wrote:
Aven wrote:
Telen wrote:
Doomhammer wasn't good, but Waithammer was as equally terrible. When I was tired of RvR I would go do PQ or SC, when Waithammer arrived, I was 'meh, I don't feel like chilling on Reddit for 15 minutes waiting for a ram to arrive at the door so we can start really pushing'.
Waithammer = pre 1.4
Doorhammer = post 1.4
Really? That's not how it felt for me, it was really the other way around. Pre 1.4, I'd do a City like every two or three days, and most of the keep fights were interesting, very little downtime and waiting. Then Post 1.4, you had to wait. And wait. Wait for the keep to upgrade, wait for the ram to be placed and down the door, with other siege weapons and other players having very little impacts on the play.

I maybe totally misremember how it was, but that's how I felt it was.
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turlututuhu
Posts: 256

Re: Question to the Devs : Keeps : Will they keep their guar

Post#47 » Wed Jan 07, 2015 5:59 pm

Guards on top if melee dps inc by the postern and carreer ressource to heal the door if defender tap battle objectif.
test monkey 062 (test failure... escaped)

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Aquilon
Posts: 203

Re: Question to the Devs : Keeps : Will they keep their guar

Post#48 » Wed Jan 07, 2015 6:44 pm

Idrinth wrote: I don't think removing the guild's choice of hiring more guards is a good idea, but resources helping for repairs or spawning extra guards/defenses for example might work.
Waiting for the carriers to arrive instead of just spending gold isn't that much fun to be honest.
Removing? Just hire them with resources.
Purchase wasn't instant. You had to wait for upgrade, which was irritating. :D Waiting is involved in a both ways, but my idea adds more tactical depth.

Also, siege weapons should be available from the start, not dependant on keep's level.
Means determine end.

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Penril
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Re: Question to the Devs : Keeps : Will they keep their guar

Post#49 » Wed Jan 07, 2015 6:58 pm

Aven wrote:
Really? That's not how it felt for me, it was really the other way around. Pre 1.4, I'd do a City like every two or three days, and most of the keep fights were interesting, very little downtime and waiting. Then Post 1.4, you had to wait. And wait. Wait for the keep to upgrade, wait for the ram to be placed and down the door, with other siege weapons and other players having very little impacts on the play.

I maybe totally misremember how it was, but that's how I felt it was.
You obviously dont remember how you needed victory points, holding all BOs and keeps in a zone so it could flip, and if the other sied took your BO you had to wait 15 minutes for it to unlock and cap it again, and then another 15 minutes for the flip to kick in.

Sulorie
Posts: 7461

Re: Question to the Devs : Keeps : Will they keep their guar

Post#50 » Wed Jan 07, 2015 7:30 pm

Tesq wrote: if 5+ melee ninja and they took down guards they rightly take keep, i mean guards inside must be put to fight against ninja ppl they have to offer a challenge in that way, they are not something that it's put in keep to def keep instead players.
[...]

as personal whise ---->What i missed is the chance to bypass walls. Rat ogre can let jump some ppl inside 1 by one so a small group can make a sortie but we need some "siege tower" like those on ekrund gates..
This is no challenge, when those melees are guarded and aoe healed through the wall.
Those flying mounts could be difficult to implement but work good to enter the inner keep, at least for T2. :)
Dying is no option.

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