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Keep capture, Old vs New

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Arslan
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Re: Keep capture, Old vs New

Post#11 » Fri Mar 06, 2015 10:27 pm

Well, let's make a poll. I liked the old system much more, it required REAL strategy and people actually reading the chat. But is it actually possible to rollback on an earlier patch on the client? I remember epic wipes and rage-quits and I wanna see that again. On the other hand, VP system was lame. Remember the "prior tier" and "pve" factors?? When both keeps fall no matter the bos etc the zone should flip.
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Kaitanaroyr
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Re: Keep capture, Old vs New

Post#12 » Fri Mar 06, 2015 10:31 pm

New system was what made most people quit.
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napalm666666
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Re: Keep capture, Old vs New

Post#13 » Fri Mar 06, 2015 10:32 pm

Hogtooth wrote:I like the old version with the guards and Lord. Also the ability for a Guild to claim and upgrade the NPC guards. Now for a private server with a limited population the newer version would probably work better.

Yea that's what i tought aswell, so if ur with a few only, the old system will be sooo lame, so gotta wait for server peak time, thats prolly why they made the new system cus the playerbase was so small so its possible to take keeps even if there isent a ton of ppl online.
Last edited by napalm666666 on Fri Mar 06, 2015 10:34 pm, edited 1 time in total.

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Kaitanaroyr
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Re: Keep capture, Old vs New

Post#14 » Fri Mar 06, 2015 10:33 pm

Arslan wrote:Well, let's make a poll. I liked the old system much more, it required REAL strategy and people actually reading the chat. But is it actually possible to rollback on an earlier patch on the client? I remember epic wipes and rage-quits and I wanna see that again. On the other hand, VP system was lame. Remember the "prior tier" and "pve" factors?? When both keeps fall no matter the bos etc the zone should flip.
that made the lowbie zones important reason you would have people logging on to t3 ect to help flip a zone increasing the pop in those teirs.
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napalm666666
Posts: 36

Re: Keep capture, Old vs New

Post#15 » Fri Mar 06, 2015 10:37 pm

Kaitanaroyr wrote:
Arslan wrote:Well, let's make a poll. I liked the old system much more, it required REAL strategy and people actually reading the chat. But is it actually possible to rollback on an earlier patch on the client? I remember epic wipes and rage-quits and I wanna see that again. On the other hand, VP system was lame. Remember the "prior tier" and "pve" factors?? When both keeps fall no matter the bos etc the zone should flip.
that made the lowbie zones important reason you would have people logging on to t3 ect to help flip a zone increasing the pop in those teirs.

That was dumb, T4 shudent "need" a lower act to be able to lock, and hey, remember this is a very SMALL comunity we wount be close as the live server even was, so they gotta make a game that works with a smaller base of players.


So T3 would just dont work, and keep lords/guards would make it so that only time we can do keeps is at server peak time, when we can form a wardband so 60%+ of the time we can only take BO's and gotta skip the keeps.
Last edited by napalm666666 on Fri Mar 06, 2015 10:46 pm, edited 1 time in total.

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Tesq
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Re: Keep capture, Old vs New

Post#16 » Fri Mar 06, 2015 10:42 pm


Origianl system with 4 champ, 1 hero, both doors repairable, reset time =10 min, after cap the flag keep enter in capturing status other faction have 5 min to reclaim the keep,

but..

-change flag capt to 10 sec to 30 sec as it was change in 1.4.X


-What you can do this way?
-ninja flag again if door is up
-no more easy ninja thx to gutter runner, cos there will be lords to kill em
-attackers become defender for 5 min, so lazy ppl that will afk in keep after conquer it will have bad surprise
-blood, blood, blood, adn skulls ( divine altar thx)

Basicaly lord and champ must be put against ninja, while player must def vs invader, thats's the way

napalm666666 wrote:
Hogtooth wrote:I like the old version with the guards and Lord. Also the ability for a Guild to claim and upgrade the NPC guards. Now for a private server with a limited population the newer version would probably work better.



Yea that's what i tought aswell, so if ur with a few only, the old system will be sooo lame, so gotta wait for server peak time, thats prolly why they made the new system cus the playerbase was so small so its possible to take keeps even if there isent a ton of ppl online.



that's just a wrong statement, old system problem where in lock system, not in keep's because with no ppl online take points from sc, and skirmish was like impossible. EA ended with add a timer that after if you control all flags ( any remember if it was like 1 /2 h ?), it make you auto lock.
About keeps, you were just able to take a keep with 2 partys and if this is a problem guard power can be just lowered, as i said above, there is just cool thing in odl system while no good point in new one, unless you fell like being able to ninja with gutter runner when doors are down, or wait 30 + min to rank up a zone (waithammer), it's just better make some sense change to old system.

Hogtooth wrote:I like the old version with the guards and Lord. Also the ability for a Guild to claim and upgrade the NPC guards. Now for a private server with a limited population the newer version would probably work better.


ye guild updgrade and claim, also divine altar.For the difficulty as i said above.
Last edited by Tesq on Fri Mar 06, 2015 11:12 pm, edited 3 times in total.
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Telen
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Re: Keep capture, Old vs New

Post#17 » Fri Mar 06, 2015 10:48 pm

VP were a lovely idea and the dev videos about dom locks was one of the things that really got me interested in the game. In practice though really really didn't work how they talked them up. Just waithammer and pq spamming while rvr emptied and scs were avoided.
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Tesq
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Re: Keep capture, Old vs New

Post#18 » Fri Mar 06, 2015 10:59 pm

Telen wrote:VP were a lovely idea and the dev videos about dom locks was one of the things that really got me interested in the game. In practice though really really didn't work how they talked them up. Just waithammer and pq spamming while rvr emptied and scs were avoided.
That's why pq should not give any contribution in orvr, id like also to remove sc cos 1-2 premade can prevent you the lock.
If a zone must be lock the fight need to happen in the Rvr lake not in other place.
So flags, keeps, skirmish only. can you image these 3 things only , with the old system? then add a timer to lock after 30 min if no flags of keep get contested.

-no more waithammer
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Thorgrumm
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Re: Keep capture, Old vs New

Post#19 » Fri Mar 06, 2015 11:14 pm

The introduction of the second ramp to the lord room is what ruined keep defense for me. After the door went down it only left the last stand on the roof, which admittedly was often very entertaining, but nothing compared to actually defending the flag at the top of the one ramp, back when a tank wall actually meant something.
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Kaitanaroyr
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Re: Keep capture, Old vs New

Post#20 » Fri Mar 06, 2015 11:47 pm

Thorgrumm wrote:The introduction of the second ramp to the lord room is what ruined keep defense for me. After the door went down it only left the last stand on the roof, which admittedly was often very entertaining, but nothing compared to actually defending the flag at the top of the one ramp, back when a tank wall actually meant something.
all the single ramp did was make an aoe trap having to defend two points was imo more fun instead of crowding around one spot spamming aoe.
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