I think the BO changes penril suggests are really solid, but why are you against zone locks? Just reseting the keeps in zone takes away any purpose that was left, taking a keep only to lose it to 5 minutes later to some kind of built in reset seems cheesy.Azarael wrote:So shall it be. I would rather force the battle to switch between Emp and Dwarf than use a 10 min lockout timer, however.Penril wrote:My suggestion? If a realm owns both keeps in a zone, have them reset after 5/10 minutes. This will end keep trading. Also, keep the increased xp/renown near the BO's (that was a good change). Finally, make keep door attackable ONLY if your realm owns at least 2 BO's (or maybe make the enemy keep lord spawn ONLY if your side owns at least 2 BOs). This will spread the zerg a little (they will have to protect BO's). Reduce the BO lockout timer (i think it was 5 minutes in 1.4.8). Reduce xp/renown gained from locking a BO to avoid BO trading (but keep the killing bonus near them).
Give me a few days.
Changelog 07/09 (Keeps / BOs)
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Re: Changelog 07/09 (Keeps / BOs)
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Re: Changelog 07/09 (Keeps / BOs)
Maybe zone licks are a little hard to work with? Dont knowJaycub wrote:I think the BO changes penril suggests are really solid, but why are you against zone locks? Just reseting the keeps in zone takes away any purpose that was left, taking a keep only to lose it to 5 minutes later to some kind of built in reset seems cheesy.Azarael wrote:So shall it be. I would rather force the battle to switch between Emp and Dwarf than use a 10 min lockout timer, however.Penril wrote:My suggestion? If a realm owns both keeps in a zone, have them reset after 5/10 minutes. This will end keep trading. Also, keep the increased xp/renown near the BO's (that was a good change). Finally, make keep door attackable ONLY if your realm owns at least 2 BO's (or maybe make the enemy keep lord spawn ONLY if your side owns at least 2 BOs). This will spread the zerg a little (they will have to protect BO's). Reduce the BO lockout timer (i think it was 5 minutes in 1.4.8). Reduce xp/renown gained from locking a BO to avoid BO trading (but keep the killing bonus near them).
Give me a few days.
Vanhorts
Re: Changelog 07/09 (Keeps / BOs)
Oh, and after update NPC with 150 kill's quest in Troll Country warcamp is missing.
Re: Changelog 07/09 (Keeps / BOs)
yesAzarael wrote:Is that directed at me?
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Re: Changelog 07/09 (Keeps / BOs)
Then I don't understand why you are asking me that question, because I'm not against zone locks.
I am, though, against making zone locks contingent on controlling every BO and keep in the region's because I think that without serious advantage for one faction, that will not happen.
I am, though, against making zone locks contingent on controlling every BO and keep in the region's because I think that without serious advantage for one faction, that will not happen.
- GreenWolf2471
- Posts: 55
Re: Changelog 07/09 (Keeps / BOs)
I like the idea of forcing the fight between dwarf and empire.
I had a thought though, just throwing it out there, what about moving the rewards from the keeps/BO's to the zone lock, which is triggered when you own 4 BOs and both keeps in a zone.
That way everyone is fighting for all the objectives at once, encouraging zergs to split up and for people to take and defend multiple objectives. To implement this you could have the old rewards of 20k for keeps and 12k for BOs go down to 10k and 6k, then when the zone locks the winning side is given the rest (44k exp = 10k + 10k + 6k*4). Numbers could be subject to change and are just an example.
Once the zone is locked it stays locked until a victory is achieved in the other zone. So once say Destruction owns both keeps and 4 BOs in empire, then the fight switches to dwarf, once one side captures everything in dwarf the fight switches back to empire.
The current timers of 15 mins will let one side split up and cap the BOs, and if they managed to do them at around the same time and they already own one keep, they have around 15 minuites to zerg for the second keep and a zone win. However the other side could take their keep with a small group if they leave it undefended.
The only thing left to implement after this system is in place is a suitable reward for defenders(Not too much, not too little). For example that when you defend you get double the normal rewards for kills. This encourages you to attack if no one attacks you, but there is incentive to defend if you are attacked. This also means that if one side is winning, as long as the other side keeps putting up a defence they will constantly benefit from double rewards.
The final thing to balance I think would be to make it so that the keep medallions just drop off RVR kills in the vicinity of the keep at say a 10% chance per kill or something like that, again numbers subject to change.
You can further expand this system once Elf t2 is released to make is almost mirror a T4 push towards a city. For example say Empire is the current fighting zone, if destruction wins move to dwarf, if order wins move to elf so that the zone is rotating.
I had a thought though, just throwing it out there, what about moving the rewards from the keeps/BO's to the zone lock, which is triggered when you own 4 BOs and both keeps in a zone.
That way everyone is fighting for all the objectives at once, encouraging zergs to split up and for people to take and defend multiple objectives. To implement this you could have the old rewards of 20k for keeps and 12k for BOs go down to 10k and 6k, then when the zone locks the winning side is given the rest (44k exp = 10k + 10k + 6k*4). Numbers could be subject to change and are just an example.
Once the zone is locked it stays locked until a victory is achieved in the other zone. So once say Destruction owns both keeps and 4 BOs in empire, then the fight switches to dwarf, once one side captures everything in dwarf the fight switches back to empire.
The current timers of 15 mins will let one side split up and cap the BOs, and if they managed to do them at around the same time and they already own one keep, they have around 15 minuites to zerg for the second keep and a zone win. However the other side could take their keep with a small group if they leave it undefended.
The only thing left to implement after this system is in place is a suitable reward for defenders(Not too much, not too little). For example that when you defend you get double the normal rewards for kills. This encourages you to attack if no one attacks you, but there is incentive to defend if you are attacked. This also means that if one side is winning, as long as the other side keeps putting up a defence they will constantly benefit from double rewards.
The final thing to balance I think would be to make it so that the keep medallions just drop off RVR kills in the vicinity of the keep at say a 10% chance per kill or something like that, again numbers subject to change.
You can further expand this system once Elf t2 is released to make is almost mirror a T4 push towards a city. For example say Empire is the current fighting zone, if destruction wins move to dwarf, if order wins move to elf so that the zone is rotating.
Last edited by GreenWolf2471 on Mon Sep 07, 2015 11:35 pm, edited 1 time in total.
Re: Changelog 07/09 (Keeps / BOs)
Probably a misunderstanding, but what is your stance on zone locks? Or rather why are they not a part of the game atm?Azarael wrote:Then I don't understand why you are asking me that question.
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- GreenWolf2471
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Re: Changelog 07/09 (Keeps / BOs)
Azarael i think if the incentive is there to zone lock and individual objectives have less rewards people will make smaller groups to take objectives. It will be more of a 'for the good of the side/campaign/victory' instead of standing leaving a keep undefended because you want a BO tick.
Also everyone is my idea good/bad
?
Also everyone is my idea good/bad

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