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New Bo's and Keep Lords System

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Fallenkezef
Posts: 1492

Re: New Bo's and Keep Lords System

Post#11 » Sun Apr 22, 2018 7:45 am

zgolec wrote: Sun Apr 22, 2018 7:20 am
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.
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.

I really like this idea
Alea iacta est

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Hargrim
Former Staff
Posts: 2465

Re: New Bo's and Keep Lords System

Post#12 » Sun Apr 22, 2018 7:57 am

zgolec wrote: Sun Apr 22, 2018 7:20 am
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.
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.
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Azerreth
Posts: 62

Re: New Bo's and Keep Lords System

Post#13 » Sun Apr 22, 2018 8:20 am

So let me ask the simple question, not out of disrespect but frustration at how powerful these lords are. When we get to the fortress's, cities and further down the line when you start adding other junk how strong will they be comparatively to the current lords? I mean for a fort or city lord to be as strong as a keep lord is kind of weak lore wise, these small scale lords in the keeps should be NO WHERE near the level of power of a fortress lord or city lord.

Have you even thought about the needed power increase on our part, a keep lord should NOT take two or so warbands to take and should not take thirty minutes + to kill. This is a huge issue and now with holding Bo's he can get a buff and he can be pulled down stairs, up stairs and every which way on top of his already over tuned stats. So when forts come out which seems to be moving closer and closer to actually happening, how hard will they be? How many do you expect for us to bring to this mess that will eventually occur. IF you have a fully conq'd out six man you SHOULD be at the comparative level of the "Keep lord" Which makes sense as that is their level of power, which means a warband with at least a good portion of their members having conq gear should be able to do more than they currently can.

I dont find the keeps at this point really as entertaining because after all our hard work to get into the damn thing they have almost an hour or so worth of defending they can do? Especially without the timer on what side you can play, you should put a four or so lock out on switching sides once you are flagged for rvr so X-Realming is less of a hindrance to the keep battles. At this point the five star lock-out will probably be the preferred way to lock a zone... which I know is not anyone's intention.

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Hargrim
Former Staff
Posts: 2465

Re: New Bo's and Keep Lords System

Post#14 » Sun Apr 22, 2018 8:25 am

Most of your questions are answered in my previous post, go check it, starting with 'I think fight should take between 10 and 20 minutes',

What will be in forts we will see when we get to the forts. It will be other kind of encounter than tank and spank we have in regular RvR tho, mostly because the mobility and need of capturing and holding the BOs on large map will be mostly gone.
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Hargrim
Former Staff
Posts: 2465

Re: New Bo's and Keep Lords System

Post#15 » Sun Apr 22, 2018 8:26 am

And another thing, please do not bring the lore in game where healing magic is widespread and you can even resurrect dead people on a whim. Just don't.
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Azerreth
Posts: 62

Re: New Bo's and Keep Lords System

Post#16 » Sun Apr 22, 2018 8:36 am

two different things entirely on the lore bit, mechanics for classes is different than common sense. A keep lord would be weaker than a fort lord, and the fort lord would be weaker than the city lord. At least that is how it has been in warhammer, anyone in a higher position has gotten there by strength or power sometimes both. It is only logical to assume the fort lord and city lord would make the keep lord look like a piss ant in comparison

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catholicism198
Posts: 1092

Re: New Bo's and Keep Lords System

Post#17 » Sun Apr 22, 2018 8:40 am

Fallenkezef wrote: Sun Apr 22, 2018 6:24 am The devs have put in a system just 24 hours old. They work hard, don't get paid like the large dev teams of aaa games and do thier best.

Let's try CONSTRUCTIVE, detailed posts that specify the issue.

How many did you have hitting the Lord? Roughly how many of your faction in zone? Numbers effect Lord's health pool and healing from bo is a percentage of that health so the more in zone, more he heals.

Help the devs boys and girls.
That goes without saying but this new iteration is a nightmare. The keep lord already took way too long to knock out and now he can regenerate health on top of that? So now you basically need a WB attacking the keep lord, a WB defending the bottom floor, and several WBs guarding BOs...I'm not entirely sure how the keep lord scaling works, but if it scales depending on the number of people in the zone and not the number of people attacking the Lord, then that's yet another slap on the face- since all the people present in the zone won't be attacking the keep lord because we now need several groups guarding BOs. This new system is even worse for us NA players. We rarely have enough people to even attempt to defeat RoR's keep lord.
I play games to unwind and relax, not because I want a second job- and this game is just becoming more and more tedious.
Hargrim wrote: Sun Apr 22, 2018 7:57 am 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.
AAO is usually the defender's bonus. The new system just provides them with a low risk way to troll the attackers.
Last edited by catholicism198 on Sun Apr 22, 2018 8:47 am, edited 1 time in total.

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roadkillrobin
Posts: 2773

Re: New Bo's and Keep Lords System

Post#18 » Sun Apr 22, 2018 8:45 am

I havn't tried the new system myself but reading about peoples experience with it currently I'm just wondering if this just force status quo like situations much like the past keep gate farmings.

You don't have enough people in the lord room to outdps the lord regen coz half the forces are out hunting BO's which are spread so far apart that you need to split up even more, and by that you don't have enough people to retake the BO's coz theres's a whole warband sitting on it and you show up with a 6man.

If keep lord regen so much with BO controll theres no point defending the lord right? So at equal numbers defending realm will have more people at BO's and attacking realm don't have numbers to retake em coz they need both forces at keeps aswell as retake and hold BO's vs greater numbers.
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zgolec
Posts: 754

Re: New Bo's and Keep Lords System

Post#19 » 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
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.
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...
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Hargrim
Former Staff
Posts: 2465

Re: New Bo's and Keep Lords System

Post#20 » Sun Apr 22, 2018 9:09 am

Azerreth wrote: Sun Apr 22, 2018 8:36 am two different things entirely on the lore bit, mechanics for classes is different than common sense. A keep lord would be weaker than a fort lord, and the fort lord would be weaker than the city lord. At least that is how it has been in warhammer, anyone in a higher position has gotten there by strength or power sometimes both. It is only logical to assume the fort lord and city lord would make the keep lord look like a piss ant in comparison

This is logic, not lore.
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