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Re: T2

Posted: Sat Jun 13, 2015 4:23 pm
by Ototo
noisestorm wrote:(...)

My 'buff' proposal wasnt limited to stats. Maybe giving the underdogs some sort of 'reinforcement call' ability where they can summon some elite NPC(s) for a short period would work as well.

(...)
Sounds really interesting, but i fal to see how to implement this. Maybe a consumable that need to be bought but can only be used with AAO? Maybe some sort of "guard" that follow u like a pet since the moment u leave the Warcamp? A side trouble would be who gets the Exp/RR/Inf from the kill of a NPC, maybe all people in the lake get it?

Re: T2

Posted: Sat Jun 13, 2015 4:33 pm
by noisestorm
Ototo wrote:
Sounds really interesting, but i fal to see how to implement this. Maybe a consumable that need to be bought but can only be used with AAO? Maybe some sort of "guard" that follow u like a pet since the moment u leave the Warcamp? A side trouble would be who gets the Exp/RR/Inf from the kill of a NPC, maybe all people in the lake get it?

Obviously i assume that RP/XP share works here. So everyone who did any damage or healed the NPC will get split with the renown there. Like the NPC was a normal player. Just with the addition that this 'player' himself doesnt leech any RPs^^

Re: T2

Posted: Sat Jun 13, 2015 4:36 pm
by Vigfuss
There are already mechanics in the game that allow a small group to hold their own against larger groups. Buffs and group heals are limited to 6 players, and guard mitigates burst damage enough to make it possible to keep a group alive.

Making one side statistically stronger will only encourage zerging more on the overpopulated realm. It would also make it nearly impossible to judge what you're up against.

Re: T2

Posted: Sat Jun 13, 2015 4:46 pm
by Ototo
I think that this theorycraft try to solve actually that. Some really interesting ideas are along the thread. Some uber-idealistic, some uber-pesimist, some easy doable. There are 2 points getting touched often: Underdog chances to get renown without making it an insta-win, and at the time avoid the power of a "perfect setup" premade to actually ruin the situation making an attack to a keep a nearly impossible situation if u coordinate just 4 players.

Working in the player base stats seems wiser for me in the sense that groups, even PUGs, get their balance from their very skills, but how to balance the PvZerg is troublesome. I still stick to the Tesq ideas for revitalizing low tiers and to the zerg-breaking attemps. Allowing nearly full access to the WAR world is also really attractive, meaning too that u can help ur guild-mates leveling character to get the necessary renown. The game needs a balance there. AAO by itself is not usefull if u cant kill anything, but making u a God among Mortals is a plently bad idea also.

Re: T2

Posted: Sat Jun 13, 2015 5:50 pm
by Sulorie
AAO does not help you to defend a keep against the zerg, but it keeps you motivated to play the underdog side.
You can always kill something, sometimes you just need a group. ;)
I never game a **** who owns a keep, as long as I can kill enemy players, so I was fine with AAO as it is.
To help the defender at a keep siege you need further measures. Or you need more incentives to switch to the underdog side.

Re: T2

Posted: Sat Jun 13, 2015 6:42 pm
by Kaitanaroyr
Need keep defense reason why no one really cared to fight over keeps after 100 patch more renown in the open than just a quick wipe at a keep.

Re: T2

Posted: Sat Jun 13, 2015 11:48 pm
by Tesq
Kaitanaroyr wrote:Need keep defense reason why no one really cared to fight over keeps after 100 patch more renown in the open than just a quick wipe at a keep.
wasn't always like this, pre 1.4.0 looseing a guild keep was like being dishonored for big guild, also the "reset" meccanic of pre 1.4.0 ecourage ppl def the keep give them a def tick when keep was succesfully def, so that def a keep was like conquer one. with out count all the keep upgrade and the altar system with those 500 skull.
And last but not least side that had lsot keep could reconquer it in the reset time. And it happen a lot of times that bohemias on karak azgal to that. It was really awsome ( and bad as destru player >.<).
So much good things were lost due to 1.4.0 and it couldn't been in other way, population were to low. So sad it end that way.
I remember that take keep at night when guild gatered to make a good group play was really hard. Rvr night end with no side had gain a inch usually. Good old time.

Re: T2

Posted: Mon Jun 15, 2015 9:19 pm
by dobernan7
Hi oh yes!It was another time, much more difficult
, remember to try to make capital at three in the morning :)
bye

Re: T2

Posted: Mon Jun 15, 2015 9:37 pm
by Mez
Thread is too long, didn't lead. But I saw something about keeps? If I can add 2 cents please re-create the greatness that was tier 2 keeps at release. A few ideas;

1 ramp. Please. This creates long stands, and ramp congestion which allows for the long awaited 'CHARGE" up the ramp, or the coordinated 'They are wiping, push down' fun times.

Defense ticks, keep rewarding the players for being there actively defending. Not sure why Mythic removed this. Think it was every 3-4 mins or so.

Put the renown vendors back in the keeps. Add the guards back. Add the lords and bodyguards back.

Put the bloody/gail runner equivalent gear for T2 on the keep guards and keep lord.

Re: T2

Posted: Mon Jun 15, 2015 9:48 pm
by Mec
Mez wrote:Thread is too long, didn't lead. But I saw something about keeps? If I can add 2 cents please re-create the greatness that was tier 2 keeps at release. A few ideas;

1 ramp. Please. This creates long stands, and ramp congestion which allows for the long awaited 'CHARGE" up the ramp, or the coordinated 'They are wiping, push down' fun times.

Defense ticks, keep rewarding the players for being there actively defending. Not sure why Mythic removed this. Think it was every 3-4 mins or so.

Put the renown vendors back in the keeps. Add the guards back. Add the lords and bodyguards back.

Put the bloody/gail runner equivalent gear for T2 on the keep guards and keep lord.
Are you talking about the ways people can get upstairs?? if so then i have to disagree with you because i think the camping at the keep lord was boring.The moment we got 2 ways up we had these awesome shield walls at the door and it wasn't almost impossible anymore to take the keep and the last thing with 2 ways up it's still possible to defend a keep with 1wb against 3-4 wb's.