Recent Topics

Ads

T2

Chat about everything else - ask questions, share stories, or just hang out.
User avatar
Vigfuss
Posts: 383

Re: T2

Post#151 » Tue Jun 16, 2015 11:44 pm

IMO providing more than one avenue of attack makes for better game play. It allows for counter strategy. Then the other side has to react and counter the counter, and it can go back and forth. It ends up being much more interesting than just trying to force your way through one choke point.
Fusscle of Critical Acclaim

Ads
User avatar
Shutyergob
Posts: 168

Re: T2

Post#152 » Wed Jun 17, 2015 2:57 am

Here's an idea: why not have different zones use different mechanics for rvr. What I mean is: one zone could require a keep to be built up to 5 stars or whatever before you can attack the other keep.

Meanwhile, another zone would not require that. You can attack the keep whenever, ie just go do it, take the keep and lock the zone.

Meanwhile another zone would use Victory Points to lock the zone. And the zones could rotate with each reset, so it wouldn't get stale.

And at times all the zones could be using the same mechanic, and at other times all would be different, and still at other times they'd be two zones using the 'keep 5 star system' and only 1 zone would use the 'Victory Point System'... etc...

In other words they'd always be rotating, and random and wouldn't get stale.

I realize it'd be harder to implement, and probably would have a lot of bugs, but it certainly would help keep things from getting stale.

User avatar
Tesq
Posts: 5713

Re: T2

Post#153 » Wed Jun 17, 2015 12:31 pm

nalgol wrote:just and crasy thinking here

Anyone played wow the old alterac valley?
what if we make the t4 zones like it bascly
so no zone locks / control in t4
all keeps are attackable if you own a keep you get a lord inside the fortress
flags are respawn points
collect skulls to summon bloodthrister and the like
Fun idea but not good for the game, 9 zone are too much, they will basically spread too much action, this is game where you suppose to have wbs vs wbs; alredy 3 zone should spread enough the zerg if a dedicated system is provide, it's not a problem of zone but a efficent system that spread the zerg,....zerg stay in 1 zone even if you open 9 maps.
Spoiler:
Shutyergob wrote:Here's an idea: why not have different zones use different mechanics for rvr. What I mean is: one zone could require a keep to be built up to 5 stars or whatever before you can attack the other keep.

Meanwhile, another zone would not require that. You can attack the keep whenever, ie just go do it, take the keep and lock the zone.

Meanwhile another zone would use Victory Points to lock the zone. And the zones could rotate with each reset, so it wouldn't get stale.

And at times all the zones could be using the same mechanic, and at other times all would be different, and still at other times they'd be two zones using the 'keep 5 star system' and only 1 zone would use the 'Victory Point System'... etc...

In other words they'd always be rotating, and random and wouldn't get stale.

I realize it'd be harder to implement, and probably would have a lot of bugs, but it certainly would help keep things from getting stale.
i Dont get why you would rotate the system when the stars system is poor designed, also introduce something like that do not solve the problem we are looking to solve it creat diversity but is not what we are looking for.
Moreover it's basicaly more work for dev.
Image

karib
Posts: 42

Re: T2

Post#154 » Wed Jun 17, 2015 6:56 pm

Don't flame me... but will T2 open before or after the summer school holidays ?

User avatar
Tesq
Posts: 5713

Re: T2

Post#155 » Wed Jun 17, 2015 7:19 pm

karib wrote:Don't flame me... but will T2 open before or after the summer school holidays ?
"soon" :lol: :lol: :lol: :lol:
Image

User avatar
noisestorm
Posts: 1727

Re: T2

Post#156 » Wed Jun 17, 2015 11:19 pm

karib wrote:Don't flame me... but will T2 open before or after the summer school holidays ?
If i have to give a wild guess, id say before September :p

User avatar
Kaitanaroyr
Posts: 484
Contact:

Re: T2

Post#157 » Wed Jun 17, 2015 11:39 pm

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.
No need to remove second ramp made it more challenging wasn't hard to hold a tank wall at the gate as long as they don't add those stupid wizzy pots those completely destroyed any point of tank walling defense ticks are needed to keep people defending
Image
Spoiler:
Wixxy 100 SM,Artemis,100 SW,Wannabeheals 100 WP,Rikashi 100 Kotbs,Whisper 100 WH,Whispers WH,Veioe 100 Zeal,Antzz 98WH,Kaitanaroyr100 WL,Sumtingwong RP,Saturn WP 80,hemorrhage 100 zeal

User avatar
Bozzax
Posts: 2645

Re: T2

Post#158 » Thu Jun 18, 2015 6:46 am

When it is reasonably balanced 2 ramps, when it is unbalanced 1 ramp* and when it crazy imbalanced at least give defenders a last stand by moving flag/lord/guards to the top floor of the keep

*Blocking second ramp with a few extra guards/rubble/barrels spawns
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Ads
Sulorie
Posts: 7461

Re: T2

Post#159 » Thu Jun 18, 2015 8:29 am

When it is totally imbalanced, then defenders leave the keep to gank attackers with high aao. Wouldn't have a problem with it. This is how it would work in real life. When you can't beat your enemy in an open fight, set traps and ambush them over and over and retreat before they can react.
Don't help underdog defenders directly, but give incentives to switch to the underdog side.

Btw, xpoff would help to have chars on both sides ready to switch factions. :P
Dying is no option.

User avatar
Tesq
Posts: 5713

Re: T2

Post#160 » Thu Jun 18, 2015 10:04 am

Not only that you can litteraly kill the enemy from behind when they enter inside keep , taking their tail, reset timer have that use, counter push from second ramp worked a lot of times in past.
Image

Who is online

Users browsing this forum: Google [Bot], kleinbuchstabe and 4 guests