Recent Topics

Ads

Why not remove keeplord

Chat about everything else - ask questions, share stories, or just hang out.
killimandros
Posts: 42

Re: Why not remove keeplord

Post#21 » Sat Dec 10, 2016 8:14 pm

Ultimately when the last gate falls in a keep experience show its a very very high chance the keep itself is lost as well. Now without the lord or some sort of defence apart from the (outnumbered obviously) players inside the keep, why should they stay to defend a flag or even 3 (being outnumbered)? There must be some sort of chance to actually fend off a keep attack at the last stage or we will ultimately end up with no final stage of the keep attack.

Now I have a couple of ideas, which might be terribly bad, but still;
1. Guild ownership with certain benefits. Giving a guild a chance to claim ownership of a keep with possibility to tweak defences (eg. tougher doors, more often oil spawns, less supplies required to repair, possible to enter maingate after damage taken, npc static healers, keep-spawn gate, vendors, quest givers etc.) would most likely make the keep way more desireable to hold, which again COULD help bolster against an attack

2.Heros. At the end, when last door is breached like second last stage of city fights, defenders get a certain number of playable heros (those giant players), instead of a keep lord.

Ads
User avatar
Aurandilaz
Posts: 1896

Re: Why not remove keeplord

Post#22 » Sat Dec 10, 2016 8:30 pm

I think another interesting idea would be to have several flags you need to capture, guarded by challenging mobs.
Say you have one flag you need to captured on every floor of the keep. 3 flags in starting in T2 keeps.
4th flag in T3 in the outer oil area.
5th and 6th flag in T4 keeps on outer walls, with 3 flags within the actual keep and 3 other flags on the outer wall as much apart from each other as possible atop towers.
Attacker most hold all flags to capture keep and clear them from champions.

With 10 second locking channel, defenders might be able to recaptured some of those flags if they want to prolong the siege, and attackers must split themselves in order to hold all 6 flags in T4.
With dedicated effort of focusing defensive forces on some flags and wiping attackers from other flags, there is a good chance the defenders just are able to split the attackers and wipe them from the keep area in a successful defence.
And then if they manage to gather enough supplies and hold all 6 flags, they can buy new doors.

The rush to ONE Keep Lord seems a bit silly, but having attackers split themselves to cover various in-keep targets gives greater potential for defenders to "divide et impera" and launch successful counterstrike.

User avatar
eks
Posts: 69

Re: Why not remove keeplord

Post#23 » Sat Dec 10, 2016 8:49 pm

So first you would have to funnel through the gate, then split up to take a bunch of flags? Wasn't it not that long ago that everyone was complaining that taking keeps was way too difficult without massively outnumbering the defenders? I understand wanting to split the zerg, but this system needs work.

What if the flags aren't necessary to take the keep, but taking them makes it easier in some way? I could see putting flags on outer walls or inside the courtyard as targets for mdps to sneak in and grab (I assume mdps still need things to do at keep sieges besides fire cannons), and if taken would give the attacking realm some sort of boost or possibly debuff the defending realm. Maybe taking the flags takes a big chunk of resources away, or eliminates some of the nastier abilities the Keep Lord has at their disposal.
Image
Doutin Tomasson, Runepriest - Bitterstone Thunderers
Tomservo Rowsdower, Engineer
Roi, KotBS
Eks, Zealot

User avatar
TenTonHammer
Posts: 3806

Re: Why not remove keeplord

Post#24 » Sat Dec 10, 2016 8:58 pm

technically they removed the funnel with the postern changes
Image

User avatar
Natherul
Developer
Posts: 3219
Contact:

Re: Why not remove keeplord

Post#25 » Sun Dec 11, 2016 8:15 am

I would be terribly sad if we removed keep lords as that is one of the things that make this game amazing in my eyes as a tank then has something to do as well as it being a cool mix of PVE and PVP.

In all honesty its one of the biggest driving factors for me to do ORvR, but thats just me :D

User avatar
flintboth
Posts: 440

Why not remove keeplord

Post#26 » Sun Dec 11, 2016 8:55 am

Why not make it passive, just for appearance.
The work on the NPC appearance in the keep and on battle objectives is really great yes but they are really boring for me because they bias a game dedicated for players in multiple way and finaly their presence disengage the players from a part of the game.
The NPC dont give more life on the RvR lake because they are just robots, the life on the RvR lake will come with players, they just give a life effect but their presence disengage the players presence, for me sadly.
I will also be sad if you remove all the NPC because they look nice (squigs and night Goblins...) and someone had to work hard to bring them "alive".
All the work to added many things in the keep and on the red lake make the RvR more real in regard of warhammer conflict, pile of skulls, khorne banner...
I really don't know if you can remove them now with the current game population.
monkey 079 (test failure - escaped)

User avatar
Grunbag
Former Staff
Posts: 1881

Re: Why not remove keeplord

Post#27 » Sun Dec 11, 2016 9:08 am

I love the idea of taking flag , why not keeping the idea for the fortress ? Before reach to the lord of the fortress , attackers would have to control some places of the fortress? A mix between scenarios and keep attack ? Love the idea of having 4 defenders and attackers being heroes like in city siege
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

Image

User avatar
saupreusse
Former Staff
Posts: 2511

Re: Why not remove keeplord

Post#28 » Sun Dec 11, 2016 9:36 am

I think keep lords and keep guards will become a lot easier to deal with once they respect collision and wont walk through walls anymore. Also the endless respawn of guards needs to be tweaked. But i find the idea of controlling different parts of the keep really interesting.
Saup - RR 8x WP
Son - RR 8x AM

Ads
areanda
Posts: 234

Re: Why not remove keeplord

Post#29 » Sun Dec 11, 2016 10:01 am

Why not get 3 flags 1 bottom 1 lord room 1 top and u needa hold em all and keep the keep lord with his abilities knock back and knockdown undefendable. But no damage from lord only champs. underpowered would still get help from knockdown and knockback and wrecks havoc.but it makes it more challenging since u need 3 objectives. And 3 bo before lock happens.

Faef
Posts: 88

Re: Why not remove keeplord

Post#30 » Sun Dec 11, 2016 10:39 am

saupreusse wrote:I think keep lords and keep guards will become a lot easier to deal with once they respect collision and wont walk through walls anymore. Also the endless respawn of guards needs to be tweaked. But i find the idea of controlling different parts of the keep really interesting.
How about have spawn points through out the keep that can be capped and prevent the generation of guards.

Generally i hate pve, but i actually like the mix in keeps, buggy mobs aside.

Who is online

Users browsing this forum: Tenebra and 4 guests