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Keep Lord

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Telen
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Re: Keep Lord

Post#41 » Thu Jul 23, 2015 10:35 am

npcs in keeps never really saw the point. Flag or lord. If theres no defenders theres no rvr.
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Tesq
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Re: Keep Lord

Post#42 » Thu Jul 23, 2015 10:59 am

Telen wrote:npcs in keeps never really saw the point. Flag or lord. If theres no defenders theres no rvr.
You should know well that keep lord is there to push the def otherwise ppl would tank wall or leave when door go down and stop

Keep lord need to be an help and not an auto def tool

a better script is needed, for keep lord than anyother npc in game.
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Telen
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Re: Keep Lord

Post#43 » Thu Jul 23, 2015 11:22 am

Im not sure lord really did that. Plenty of times people left when lord was there and plenty of times stayed even when he was removed. Really it depended on numbers and if you had any chance of getting kills. A zerged keep and the few defenders left whatever. The biggest difference that kept players defending though was aao. aao was many many times more effective in giving the few defenders motivation to stay.
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Tiggo
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Re: Keep Lord

Post#44 » Thu Jul 23, 2015 12:40 pm

Telen wrote:npcs in keeps never really saw the point. Flag or lord. If theres no defenders theres no rvr.

for me this a bit about imersion and feeling. it just ads life to the keep with patroling guards a keep lord etc.

an even without rvr killing the lord is a bit more accomplishment then just taping a flag.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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Tesq
Posts: 5713

Re: Keep Lord

Post#45 » Thu Jul 23, 2015 1:52 pm

Telen wrote:Im not sure lord really did that. Plenty of times people left when lord was there and plenty of times stayed even when he was removed. Really it depended on numbers and if you had any chance of getting kills. A zerged keep and the few defenders left whatever. The biggest difference that kept players defending though was aao. aao was many many times more effective in giving the few defenders motivation to stay.
I saw quite the opposite only the premade wb defend keep with aao and only if they had no real good opponents against but only zerg when door almost down ppl always flag to wc (meh). Maybe ppl in pre 1.4.0 was more hardcore and def even in desperate situation , but what i saw after was only "look to farm with aoo", not a realm incentive to def.
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Digbir
Posts: 34

Re: Keep Lord

Post#46 » Thu Jul 23, 2015 2:09 pm

please don't remove the lord. people just give it time it is a bug and they will fix it.

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warhammer1995
Posts: 284

Re: Keep Lord

Post#47 » Thu Jul 23, 2015 2:24 pm

Now i know why mythic remove lord.
RP - Pavoss :idea:

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warhammer1995
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Re: Keep Lord

Post#48 » Thu Jul 23, 2015 2:26 pm

i dont care lord bug or not.i just think lord is bad idea in keep.
RP - Pavoss :idea:

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Tiggo
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Posts: 1948

Re: Keep Lord

Post#49 » Thu Jul 23, 2015 4:33 pm

Tesq wrote:
Telen wrote:Im not sure lord really did that. Plenty of times people left when lord was there and plenty of times stayed even when he was removed. Really it depended on numbers and if you had any chance of getting kills. A zerged keep and the few defenders left whatever. The biggest difference that kept players defending though was aao. aao was many many times more effective in giving the few defenders motivation to stay.
I saw quite the opposite only the premade wb defend keep with aao and only if they had no real good opponents against but only zerg when door almost down ppl always flag to wc (meh). Maybe ppl in pre 1.4.0 was more hardcore and def even in desperate situation , but what i saw after was only "look to farm with aoo", not a realm incentive to def.

at the beginning there was a lot of realmpride. lots of ex daoc players on the server etc. but it decreased fast unfortunatly :(
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

grumcajs
Posts: 378

Re: Keep Lord

Post#50 » Thu Jul 23, 2015 4:57 pm

warhammer1995 wrote:Now i know why mythic remove lord.
Mythic removed the lord - that statement alone is enough reason to keep the lord on this server :D :D

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