Keep capture, Old vs New

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Stkillinger
Posts: 44

Keep capture, Old vs New

Post#1 » Fri Mar 06, 2015 9:10 pm

For those of us who were around long enough you will know what I am talking about.
Remember how keeps used to need the keep lord to be slain to capture the keep and there would be all of those guards outside patrolling? Would you prefer that back or when t2 releases just to keep things the way they were when the game ended, with only a flag and no npcs in the keep?
Let's be friends until our enemy is defeated.

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napalm666666
Posts: 36

Re: Keep capture, Old vs New

Post#2 » Fri Mar 06, 2015 9:14 pm

Id vote for the new system that was used. just door and cap the flag.

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Libra
Posts: 551

Re: Keep capture, Old vs New

Post#3 » Fri Mar 06, 2015 9:25 pm

I thougt about this in the shower... I have a strong nostalgy for the old ones with keep lords and sharper teamwork in the warband. Good memories! <3
Sephanol - Chosen || Saora - Magus

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Arslan
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Re: Keep capture, Old vs New

Post#4 » Fri Mar 06, 2015 9:31 pm

I also remember that 1 noob (or crossrealmer) pulling the wrong guy and make a full attempt fail. Also the BO cap and VP point was fail. Nice memories for defenders, bad memories for attackers. I vote wnewer system. Only oil should be harder to kill.
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Libra
Posts: 551

Re: Keep capture, Old vs New

Post#5 » Fri Mar 06, 2015 9:34 pm

Arslan wrote:I also remember that 1 noob (or crossrealmer) pulling the wrong guy and make a full attempt fail.
Yeah that one, haha. Most of those cases were an elf, dwarf or an magus as far as I remember!
Sephanol - Chosen || Saora - Magus

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Telen
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Re: Keep capture, Old vs New

Post#6 » Fri Mar 06, 2015 9:39 pm

Issues with the new system was knocking the door to find everyone left and just a flag to click. Wow EPIC.

The lords did give the underdog side much more incentive to stay.
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Carotte
Posts: 68

Re: Keep capture, Old vs New

Post#7 » Fri Mar 06, 2015 9:40 pm

the best one is thre older system ... the newest is so boring its more easy for the defense when they got pnj champ and lord when they are outnumbered...its impossible to win versus zerg wiht the now one !

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OldPlayer
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Re: Keep capture, Old vs New

Post#8 » Fri Mar 06, 2015 9:40 pm

Original system for sure.
magicthighs wrote:Finding bugs is what players are for. The RoR team itself doesn't have the people nor the time to do that.

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Hogtooth
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Re: Keep capture, Old vs New

Post#9 » Fri Mar 06, 2015 9:52 pm

I like the old version with the guards and Lord. Also the ability for a Guild to claim and upgrade the NPC guards. Now for a private server with a limited population the newer version would probably work better.
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navis
Posts: 784

Re: Keep capture, Old vs New

Post#10 » Fri Mar 06, 2015 10:06 pm

Old one... the specifics to things like whether there should be a Keep Lord and NPC's and upgrades and all that (and Guild ownership) is all fluff compared to having both Keeps in a realm capturable..

Having 2 keeps per pairing (original) is far superior and gives far more re-playability potential.. (IMHO).
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