An idea regarding keeps...

General 'Hibernian' forum for the entire cluster
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Luz
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Post by Luz »

When you take a tower near keep, make it spawn NPC's that actually help attack the keep.

Remove the inner door on keeps?

Ladders, as posted above, is very logical to have.

Make rams protect 100% from oil so every class can use it, there IS a roof on it after all??

Double damage on trebs, its just stupid that even with 3 it takes like 20+ mins to hole a keepwall.

Make the keeps in different sizes and shapes in order to spice things up making it less repeative and more fun.

Make DF open to all, all the time.



urh no still feels pointless :(
Bah. Lv50s.
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Post by Xest »

Problem is Mythic have proven time and time again they're incapable of handing out underpopulation bonuses fairly. Hib/Merlin had them for 6months after they had a consistently higher RvR population of a factor of around 50% and Midgard has also always received them even for the months they have managed to muster equal or larger active RvR populations. I'd rather see Mythic fix the current system first as it's clearly broken. Even if a realm has a lower overall population it shouldn't be getting bonuses to RvR if it has an extra 50 - 100 players in the frontiers than the other realms because then it just gets silly. Luckily they're a bit more fairly dished out now, Merlin is like 40% Hib, 40% Alb, 20% Mid atm and Mid has the population bonuses, Alb and Hib doesn't so maybe they've reevaluated their calculations already.

In terms of guards, the thing I'd like to change is seeing camping an enemy tower nerfed, if a Hib shroom/bainshee/PBAE zerg opens up a friendly keep and camps the roof without killing the Lord then the tower is 100% impossible to resecure, they implemented tower raising to fix this problem but you can't raise your own towers so although it fixed camping of enemy towers, it did nothing to fix camping of friendly towers with a farming zerg. Ofc you can just leave them but that opens your frontier up to attack as they could take the tower at any moment they want to cut port and start on keeps etc.
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Lieva
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Post by Lieva »

<ankh> wrote:Well, if thats the case you just ban them for flamming - wouldnt be the first time :)

/Ankh
but then who would we put on the bonfires :(
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Satyn
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Post by Satyn »

Belisar wrote:Aaawww Luz ghug:

I think it is nice to see what players think and interesting to see other people's ideas, even if they never come live.

You never know some nice and kindly GM may have a look and see an idea and go 'hhmm looks good' and report it back.

Also makes a nice change to share some positive ideas for taking the game forwards rather than reading the flaming and negative stuff you get on FH.
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Got to agree with beli, its nice to see some decent discussions going. And i got to say that Gandy does have some silly ideas but this one is prolly one of his best ever. (not being sarcastic)

I like the ladder idea tbh, tho i'm affraid of hights :(
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Belisar
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Post by Belisar »

Luz wrote: urh no still feels pointless :(

Noooooooooo my group hug did not work. We need to call in a hugging expert..

Nana.. where's Nana - Nana someone needs a hug.

Oh and btw instead of extra damage on the trebs why not allow more than 3 pieces of seige to damage the same part. That way if peeps are organised to bring more than 3 trebs then they can choose how to make use of them.
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Lieva
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Post by Lieva »

Luz wrote:urh no still feels pointless :(
<gives luz kallimas cake> :p

hug:
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Cromcruaich
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Post by Cromcruaich »

Its not pointless discussing these things, Requiel still watches these boards and decent ideas could be and should be filtered up through the heirarchy. So dont abandon all hope!

Regards gandelf ideas, he often triggers decent discussions which this board badly needs, lets all applaud him for that. Id much rather read gandelf's musing over people moaning unconstructively about what he writes.

Regards keeps, the problem with it just reverting has been well covered, i'd also like to throw in that it just doesnt feel like a decent mechanism for the game. What are the solutions? Difficult for sure. Overall keep taking needs to be more easier and more fluid.

Some ways to achieve this, amoung other improvements:
Allow siege merchants to be summoned at towers
Decrease level of keeps and/or extend crafting so that lgm crafters have specific and good siege enhanced utility - i dunno - gate sabotage, wall sabotage?
Revert to old raised tower code, or time before repair allowed is proportional to number of keeps owned.
Increase number of relics, but decrease the bonus each one gives
Have an inactivity timeout (short - say 10 mins, inversely proportional to keeps owned) for enemies at enemy held keeps and towers (so albs at Crim for example will be ported back to their own lands after 10 mins)
Have a time delay (hour? proportional to keeps owned?) after all keeps and towers have been taken before you are able to port in to one in enemy lands
Quicker upgrade times on towers in your home land where the keep has fallen into enemy hands, or quicker upgrade times on towers based on inverse proportion of keeps held. (Own a lot of keeps - upgrades take longer)
Prevent people logging at keeps held in foreign lands, or simply set their next spawn point back at home.

Im sure there are more - but need to do some work. :)
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Gandelf
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Post by Gandelf »

The question we need to ask, is "Why does a realm need to hold a keep in an enemy frontier for more than a few days?"

Even to capture relics, a realm shouldn't need more than a week.

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ambera
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Post by ambera »

The popular answer: iRvR.

The better answer: meaningful RvR. This has been discussed quite a lot with reference to the planned game mechanics of WAR; they intend to have capital cities takeable by enemy forces but not holdable for more than 24 hours.

Some people are upset by how short this period is - why bother going to all the trouble of taking territory if you don't get to keep it for a while? And if keeps / cities revert to their owners after a set period, why bother defending? Why bother trying to take them back?

Without some degree of persistance, the whole thing starts to feel pointless.
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Post by Xest »

Gandelf wrote:The question we need to ask, is "Why does a realm need to hold a keep in an enemy frontier for more than a few days?"

Even to capture relics, a realm shouldn't need more than a week.
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