Keep defense issues and possible change to ports

Started 23 Mar 2019
by tweedledee
in Suggestions
Hi all,

Have a quick suggestion about the porting system and hopefully getting keep defense back to being a thing.

I believe that the ports should be moved into the keeps. For the home realm, players should be able to port into any keep but invading realms should have to open a path for ports. IE, take beno -> era -> etc... Kinda NF style but not two way. I like the dominion porter and I think leaving in the item turn-in minimum of 2500 is still a great idea.

I believe this will put more weight on the keep takes and gets more solo/small man into big scale rvr if they so choose. There should possibly be a defense rp bonus task (not sure if there is one). The new system compliments the porting into keeps well with the 7+ keeps for bonus rps.

The issue with defending keeps is access. I see spam on my guild's keep and try and muster a defense but we can't defend against 58 people alone. Making the keeps a choke point allow them to be useful again and not just for DF openings. We need to get the defenders access to their keeps instead of expecting them to run 5mins at a minimum to defend a keep when they can just wait 10mins and go take it back without resistance.

Don't get me wrong, I really like the porting system but making it in the keeps makes more sense to me as they become strongholds and choke points to defend.

Thanks, look forward to more input.
-Tweede [FoA]
Mon 25 Mar 2019 12:15 AM by Milchschnidde
tweedledee wrote:
Sat 23 Mar 2019 3:04 AM
Hi all,

Have a quick suggestion about the porting system and hopefully getting keep defense back to being a thing.

I believe that the ports should be moved into the keeps. For the home realm, players should be able to port into any keep but invading realms should have to open a path for ports. IE, take beno -> era -> etc... Kinda NF style but not two way. I like the dominion porter and I think leaving in the item turn-in minimum of 2500 is still a great idea.

I believe this will put more weight on the keep takes and gets more solo/small man into big scale rvr if they so choose. There should possibly be a defense rp bonus task (not sure if there is one). The new system compliments the porting into keeps well with the 7+ keeps for bonus rps.

The issue with defending keeps is access. I see spam on my guild's keep and try and muster a defense but we can't defend against 58 people alone. Making the keeps a choke point allow them to be useful again and not just for DF openings. We need to get the defenders access to their keeps instead of expecting them to run 5mins at a minimum to defend a keep when they can just wait 10mins and go take it back without resistance.

Don't get me wrong, I really like the porting system but making it in the keeps makes more sense to me as they become strongholds and choke points to defend.

Thanks, look forward to more input.
-Tweede [FoA]

The idea that i share is the possibility to port to the own claimed guild keep. Its a pain if you try to defend the keep is taken before you even reach the keep.

Increase the number of guards/respawn. Even if the keep is low level in the current state you farm all guards at once and easy clears doors with rams..

You should be able to buy some additional goods for your guild keep, like a perma tinder inside the keep, buy an additional officer to defend the keep/stretch the raid party untill a keep does fall etc.

You should also change the keeps starting level for any keep to level 5, the enemy is still able to farm the supply, talking about supplay guilds should be able to buy/order additional supply to the keep to boost the level up process a bit.

A Guild should be able to claim up to 2 keeps, one in the homefront the other in the enemy lands. (or strenghten unclaimed keeps)

The guild port to a controlled keep could be extended by alliance settings - allowing all alliance member in which the guild is to port to the keep. ( for the cost of feathers, bp, meritpoints, gold etc'
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