Solution for RvR group and solo:

Started 24 May 2019
by Inkwell84
in Suggestions
I think the issue is we need big keep fights that are actually defended. This requires side doors etc.

When zergs collect at a central location (keep fight), now stealthers/solos have a destination to go to try and pick off enemies (archers and casters on walls, assassins climbing up to take them out, defending assassins defending the top of walls or roaming the base of the keep to clip off stragglers).

There is no incentive for this play style right now. Need task/RP bonuses adjusted to strongly reward defense but also to reward attackers for staying and pushing on with the battle. Need ability for defenders to get inside to defend as well.


Secondly, each realm needs a port to just outside the border zone. Hib needs port to brefeine , alb to pennine, mid to upland. This will incentivize more solo/roaming outside of Emain but also take pressure off hib’s return to Emain.

Ports need to be inside a keep. Starting with closest to border zone. When the active port keeps outer doors go below 50% and the keep remains under attack, port shifts to next keep further away from border zone, in tiered priority as follows:

Hib port starts in Crim. Crim goes down it shifts to bolg. Bolg goes down it shifts to behn. Behn goes down it shifts to nged. This also emphasizes targeted areas for keep fights to focus on and for stealthers to prowl.
Fri 24 May 2019 7:12 PM by jackatom74
I agree, the long drawn out keep battles were so much fun. Possibly have a porter to certain or all owned keep in you home realm, but shut the port off 5 mins after a guard is killed. This would give people a chance to get out there and defend. Also keep the port dormant for a significant time after before opening it again.

I would not extend this to keeps you own in other realms as I feel that it may give to much dominance to a realm with higher or more active population
This topic is locked and you can't reply.

Return to Suggestions or the latest topics