Turn Inter realm boats off?

Started 13 Jan 2021
by Taniquetil
in Suggestions
Sounds mad at first but hear me out. Maybe turn 'inter realm' boats off, but keep Intra realm boats on.

- Encourages movement through EV to create more fights
- Reduces effectiveness of camping keeps all the time, own or otherwise
- creates some circumventable choke points for action
- creates movement between realms.
- Less camping keeps/bridges/docks, yes of course people will find other areas to camp, but even EV entrance or milegate camping has more dynamic action than running back to a keep in a 2v2, and there are avenues to move around differently to attack from different angles
-The Value of taking keeps in other realms also increases dramatically.

If you left the smallman and EV porters on it would also be just as quick to find action and would mean more movement for all group sizes overall.

Possibly trial it for a week?

Looking forward to vocal community feedback
Wed 13 Jan 2021 11:48 AM by sav
I think it would be worth a test, but the impact can be also very drastic.
It may will increase the action on EV, but it also will make it harder for solos - but also smallmens and groups - to get to the task zones in other realms, as they would have to swim or run over EV, which would be a higher risk and take more time. So the action would most likely concentrate on one area. Also EV is a area that is used by 8vs8 groups to have some fights without getting zerged, especially if the task is not on EV.

Alternatively, I could imagine something like disabling certain boat routes (to a realm), depending on how the population and the keep status is in the realm. Simply to make enemy reinforcements more difficult.
See Midgard for example. Every time you play there, you feel like Mallorca that is overrun by (Alb and Hib) tourists and you have to run out of Relic village as there is no keep to port to. Only sometime in the night the Mids manage to recapture their Keeps, because they are outnumbered during primetime (at least the Zerg). To create an option that you can not only interrupt the porter by raiding some towers back, but have a mechanic that alsoprevents the (fast) reinforcement of the enemy by boats, for example if boats from hib/alb could only go to Bled or not at all to midgard, if all Keeps are in enemy hands, could bring in some more dynamic as enemies would have to decide between running all the way over EV and risk to die there or take a boat to Hib and try their luck there.
Wed 13 Jan 2021 12:51 PM by Lollie
To be honest, i never understood the dockmasters letting an member of the opposing realm use thier boats,
Wed 13 Jan 2021 1:12 PM by sav
Lollie wrote:
Wed 13 Jan 2021 12:51 PM
To be honest, i never understood the dockmasters letting an member of the opposing realm use thier boats,
That is a service company that offers its service to anyone who pays - no matter which side
Wed 13 Jan 2021 1:36 PM by Uthred
sav wrote:
Wed 13 Jan 2021 1:12 PM
Lollie wrote:
Wed 13 Jan 2021 12:51 PM
To be honest, i never understood the dockmasters letting an member of the opposing realm use thier boats,
That is a service company that offers its service to anyone who pays - no matter which side
Amazing service, but arent they free?
Wed 13 Jan 2021 1:38 PM by sav
Uthred wrote:
Wed 13 Jan 2021 1:36 PM
sav wrote:
Wed 13 Jan 2021 1:12 PM
Lollie wrote:
Wed 13 Jan 2021 12:51 PM
To be honest, i never understood the dockmasters letting an member of the opposing realm use thier boats,
That is a service company that offers its service to anyone who pays - no matter which side
Amazing service, but arent they free?
You pay with your travel data And midterm they will use this data to show you personalized commercials while you are on the way to your destination...
Wed 13 Jan 2021 1:52 PM by inoeth
hmm this suggestion is based on restriction, im not a fan of that and i believe the dev team is also not.
what about a heavy rp bonus when fighting on EV? that would bring ppl to run over there, creating more action on the transfer islands.
at least that was how they did it on live servers in the EU not sure about US though.
Wed 13 Jan 2021 2:23 PM by SlowMo
Interesting idea - but wouldn´t that mean there is only 1 route to enemy territory? (Mile gate choke?)
Sure, you can have a swim but not sure I like that.

Nevertheless I would give it a shot
Wed 13 Jan 2021 7:15 PM by joshisanonymous
Sav makes really good points about how drastic this change would be. The land bridges going to EV would be some pretty extreme choke points. The only saving grace for solos with this change would be the porters in the solo zones. Without those, solo action would come to a complete halt, likewise for smallman and the smallman porter. I don't think this would actually do anything other than cut down on the number of choke points. Only 8mans or larger would cross EV; there's no reason that keeps wouldn't be hugged still; the bridges being camped would simply shift to those closest to the solo/smallman porters. The only potentially positive change is that it would increase the value of capturing enemy keeps that can be ported to, as you say, but whether that's needed or even positive is highly debatable.
Thu 14 Jan 2021 11:52 AM by Taniquetil
I think it's worth a trial, given the balance changes being trialled as well.

In some sense a choked milegate (Which is circumventable via docks, and through the high pass nearby, would cause high action points, but it's far more exposed than hanging around keep doors and bridges, it means both sides are in even stead, and can be flanked or repositioned on.

I'd say it'd be far more interesting to have a MG battle than jumping in and out of keep doors or bashing on people near docks waiting for continual reinforcements from the keep.

You'd probably see far larger fights break out at the MG.

Perhaps boats could be allowed to travel up to EV docks?
This topic is locked and you can't reply.

Return to Suggestions or the latest topics