Change "Under Attack" Requirement for Keeps

Started 20 May 2020
by Delegator
in Suggestions
At stands, a keep can be kept in a non-repairable state by simply aggroing guards. A single stealther can tag a wall archer, run out of range and restealth, which leads to situations where a keep is not repairable sometimes for over an hour despite not actually being "under siege."

I'd like to suggest that the requirement for a keep being under siege be tightened a little, such as
  • A guard being killed (not just damaged)
  • Guards killing an attacker (not just aggroing them)
  • A door or siege weapon taking a certain amount of damage

This wouldn't make it impossible to force a keep to be under attack for a period of time by any means -- somebody could set volley on a palintone spot and damage it from afar, for example -- but it would make doing so just a little more difficult for a solo player.

Truth in advertising: I have 17 level 50s across 3 realms, including 2 level 50 archers and 2 level 50 assassins with vanish, so I have done the "torment the opposition by keeping them from repairing" thing myself. I've seen both sides.
Wed 20 May 2020 7:21 PM by canzian
6h and crau still under sige.. LOL
Wed 20 May 2020 9:46 PM by hefrocko2
This is a great idea
Thu 21 May 2020 5:23 AM by Adwaenyth
Since I was one of those who tried to kill the single minstrel around DC I'd like to make a few suggestions myself. Since it was just a single stealther sitting in a corner or hugging a wall and managing to get back to the keep easily by boating and jumping on the same wall again just to rest the timer I think the following changes would be in order:


  • Attack timer is around 5-10 minutes
  • Attacking the keep starts after the first door is below 95%
  • Any 1% damage to any door or the lord resets the timer
  • Any guard (including lord) being in combat the timer, but doesn't reset it
  • pauses
  • Pulling a guard out of range of the keep area, does not pause the timer


That way, attackers would have to be proactive to disable the defenders from repairing the keep, just not sitting around doing nothing. Also defenders still need to sweep the keep in order to be able to repair it. Resetting the timer also would now require initative from the attackers other than just sending a single twink - that is even named for exactly that purpose - to keep the defenders from repairing.
Tue 26 May 2020 11:33 PM by Expfighter
Delegator wrote:
Wed 20 May 2020 3:19 PM
At stands, a keep can be kept in a non-repairable state by simply aggroing guards. A single stealther can tag a wall archer, run out of range and restealth, which leads to situations where a keep is not repairable sometimes for over an hour despite not actually being "under siege."

I'd like to suggest that the requirement for a keep being under siege be tightened a little, such as
  • A guard being killed (not just damaged)
  • Guards killing an attacker (not just aggroing them)
  • A door or siege weapon taking a certain amount of damage

This wouldn't make it impossible to force a keep to be under attack for a period of time by any means -- somebody could set volley on a palintone spot and damage it from afar, for example -- but it would make doing so just a little more difficult for a solo player.

Truth in advertising: I have 17 level 50s across 3 realms, including 2 level 50 archers and 2 level 50 assassins with vanish, so I have done the "torment the opposition by keeping them from repairing" thing myself. I've seen both sides.

17 that's all? /newb
Wed 27 May 2020 5:21 PM by daytonchambers
Sounds like Dockmaster is up to his dirty tricks again.

Posted about this same issue a while ago and it was universally shat on by the community. Oh well
Wed 27 May 2020 6:37 PM by joshisanonymous
I think it would just be nice if the under attack status dropped quicker. I don't know what the actual timer is, but I feel like I've waited a good 15 minutes to be able to repair a door before even without anyone repeatedly coming back to do the minimum required to reset the timer.
Fri 1 Jan 2021 11:14 PM by Delegator
Five hours before Beno could be repaired today. How is that considered fun by anybody? Are the devs even considering changes to this long standing issue?
Sat 2 Jan 2021 1:58 PM by Servelle
+1 the mechanism of "under siege" should be reconsidered, an archer firing an arrow on guard from time to time can let the keep "under siege" for ever.
A suicide on guard works too.
There should be at least a guard kill for a keep to be "under siege" imo.
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