gruenesschaf wrote: ↑Sat 5 Sep 2020 10:53 PM
The proposed changes are still very much subject to change.
Goal: Reduce keep fights without defenders, increase keep fights with defenders
How:
1) Less incentives for empty keeps:
2) More incentives to defend
-Increase keep pool rp
-Potentially some oil rework,
3) More time to react to sieges
-Double the minimum distance between siege weapons (catapults)
-Potentially reduce allowed rams per door
-Potentially something to test / see in action: Some way to teleport to keeps under siege
.Variant 1: Branches / Snow / Soil npc in your relic town, 1000 will grant 1 teleport to a
home keep. You can teleport this way once every 5 minutes.
.Variant 2: People inside a
home keep can turn in soil / branches / snow and every ~200 will allow a realm member to teleport to this keep
1)
Obviously point 1 and 2 go hand in hand, but i really would like to see the Focus on point 2 rather than point 1. Less is fine.
- Taking foreign Keeps/Tower (undefended or not) as an invading Force is considered an "active" movement/action, which is more often than not a catalyst to other movement(s) within the Game. This is overall beneficial to the game, please keep that in mind (no pun intended).
- Low Pop hours will suffer partly from a change like this. Excluding the EU Prime Time, the Server represents itself drastically different. Putting an increasingly staggered RP malus on Keeptakes would still leave some room during lower pop to go for at least 1 Objective(Keep) and getting things started for both sides, while also having enough incentives for both sides.
2)
- Everything that increases Player participation is a good thing, even though i don't really like the fact that the RP gain is accelerated even more, BUT that is the biggest motivation to take/create action i guess.
An even RP pool distribution may be a bit too much though. I do like to award "active" movements, as there would not be a KeepDef without someone trying to take it, but giving more incentives for player interaction is a good thing. RP distribution should be looked closely though.
-
Oil Threat: The Oil basically means: 10sec increase in siege time. That's about it. It is powerful and yet it barely poses a threat to a BG as a whole. If anything it's a threat if 1-2 players that don't want to invest the 10 sec to get rid of it, or simply ignore it. The peak Threat level the Oil can ever achieve is when it is "respawning", which is kinda funny. As at that point its more a Threat to run "out", not to run "in" for the opposing Force. Which IS a nice strategic element, but not its intended use to "stop/dissuade invaders from taking this Keep" in the first place.
Ideas to have it be indestructible may go too far, but having the Oil untargetable by normal spells/arrows would help to be a more integral part of siege Warfare. -Volley/Siege would be the only means from outside, this could be an option (GT AoE should also not affect the Oil itself).
-Only melee by busting the (less durable) Gatehouse would be another.
Either way, Oil Damage should be adjusted obviously, but not by much. Maybe in a way that makes Warrios/Armsmen/Heros somewhat desirable in these scenarios to participate as a legit means to withstand the constant Oil damage. Having the Oil Damage being brushed off by every cloth wearing caster is NOT the way to go.
-
Oil Useability: Currently its kind of a race, as to who gets to control of the Oil. I have seen players to log from one Toon to another parked exactly next to the Oil to be always the first one, which is a commitment, but this behavior also seems kinda excessive. Increasing the Oil number would be bad though, giving it access to more than 1 player is also bad and would result in constant oil bombardment-> "no bueno".
So how to make more people participate in a Gatehouse Battle when 2 players is basically all u ever need?
Just throwing out some ideas:
- Oil Damage is influenced(reduced) when in the Ram, while it does increased Damage to the Ram itself. (?)
- Oil is like a Negative Mealstrom/GT AoE that hits harder the more people "operate/maintain" it. (?)
- Oil Damage is split into initial Hit + DoT Damage ... (?)
- Oil damage can be fueled by Players with -INSERT-, credit for damage is shared. (?)
- Oil need more people to operate. (?)
- Oil can be Repaired (not Healed) (?)
there are prolly others with better ideas, so don't be afraid to throw them out there.
3)
- Doubling the minimum distance between siege weapons (catapults)? I fail to see how this correlates to "More time to react to sieges".
- Reducing allowed rams per door is a legit way to give more time to react to sieges, .... if there is any (high pop?). If not, its just drags out the Siege. (low pop?)
Make it dependent on the keep/tower level ? Make it dependent on -INSERT- ?
Just a strict number like 3? Or maybe 4? Low level Keeps/Towers barely need a Ram anyway.
Reducing or limiting the numbers is fine, but please (potentially) shorten the Ram "ready-to-start-first-swing" time.
It really shouldn't take 20min Gate1 + 20 min Gate2 to kill the lord in 2 min while nobody showed up to defend. (low pop)
- Some way to teleport to keeps under siege is ..... good and bad at the same time.
+ I like the Idea that Guilds that own the Keep can Port to it (within Homeland), and the Alliance too (if they own a Tower of said keep) as that would reinforce ownership etc.
- I don't like the fact that anyone or everyone can simply show up out of thin air because of some resource/reason, even though the port is broken. Opening a Port to a Keep should be a legitimate threat to the invading Force the defenders can use as a means of pressure or threat. Giving too many port access to a Keep just cheapens the whole tower-port aspect.
All in all i do like the discussion about it and the direction/thought process the Devs are taking with this one.