Copied from the internal forum, not too detailed yet as it's not exactly ready to be implemented but just a pointer in what direction we want to go.
We decided to give rp for keeps, here some concrete suggestions for the entire keep stuff. The goal is to reward keep takes and to make them somewhat special. I don't think anyone would want this to constantly happen: people raiding a keep, running away, letting it get taken again and repeating that over and over.
First some suggestions on how to make keeps harder / have more time so that the later rp rewards make more sense.
1) Make unclaimed level 1 keeps like currently claimed level 5 keeps, should be about orange red mobs - that means we kinda have level 5 - 15 keeps.
2) Remove the separation between keep level and door level and just always upgrade the door when the keep upgrades.
3) Realm wide announcement when a door goes down
4) Make lords a lot harder / give them at least a lot more hp.
And then about the actual rp stuff:
There is a somewhat large combat area around a keep, whenever someone dies an rp giving death here some % (e.g. 25%) extra rp are put in a pool and a 3 - 5min timer for the keep is reset. Damage dealt / healing done etc. while within this area is added to a list. When the timer is up or the keep is taken everyone who is in the dmg / heal list gets rewarded. Regardless of having released or not.
If the timer is up and keep is not taken this counts as a defender victory. If the keep is taken this counts as an attacker victory.
Winner gets 75% of the pool, looser 25%.
Actual reward based on group participation like xp.
There should additionally be a rather high base rp amount given for successful raids / defenses, this amount should however only be at 12.5% initially and increase to 100% by an additional 12.5% per enemy player. That means an undefended keep is worth only a small amount and defending against only 1 player would also not give much extra, the defense side here should probably also check other stuff like # guards killed etc.
We decided to give rp for keeps, here some concrete suggestions for the entire keep stuff. The goal is to reward keep takes and to make them somewhat special. I don't think anyone would want this to constantly happen: people raiding a keep, running away, letting it get taken again and repeating that over and over.
First some suggestions on how to make keeps harder / have more time so that the later rp rewards make more sense.
1) Make unclaimed level 1 keeps like currently claimed level 5 keeps, should be about orange red mobs - that means we kinda have level 5 - 15 keeps.
2) Remove the separation between keep level and door level and just always upgrade the door when the keep upgrades.
3) Realm wide announcement when a door goes down
4) Make lords a lot harder / give them at least a lot more hp.
And then about the actual rp stuff:
There is a somewhat large combat area around a keep, whenever someone dies an rp giving death here some % (e.g. 25%) extra rp are put in a pool and a 3 - 5min timer for the keep is reset. Damage dealt / healing done etc. while within this area is added to a list. When the timer is up or the keep is taken everyone who is in the dmg / heal list gets rewarded. Regardless of having released or not.
If the timer is up and keep is not taken this counts as a defender victory. If the keep is taken this counts as an attacker victory.
Winner gets 75% of the pool, looser 25%.
Actual reward based on group participation like xp.
There should additionally be a rather high base rp amount given for successful raids / defenses, this amount should however only be at 12.5% initially and increase to 100% by an additional 12.5% per enemy player. That means an undefended keep is worth only a small amount and defending against only 1 player would also not give much extra, the defense side here should probably also check other stuff like # guards killed etc.