Teleport to Keeps and No Defender Teleports.

Started 4 Mar 2019
by defiasbandit
in Suggestions
Create action across the whole frontier. Don't let the defenders just teleport past the two border keep zones. A 2 minute timer will just create even more zerging outside of the Player Keep of the lower population realm.

Teleport to Keeps instead of Flags. Make Keeps be a strategic objective in the realm tasks.
Tue 5 Mar 2019 1:51 AM by Isavyr
Keeps are currently too tough that they don't attract anything but full groups+. This makes keeps more stable (they don't change hands quickly), but this also means that they don't support small man action or create action zones because again, they are too tough to nibble on by small groups. This is therefore an undesirable place for teleporters imo.

Towers would be ideal, but they don't exist here.
Tue 5 Mar 2019 2:13 AM by defiasbandit
Isavyr wrote:
Tue 5 Mar 2019 1:51 AM
Keeps are currently too tough that they don't attract anything but full groups+. This makes keeps more stable (they don't change hands quickly), but this also means that they don't support small man action or create action zones because again, they are too tough to nibble on by small groups. This is therefore an undesirable place for teleporters imo.

Towers would be ideal, but they don't exist here.

The whole point is to give the invaders a chance to teleport past the milegates and into the center zone, so they can fight across 3 zones. You have invading realms teleporting into the center zone keeps, and the defending realm running through the border keep zones to meet them. This will create RvR in the center zone and border keep zones, as well as making taking keeps a priority in the realm tasks for the invading realms.
Tue 5 Mar 2019 2:58 AM by Isavyr
defiasbandit wrote:
Tue 5 Mar 2019 2:13 AM
The whole point is to give the invaders a chance to teleport past the milegates and into the center zone, so they can fight across 3 zones. You have invading realms teleporting into the center zone keeps, and the defending realm running through the border keep zones to meet them. This will create RvR in the center zone and border keep zones, as well as making taking keeps a priority in the realm tasks for the invading realms.

Why is it OK that attackers skip their milegate, but not defenders their equivalent? You keep stating this premise, but I haven't seen it explained. Any skipping of territory theoretically creates deadzones.
Tue 5 Mar 2019 3:10 AM by defiasbandit
Isavyr wrote:
Tue 5 Mar 2019 2:58 AM
defiasbandit wrote:
Tue 5 Mar 2019 2:13 AM
The whole point is to give the invaders a chance to teleport past the milegates and into the center zone, so they can fight across 3 zones. You have invading realms teleporting into the center zone keeps, and the defending realm running through the border keep zones to meet them. This will create RvR in the center zone and border keep zones, as well as making taking keeps a priority in the realm tasks for the invading realms.

Why is it OK that attackers skip their milegate, but not defenders their equivalent? You keep stating this premise, but I haven't seen it explained. Any skipping of territory theoretically creates deadzones.


The reason you want to allow invaders to teleport, is because otherwise the stronger invading realm will just fight at the milegate of the weaker invading realm. They won't run to the center zone or border keep zones, but will just zerg outside their nearest enemies' MG or PK. We don't want that. We want players spread around and moving into the rest of the Frontier. Yes with invader teleporting the portal zone would not see as much RvR, but it opens up the other 3 zones.

Defender's don't have to deal with milegates. They can run from their border keeps in any direction they choose. The border keep zones are much bigger than the portal zones. Cruachan Gorge is much bigger than Emain Macha. You want to use these zones in order to spread players out. Also, the borderlines of the these zones are much wider than a milegate. Look at how big Breifine is compared to Emain? If youmake Collory and Gorge active, then players will be everywhere.

Now if you allow the defending to teleport, guess what happens? They teleport right past the 2 border keep zones, effectively cutting the frontier in half if not more.
You don't want the defenders to teleport, you want them running through and doing objectives in the border keep zones. The invading realms can then teleport into the center zone and fight in the 2 border keep zones. Now 3 zones are active with RvR, instead of just the center zone.
Tue 5 Mar 2019 3:27 AM by defiasbandit
Assume this scenario: There's no defender teleports and invaders can now teleport to keeps they own in the center zone.

The realm task begins. The two invading realms both want to secure teleports, so they go fight over the keeps in the center zones.
Once they secure a keep, they are able to teleport into the center zone. They now move deeper in the the Frontier and enter the border keep zones.
In the border keep zones, the defending realm is either passing through or doing new objecties in these zones. The defending realm can earn RP by taking the center keeps and shutting off the invading realm teleports.
Now there is action in the center zone and two border keep zones, and all three realms have more options where they want to fight.


You only have to defend and run through the border zones for one of the tasks. The other two realm tasks you get to teleport.
Tue 5 Mar 2019 4:22 AM by defiasbandit
Isavyr wrote:
Tue 5 Mar 2019 1:51 AM
Keeps are currently too tough that they don't attract anything but full groups+. This makes keeps more stable (they don't change hands quickly), but this also means that they don't support small man action or create action zones because again, they are too tough to nibble on by small groups. This is therefore an undesirable place for teleporters imo.

Towers would be ideal, but they don't exist here.

You put the flags and capture points spread out across the frontier. The keeps are for teleporting.
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