Realm War/Relic/Siege

Started 13 Mar 2019
by Ownnyn
in Suggestions
Introduction:

First I would like to say thank you for creating this amazing server. Secondly, I’m aware that there are some that dislike the Relic/Keep Siege side of the game. This post isn’t about trying to convince some of that importance, but to discuss how to improve the current state of Realm War Siege.

For those that don’t know me, I'm one of the leaders in Garden Warfare, the most active Hib NA RvR guild. Last night I earned Relic Chief (10th Capture). I really don't mean this as a boast, but rather as a way of saying look, i've done this a few times. I really have the experience. I tested in beta with 19 successful attempts, from all 3 realms, against all 6 relic keeps. I've probably made over 200 full attempts at a RK between beta and live. I'm one of a few that achieved Relic Captain (25 captures) on Uthgard and Broadsword. I have, at the very least, a wide array of experience in regards to relics at classic patch level.

Observation:

The Current Relic Situation is Broken.

The relics are simply put, too hard to take, too easy to retake, and have too little impact to matter. For those that have zero interest in relic warfare, this must seem the most ideal scenario. However for those that enjoy endgame RvR, this system could use some attention.

Keep Sieges:

Back in beta, archers were 1-shotting casters. Today were taking lvl 10 keeps with a single group or less. If were not on one end of the spectrum, were on the other. The time it takes to complete a keep should be evenly spread out between the 3 phases, outside, courtyard and keep lord. Currently its Pull all guards, kill them outside, ram outer, ram inner, Kill Lord. Another issue is that the balance of cost versus reward is not balanced. The keeps should require bounty points to increase and maintain at higher level. This balances the need for level 10 keeps, with the cost of a level 10 keep, and the difficulty and reward for a level 10 keep. Right now the difficulty is low, reward is very low, need is even lower, and the cost is completely non-existent.

Solutions:

Limit 1 ram per door. Also increase abs of doors so weapon dmg does less, but maintain ram damage.

Place archers on the wall, tethered so they can’t be pulled off. Make them targetable from outside and increase their damage appropriately. Add patrolling guard groups for keeps lvl 5 or higher. Lvl 5 should have 1 set of 5 patrolling guards on the outside in addition to the 5 guards by the door. Add an additional set of roaming guards and level 8 and a 3rd set at level 10. Tether the guards in the courtyard so that there is a courtyard fight. This should also increase in number based on keep level. Guards should be on a shorter timer, perhaps 5 mins.

Keep reward for taking should be 200rps times level of keep. Ie lvl 1 = 200 rps, lvl 5=1k rps, lvl 10 = 2k rps.

Additional changes with Relics will also have a big impact on keeps.

Relic:

As I said earlier, relics are too hard to take, too easy to retake, and have too little impact to matter. The truth is for every message in region about how can someone help get a relic home, I get another about how we shouldn’t even be taking relics in the first place, or how were ruining their RvR time because of the 3 minute timer. The fact that we get such high volume of negative feedback from our own realm when taking....not defending but taking an enemy relic, is a perfect picture to why changes are needed. Now I understand that Phoenix wants to work within a certain framework including having relics in keeps and having lesser impact. While I would love to really shake things up, I’ll try to keep my suggestions within that framework.

Solutions:

First, relic guards need to be lowered in level. They should be lvl 50-65. They shouldn’t be the only thing that protects the relics. And right now 1 bad pull can wipe 100+ raid. These guards need to be toned down. I can’t stress this enough. On the other hand the relic KEEP guards are almost pointless. I can’t really tell any difference between them and the rk guards. This ties directly in with the keep situation. At their current level they are fine for a lvl 5 keep. I think though, for keeps higher level, the guards should be even more difficult. At level 8 or 9 they should begin to have special abilities like aoe disease, ns, or cc. The idea is to make keeps meaningful as well. Right now it’s better in most situations to skip the keeps and hit the RK head on, since the greatest threat is the RK guards. But if you lower the RK guards and increase the relic KEEP guards, you’ll increase the value of taking keeps before hitting the RK.

Additionally the relic keep guards should be on a fairly short respawn. Right now, it’s a 1 and done tactic, with a 30 min respawn. You pull all guards. Then focus doors until you have the relic. If the guards spawned every 5-10 minutes, it would be a continuous fight. This can’t happen at the moment because the guards are all too strong.

1 ram per door, with lowered weapon damage

Relic Keeps:

For keeps holding relics, we need to have the keep either auto lvl 10, or have in greatly increase the speed at which it levels. Additionally, assign a relic guard force to protect the lord of a keep that has a relic in it. Make them tethered in the Lord Room.

Grant BG credit for title. Imagine doing Dragon where only the tank group gets credit, or epic dungeons, etc.

Relic Bonuses:

This will probably get the most resistance. But the bonuses need rebalanced. Perhaps going back to 10% is too much, perhaps not. But a middle ground can be found. Give each relic 5%, including the home relic. This means holding all 3 would cap at 15%, which is lower than the 20% at this level. It also greatly incentivizes people to defend their home relic more. Additionally the timer needs to either go away, or be reduced. I’d suggest 12 hr tics, or 48 hrs till full bonus. Most relics are retaken within 24 hrs anyways. Also I suggest a one-time bonus after taking a relic. IE, for 24 hrs after relic cap, realm receives 25% RP bonus.


TLDR: HAHA, just read it dude!
Wed 13 Mar 2019 6:55 PM by inoeth
add a defend keep rp bonus or reward and remove tasks and all will be fine ;D
Wed 13 Mar 2019 7:04 PM by zennz
I completely agree. There needs to be a reason to take the relics and a reason to want to defend them. Also, dropping a relic in a standard keep just to have it taken back in 10 minutes or less is frustrating to say the least.
Wed 13 Mar 2019 7:13 PM by djegu
Great suggestions here.

I will add my point of view to the discussion.
Currently keep take are really easy because nobody come to defend, we saw it many times but when a grp come and defend, taking the keep is a whole different story than pulling guard, putting 3 ram and kill the lord.

Increase the reward of defending a keep would be nice, but in order to make the defense worth it you need to increase the reward for owning a keep in the first place.
I was imagining something like, owning 9 keeps would give 10%rps bonus for example, and after that each 2 keeps you add 5% to the bonus.
Wed 13 Mar 2019 7:24 PM by BisbyHoughton
I always seem to miss the relic takes so I don't have any additional insight to offer but I appreciate you sharing yours.
Wed 13 Mar 2019 7:28 PM by defiasbandit
Ownnyn wrote:
Wed 13 Mar 2019 6:04 PM
Introduction:

First I would like to say thank you for creating this amazing server. Secondly, I’m aware that there are some that dislike the Relic/Keep Siege side of the game. This post isn’t about trying to convince some of that importance, but to discuss how to improve the current state of Realm War Siege.

For those that don’t know me, I'm one of the leaders in Garden Warfare, the most active Hib NA RvR guild. Last night I earned Relic Chief (10th Capture). I really don't mean this as a boast, but rather as a way of saying look, i've done this a few times. I really have the experience. I tested in beta with 19 successful attempts, from all 3 realms, against all 6 relic keeps. I've probably made over 200 full attempts at a RK between beta and live. I'm one of a few that achieved Relic Captain (25 captures) on Uthgard and Broadsword. I have, at the very least, a wide array of experience in regards to relics at classic patch level.

Observation:

The Current Relic Situation is Broken.

The relics are simply put, too hard to take, too easy to retake, and have too little impact to matter. For those that have zero interest in relic warfare, this must seem the most ideal scenario. However for those that enjoy endgame RvR, this system could use some attention.

Keep Sieges:

Back in beta, archers were 1-shotting casters. Today were taking lvl 10 keeps with a single group or less. If were not on one end of the spectrum, were on the other. The time it takes to complete a keep should be evenly spread out between the 3 phases, outside, courtyard and keep lord. Currently its Pull all guards, kill them outside, ram outer, ram inner, Kill Lord. Another issue is that the balance of cost versus reward is not balanced. The keeps should require bounty points to increase and maintain at higher level. This balances the need for level 10 keeps, with the cost of a level 10 keep, and the difficulty and reward for a level 10 keep. Right now the difficulty is low, reward is very low, need is even lower, and the cost is completely non-existent.

Solutions:

Limit 1 ram per door. Also increase abs of doors so weapon dmg does less, but maintain ram damage.

Place archers on the wall, tethered so they can’t be pulled off. Make them targetable from outside and increase their damage appropriately. Add patrolling guard groups for keeps lvl 5 or higher. Lvl 5 should have 1 set of 5 patrolling guards on the outside in addition to the 5 guards by the door. Add an additional set of roaming guards and level 8 and a 3rd set at level 10. Tether the guards in the courtyard so that there is a courtyard fight. This should also increase in number based on keep level. Guards should be on a shorter timer, perhaps 5 mins.

Keep reward for taking should be 200rps times level of keep. Ie lvl 1 = 200 rps, lvl 5=1k rps, lvl 10 = 2k rps.

Additional changes with Relics will also have a big impact on keeps.

Relic:

As I said earlier, relics are too hard to take, too easy to retake, and have too little impact to matter. The truth is for every message in region about how can someone help get a relic home, I get another about how we shouldn’t even be taking relics in the first place, or how were ruining their RvR time because of the 3 minute timer. The fact that we get such high volume of negative feedback from our own realm when taking....not defending but taking an enemy relic, is a perfect picture to why changes are needed. Now I understand that Phoenix wants to work within a certain framework including having relics in keeps and having lesser impact. While I would love to really shake things up, I’ll try to keep my suggestions within that framework.

Solutions:

First, relic guards need to be lowered in level. They should be lvl 50-65. They shouldn’t be the only thing that protects the relics. And right now 1 bad pull can wipe 100+ raid. These guards need to be toned down. I can’t stress this enough. On the other hand the relic KEEP guards are almost pointless. I can’t really tell any difference between them and the rk guards. This ties directly in with the keep situation. At their current level they are fine for a lvl 5 keep. I think though, for keeps higher level, the guards should be even more difficult. At level 8 or 9 they should begin to have special abilities like aoe disease, ns, or cc. The idea is to make keeps meaningful as well. Right now it’s better in most situations to skip the keeps and hit the RK head on, since the greatest threat is the RK guards. But if you lower the RK guards and increase the relic KEEP guards, you’ll increase the value of taking keeps before hitting the RK.

Additionally the relic keep guards should be on a fairly short respawn. Right now, it’s a 1 and done tactic, with a 30 min respawn. You pull all guards. Then focus doors until you have the relic. If the guards spawned every 5-10 minutes, it would be a continuous fight. This can’t happen at the moment because the guards are all too strong.

1 ram per door, with lowered weapon damage

Relic Keeps:

For keeps holding relics, we need to have the keep either auto lvl 10, or have in greatly increase the speed at which it levels. Additionally, assign a relic guard force to protect the lord of a keep that has a relic in it. Make them tethered in the Lord Room.

Grant BG credit for title. Imagine doing Dragon where only the tank group gets credit, or epic dungeons, etc.

Relic Bonuses:

This will probably get the most resistance. But the bonuses need rebalanced. Perhaps going back to 10% is too much, perhaps not. But a middle ground can be found. Give each relic 5%, including the home relic. This means holding all 3 would cap at 15%, which is lower than the 20% at this level. It also greatly incentivizes people to defend their home relic more. Additionally the timer needs to either go away, or be reduced. I’d suggest 12 hr tics, or 48 hrs till full bonus. Most relics are retaken within 24 hrs anyways. Also I suggest a one-time bonus after taking a relic. IE, for 24 hrs after relic cap, realm receives 25% RP bonus.


TLDR: HAHA, just read it dude!

Not gonna happen. I agree that keeps and relics should matter more.

If anything the Relic Captures could be part of the realm tasks.
Wed 13 Mar 2019 7:53 PM by Boric
Many good suggestions here that I agree with. I believe we need to bring real meaning back to Keeps / Relics.

The task system is great for quick action / non stop action, but provides little 'long term meaning'.

When there are multiple groups of friends online the options become limited (if you want to feel accomplishment). I am talking about 30-50 members.

1. Go to the Merry-go-round which is tasks. Can get some good fights for sure but in the back of a lot of peoples minds is 'whats the meaning'. Take for example Warhammer (best quick comparable i can think of), in that if you dominated you got to open the city raid for great rewards. Without any incentive to 'win' tasks there is no real meaning.
2. Go take keeps. Typically minimal defenders and does not feel very rewarding.
3. Go take relics. Typically some defenders come out and can have some decent fights, however everyone knows by the time they log in the next day the relics will all be back in the relic keeps.

This is about all of large scale RvR items that I can think of, and you can argue each one in itself grows dull without participation from all realms.
Wed 13 Mar 2019 8:08 PM by flash9883
inoeth wrote:
Wed 13 Mar 2019 6:55 PM
add a defend keep rp bonus or reward and remove tasks and all will be fine ;D

There is a defender rp tick after fighting is over at a keep.
Thu 14 Mar 2019 12:37 AM by Eveasau
I've been playing this game off and on since the original release of the game, and continue to find it's game play the most intriguing. I've been a Game Developer for the past 15 years, not to brag, just to give an idea that I've had to balance games before, and I understand you will get tons of feedback. Much of it from people who don't understand how games balance, or how they work underneath.

Keeps
Something that is missing from this game, is a reason to own a keep. It makes nearly NO difference to take a keep any longer. With the exception that it gives you a place you can be safe from other players. Here are some ideas to help fix these:

Patrols
There used to be the idea of "Patrols" associated with keeps. Especially those keeps within the central zone of each Frontier. I can't remember exactly how these worked, but I do remember the patrols would run around the keeps, as well as some patrols traveling between the keeps (between keeps owned by a zone).
It would be good to see a return of these patrols around keeps, making the range of the patrols larger as the keep went up in level. As well as making the number of guards in the patrol go up over the level range as well. Even adding patrols to the keep.
Patrols could be setup to trigger only when 4 or more people can be seen by the patrol, to give our Stealther and Small Man group friends an advantage. But when a full group comes through.... well gloves off!
Also patrols could be made to dogpile. If the number of people seen by a patrol is larger then 2 groups, then the patrol could trigger any other unengaged patrols to rally.
If the Lord is under attack, then make it so every %25 of his life, he would attempt to trigger one of the unengaged patrols. This would add to the challenge of taking a keep, as well as making it useful.

Intra Keep Patrols
When more then one keep in a zone is owned by a realm, there should be a bonus patrol which travels from each of the keeps, once the

Portal Zone Keeps
If a Portal Zone Keep is owned by the home realm, then both the opposing Milegates should have Patrols assigned to them. Smaller Patrols, that would level up with the zone in that keep.
If an opposing Realm owned the Portal Zone Keep then the opposing Milegate should be patrolled, by guards owned by the keep's owner's realm.

Relic Keeps
Right now the Relic Keeps of a Realm are *ALWAYS* owned by the realm that owns the zone.. This is right now because the Relic Keeps are special. That IMHO is something which should change. Instead of being special because the Keep *CAN* hold a relic, why not make it so that keeps with Relics are extra special, maybe they are allowed to go all the way up to level 11? The fact that these keeps are better spots to put the Relics into is good, but they shouldn't be special like they are now, unless they contain a relic.

Relic Run
Make this a task. With scoring for rewards on a weekly basis. Each week the Realm to have captured the most Relics, would be awarded something. Maybe it would be a bonus to the exp for a particular XP Task and RP Task?

Anyway these are just some of my ideas. I love the game and can't wait to see what you do do.
Thu 14 Mar 2019 5:15 PM by flyingnehpets
Bump.

I would hate for the Devs to miss this wonderful little gem.
Thu 14 Mar 2019 5:56 PM by Amp_Phetamine
flyingnehpets wrote:
Thu 14 Mar 2019 5:15 PM
Bump.

I would hate for the Devs to miss this wonderful little gem.

Some really good ideas here. +1
Thu 14 Mar 2019 5:57 PM by defiasbandit
flyingnehpets wrote:
Thu 14 Mar 2019 5:15 PM
Bump.

I would hate for the Devs to miss this wonderful little gem.

What gem?

Relics and keep fights are boring and time consuming. Don't force them on the playerbase.

If there are a few large scale fights every week between the realms, then that could work. However, constant keep/relics fights get really tiresome. You spend most of the time running back and forth or AFK inside of a keep. No thank you.
Thu 14 Mar 2019 6:07 PM by Amp_Phetamine
defiasbandit wrote:
Thu 14 Mar 2019 5:57 PM
flyingnehpets wrote:
Thu 14 Mar 2019 5:15 PM
Bump.

I would hate for the Devs to miss this wonderful little gem.

What gem?

Relics and keep fights are boring and time consuming. Don't force them on the playerbase.

If there are a few large scale fights every week between the realms, then that could work. However, constant keep/relics
  • fights get really tiresome. You spend most of the time running back and forth or AFK inside of a keep. No thank you.

  • As a Wizard, you should never be afk inside the keep.
    Thu 14 Mar 2019 6:15 PM by Seige
    Great ideas. Would love to see Relics and keep takes actually mean something as well.
    Thu 14 Mar 2019 7:10 PM by defiasbandit
    Have 6 different Cosmetic NPCS with special reskins and items.

    Each of the 6 cosmetic vendors has a different set of cosmetics. They will each have their own reskins, mounts, dyes, housing decorations etc...

    Controlling a relic will spawn one of the NPCs in your capital city.

    Strength relics spawn a vendor with melee reskins. Magic relics spawn a vendor with caster reskins. Add cosmetics that only appear on vendors at random.

    Make bounty points the currency for the vendors. Limit the number of reskins per character. So 1 to 2 active reskins at a time. Bring the cosmetics from the later expansions to the 6 vendors.
    Fri 15 Mar 2019 3:52 PM by Ownnyn
    Thank you all for your encouragement

    Defias....where should i start.

    The point of the post isnt simply to make the current system more rewarding, but to make the system more balanced. Yes this means rewards need to increase some, but the difficulty in some aspects need increased, as in other areas decreased.

    The overall big picture is off balance, and thats what needs to be solved.

    Also my suggestions are not bat shit crazy ideas. They are a mix of concepts from '01 daoc, '19 daoc, and modifications that the Phoenix staff have already made.

    Also they fundamentally do not alter the task system, or add anything to the game not already in.

    Like i said....its a balance not a rework.

    But coming from the guy who thought 5 man group size cap should be the limit....i expected nothing else.
    Fri 15 Mar 2019 4:52 PM by defiasbandit
    Ownnyn wrote:
    Fri 15 Mar 2019 3:52 PM
    Thank you all for your encouragement

    Defias....where should i start.

    The point of the post isnt simply to make the current system more rewarding, but to make the system more balanced. Yes this means rewards need to increase some, but the difficulty in some aspects need increased, as in other areas decreased.

    The overall big picture is off balance, and thats what needs to be solved.

    Also my suggestions are not bat shit crazy ideas. They are a mix of concepts from '01 daoc, '19 daoc, and modifications that the Phoenix staff have already made.

    Also they fundamentally do not alter the task system, or add anything to the game not already in.

    Like i said....its a balance not a rework.

    But coming from the guy who thought 5 man group size cap should be the limit....i expected nothing else.

    Damage bonuses are not a good thing. Having a system where a dominant realm just holds on to relics forever is also bad. Yes, the current relic system is a joke, but its better than the old system.

    The prevailing issue is finding the proper reward that doesn't upset the balance of RvR. You need to understand something. The old Relic system with the damage bonuses is a nuisance, and the losing realm would rather whine on the forums than try to retake their relics.

    I do agree that holding relics in low level keeps should be changed, but the real problem is the reward systen tied to relics. It should be changed entirely.

    Above I suggested a new cosmetic reward system. Cosmetics are something a lot of players care about, and don't upset the balance of RvR. The relics should be tied to unique cosmetic npcs, so you can buy cosmetics from enemy vendors when you capture their relic. Each vendor would have their own specific items, so if you are Hibernia and you want Zahur's Crown, well then you need to capture the Albion Strength relic to spawn the vendor that sells it. I would make the BP costs high, and make it so some items only appear on the vendors for a limited time. Let's say you take the Midgard magic relic as Hibernia. If the vendor had a rare cosmetic that would never appear again, then there would be good reason to keep defending that relic feom being retaken.

    The point is cosmetics are something that a lot of playerd want, but also don't screw with RvR balance. Having something like rotating cosmetic vendors and tying them to each relic could make relics relevant again.
    Fri 15 Mar 2019 7:08 PM by Ownnyn
    I disagree. The damage bonus is iconic and one of the features that set DAoC apart.

    Lets be clear....your opinion.....is that YOU....Defias....dont like relic damage bonus......and its a shared opinion amoung some like Raunz and Jonl.

    I, me my...opinion...is relic damage bonuses is a huge cost/reward system that when done right, can create that type of server/community/realm pride that rarely exists outside of DAoC.

    Your idea? Let me take this relic, get my skin change...then not give 2 shits about it again until i need to retemplate that item. Like the grand summoner.....its only killed if someone needs credit.

    Finally....and please try and get this bc its very important. The point behind the thread....isnt to discuss the need for relics, or keeps, but how to balance it. If we disagree on this point....there is no need for u to be in this discussion at all. This topic is first set from the agreement that daocs keep/relic system is a vital part of the game.
    Fri 15 Mar 2019 9:36 PM by defiasbandit
    The damage bonuses are problematic. You gotta take off the nostalgia goggles. Raunz and Jonl are totally right about this. Having an enemy realm with 20% damage bonus is a huge turnoff, especially when they are dominating RvR already.
    We know from other shards that the losing realm doesn't try to get even, they get angry and reroll or quit.

    There is nothing creative about bonus damage. What you fail to realize is that most players and staff here don't like the old relic system. It isn't just the potential imbalances it causes, but rather how boring and burdensome relics can be.

    I am all for widescale tri-realm RvR battles, but raiding and defending relic keeps over and over is not fun. Why? Because there is so much downtime. Whether it is being AFK in a keep, forming a battlegroup, running back and forth across a whole frontier etc.. It is so tedious. It just becomes a chore. This is why most players here just don't want to bother with it.

    Old Frontier keeps are also pretty stale. The fights and strategies are always the same. You want a reward that does not imbalance RvR, but is also highly sought after. DAOC is supposed to be this three realm war where pride and conquest are the main goals, not RP farming. Unfortunately, most players who play nowadays are not interested in relics and keeps, and I can sort of understand why. The time sink, downtime, and requirements involved with relic raiding are simply not worth the effort.

    The original system that I suggested was for Relics to give instant damage bonuses, but they would reset every week. At the start of each week, the realms would fight over relics, and the first realms to capture the relics would keep the bonuses for the entire week. This way the entire realm would be more inclined to actively participate. It may take a few hours or it may take more than a day until the relics are claimed. The point is that there would be a designated time eack week for Relic War. Relics would be reset on Sundays and it wouls be a relic elimination, where once a realm loses their relic, they are no longer eligible for the bonus. If Hibernia snatches both Albion relics then they receive 5% bonus damage, and Albion is eliminated. Then if Midgard raids Hibernia and captures both the Hib and Alb relics, the Realm War for that week is over and Midgard gets 10% damage bonus for the rest of the week until reset. This adds the necessary structure to the relic system, but was apparently too unconventional.
    Fri 15 Mar 2019 9:54 PM by Seige
    defiasbandit wrote:
    Fri 15 Mar 2019 9:36 PM
    The damage bonuses are problematic. You gotta take off the nostalgia goggles. Raunz and Jonl are totally right about this. Having an enemy realm with 10% damage bonus is a huge turnoff, especially when they are dominating RvR already.
    We know from other shards that the losing realm doesn't try to get even, they get angry and reroll or quit.

    There is nothing creative about bonus damage. What you fail to realize is that most players and staff here don't like the old relic system. It isn't just the potential imbalances it causes, but rather how boring and burdensome relics can be.

    I am all for widescale tri-realm RvR battles, but raiding and defending relic keeps over and over is not fun. Why? Because there is so much downtime. Whether it is being AFK in a keep, forming a battlegroup, running back and forth across a whole frontier etc.. It is so tedious. It just becomes a chore. This is why most players here just don't want to bother with it.

    Old Frontier keeps are also pretty stale. The fights and strategies are always the same. You want a reward that doed not imbalance RvR, but is also highly sought after. DAOC is supposed to be this three realm war where pride and conquest are the main goals, not RP farming. Unfortunately, most players who play nowadays are not interested in relics and keeps, and I can sort of understand why. The time sink, downtime, and requirements involved with relic raiding are simply not worth the effort.

    The original system that I suggested was for Relics to give instant damage bonuses, but they would autoreset every week. At the start of each week, the realms would fight over relics, and the first realms to capture the relics would keep the bonuses for the entire week. This way the entire realm would be more inclined to actively participate. It may take a few hours or it may take more than a day until the relics are claimed. The point is that there would be a designated time eack week for Relic War. Relics are reset on Sunday and its a reloc elimination, where once a realm loses their relic they are no longer eligible for the bonus. If Hibernia snatches both Albion relics then they receive 5% bonus damage. Then if Midgard raids Hibernia and captures both the Hib and Alb relics the Realm War for that week is over and Midgard gets 10% damage bonus for the rest of the week until reset. This adds the necessary structure to the relic system.

    Why do we have to take off the nostalgia goggles when we are playing a game that came out in 2001 and still has Relics in the live version? I would like to believe that most people who enjoyed Daoc, enjoyed the original design of 3 faction warfare fighting to secure keeps and ultimately the Relic. Maybe I was also in the minority on live and simply didn't realize it. I can tell you that I have never experienced a sense of realm pride like I have in Daoc. The reason for this was the Relic system/keep system. Atleast on the servers I played if 1 realm had all the relics or a majority the other 2 realms would double team that realm till they lost everything.
    Have you ever participated in a Relic Raid on live? They were Massive fights. Constant streams of people tug of waring to gain the upper hand. Unless of course they were alarm clocked lol.

    I'll give you that I am probably in the minority when it comes to what most players want nowadays.. But that is why I am playing Daoc and not Wow or (insert w/e wannabe pvp mmo) Lets please not try to rewrite what is and was a great system/game. All for the tweaks and more incentives to Relic raid.

    P.S. I gave you a thumbs up so you can stop giving them to yourself.
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