Keep Takes & Improving participation for all Realms

Started 23 Apr 2019
by dangerdave85
in Suggestions
Hello Everyone,

First time poster long long time lurker.

So particularly recently but honestly probably a problem since RVR Population became large enough on server after launch. Keep Takes are effectively PVE in RvR Zones. No one defends there keeps but people have respect for the relics and for some ownership of DF, so its not the worst. People are taking keeps but it a monotonous way.

I'll use an example i play on Midgard on North America Est time. So i log in and my guild are going to help take back our keeps with our alliance. Hibernia Europe had taken all of the Midgard Keeps. First off taking keeps back is important and I'm glad we take them back. But besides one keep where id say maybe a full group of Hibs had parked in, we took the keeps with no resistance just the guards. It was a slog and it was repetitive and not the first and wont be the last time we answer the call of the Realm to defend our Keeps.

So the problem - Boring Keep retakes or Takes against no opposition. How to enhance the keep take experience and participation

Two options or a combination of both could be used.

Option One - Random Timers, a special Unit/Item is placed within one of your normal keeps Nottsmoor Faste/Dun Bolg, Caer Sursbrooke at the same time. It needs to be defended and it needs to be taken by opposing realm. It is of great value to defend or to take the keep. The Timer is only for a period of say 45 minutes to 1 Hour. Within that time the realms must defend there own keep and try and take one or both of the other realms Special item housed within said keep that the lord commander is protecting on there person. (The keeps that spawn these special units would change to different keeps when the timer comes back)

Option Two = If you have enough people defending/attacking one keep both the attackers and defenders receive bonus xp for either defending said keep or attacking. i would also say a timer on once enough people are attacking said keep its activates and theirs a time limit to take said keep. You get more points for killing Players,,Guards, taking doors down and killing the Lord. You also on the other end get extra points for every 5 minutes you defend the keep and if the Lord is kept alive during the timer.

Also i have never said it on the forum, I want to thank everyone involved for bringing this game back to life. It has been unbelievably enjoyable and am loving it, thank you.

Dave
Tue 23 Apr 2019 2:26 PM by Sepplord
afaik there is already a system similar to your second proposal....

Fighting at/around keeps already gives you bonus RPs. And on top of that fighting at or taking keeps also increases a multiplier for you (reset's daily??) that multiplies all bonus-RP you get from keepfights.

It's just that it is a little unknown and more important: it's not as guaranteed. If you try to get your randomzerg to a keepdefense instead of just zerging the nearest keep you will probably only arrive with a % <100 of your zerg at the defensekeep. Then you need strong enough groups to get inside and/or directly fight the zerg.

If the enemies are hibs, then charging into them setup in fields of shrooms will fail because random-zergs always have someone who needs to AOE-Dot to leach or just to spite everyone else by breaking CC. If your enemies are not hibs you still need to arrive in time / get inside.
And even if that works, your groups still have to individually kill stuff to rake in RPs...

Having your maingrps, zergbomb 100enemies when they charge into you while everyone else gets nothing might feel fair to the people who built the bombgrp, but the average casual will be discouraged. (And that's already the positive scenario of winning the defense)



Not really sure how to make arriving at a defense easier without making it too easy and discourage people from even going to raid a keep.
Thu 25 Apr 2019 3:54 AM by BTFD
I defended surs today killed a ns inside and aoe'd like 50 hibs in lord room.

I got Zero feathers.

I got Zero rp.

I will never again go to a keep defense and waste an hour of my time when i can literally suicide four times for over 2k rp
Thu 25 Apr 2019 8:02 AM by Halma
BTFD wrote:
Thu 25 Apr 2019 3:54 AM
I defended surs today killed a ns inside and aoe'd like 50 hibs in lord room.

I got Zero feathers.

I got Zero rp.

I will never again go to a keep defense and waste an hour of my time when i can literally suicide four times for over 2k rp

Did you log out immediately after? The feathers and RP are usually provided later, it sometimes takes 20 minutes for me. I really haven't found a pattern there how long it takes.
Thu 25 Apr 2019 12:05 PM by Luluko
defenders need a way to be able to port to a keep since all the keeps except relict keeps have only one access so every grp or solo defenders without sos have no real means to even get into the keep and since all keeps are elevated on a hill you can also not really see whats going on there without risking guard add only thing you can see are the people on walls or if the door is open. Sounds a little too risky for anything less than a fg to go anywhere close of a keep if there are 2-3 grps inside the keep. Thats why there should be a port into a keep or at least close to it and flatten the keeps on the ground that you can actually see what you are running into and while you are at it use nf keeps if possible.
Thu 25 Apr 2019 12:45 PM by BTFD
"Did you log out immediately after? The feathers and RP are usually provided later, it sometimes takes 20 minutes for me. I really haven't found a pattern there how long it takes."

I didnt log or even zone after release in case i missed the "tick". Instead i purposely crafted/salvaged waiting for the next hour or so. Maybe just another necro specific bug.
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