Realm warning when keep is attacked

Started 1 May 2019
by Cruella
in Suggestions
the only way to see if a keep is under attack is to own it yourself or get the "musik" sound when its already gone.

It would perhaps create new dynamics and more defense options if there would be a relic like realm wide warning when a
keep is under attack. relic get like 4 lines of warning and keeps get 2?

At the moment keep raiding is circle pve which totaly sucks. Give the realm options to actually defend their keeps.

Also get rid of ram damage potions. This only supports the quick pve keep raiding.


*edit
No. "use your alliances" isnt a solution. I guess someone is going to try to argument that way.
Its a realm border not a "insert max alliance screw the rest with infos" border
Wed 1 May 2019 2:36 PM by Miiro
I agree about the signalling part. We used to see keeps in flames on the realm war map but we vant see anything like that now. It would probably help defense and keep fights to be a thing.
Thu 2 May 2019 8:29 AM by Sepplord
i fully agree, BUT the suggestion isn't fleshed out and it isn't as trivial as one might think on first glance:

what should trigger the message?

Door takes dmg? --> message spam
Guards die? --> message spam
only first guard of each spawn dies? --> mechanic gets circumvented by smallmen killing the first guard before zerg arrives (still probably best solution since it requires/allows strategical counterplay)
First door gets breached --> might be too late

i am unsure which way would be meaningful while not completely overflooding everyone like the killspamm (that is currently ignored by everyone i know, because it is simply far too much to get any usefull info from it while RvRing)
Thu 2 May 2019 11:23 AM by Redattack
Sepplord wrote:
Thu 2 May 2019 8:29 AM
i fully agree, BUT the suggestion isn't fleshed out and it isn't as trivial as one might think on first glance:

what should trigger the message?

Door takes dmg? --> message spam
Guards die? --> message spam
only first guard of each spawn dies? --> mechanic gets circumvented by smallmen killing the first guard before zerg arrives (still probably best solution since it requires/allows strategical counterplay)
First door gets breached --> might be too late

i am unsure which way would be meaningful while not completely overflooding everyone like the killspamm (that is currently ignored by everyone i know, because it is simply far too much to get any usefull info from it while RvRing)

I think when a gate is brought down to about 80% it could spam a message. Just enough that it takes some effort to trigger the message, but still gives defenders enough time to get there before the gate is down.
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