ZOS_BrianWheeler wrote: »Flags spawning in random locations would not be easy to add in.
ZOS_BrianWheeler wrote: »Flags spawning in random locations would not be easy to add in.
Would be "hilarious" though!
Personally I like the idea of allowing 1 resource to somehow be a "rez node" for keep defenders. Should require something more than just owning the resource, but I dunno what.
ZOS_BrianWheeler wrote: »Flags spawning in random locations would not be easy to add in.
Would be "hilarious" though!
Personally I like the idea of allowing 1 resource to somehow be a "rez node" for keep defenders. Should require something more than just owning the resource, but I dunno what.
Forward Camps.
I think the best way to think about this is to think of a tower when it's health is at 0. If I'm remembering correctly, when a tower hits 0%, the top floor and much of the outer balcony are destroyed, but there is an interior higher-level floor (just below the balcony level) which remains intact. This would be the best place to move the flag to, and then towers can still be destructible. (You know that the tower will be at 0% by the time you come to capture it, because you need to get it down to 0 to destroy the door and get inside.) I think making the towers non-destructible (or removing the doors) would completely remove the purpose of putting the flag in the tower in the first place - the reasoning behind this idea is to provide a purpose and cause to siege the tower.ZOS_BrianWheeler wrote: »We've also talked about moving the flags into Towers as we've seen that mentioned several times, however the Towers would then need to be non-destructible as a flag floating on the third floor if the tower is burned down would be uncapturable. "Snapping" the flag to the ground would be an nasty amount of code to add as well mind you. There are other options for the towers too, such as possibly putting an additional flag at the middle level and not letting them get totally blown up.
I think the best way to think about this is to think of a tower when it's health is at 0. If I'm remembering correctly, when a tower hits 0%, the top floor and much of the outer balcony are destroyed, but there is an interior higher-level floor (just below the balcony level) which remains intact. This would be the best place to move the flag to, and then towers can still be destructible. (You know that the tower will be at 0% by the time you come to capture it, because you need to get it down to 0 to destroy the door and get inside.) I think making the towers non-destructible (or removing the doors) would completely remove the purpose of putting the flag in the tower in the first place - the reasoning behind this idea is to provide a purpose and cause to siege the tower.ZOS_BrianWheeler wrote: »We've also talked about moving the flags into Towers as we've seen that mentioned several times, however the Towers would then need to be non-destructible as a flag floating on the third floor if the tower is burned down would be uncapturable. "Snapping" the flag to the ground would be an nasty amount of code to add as well mind you. There are other options for the towers too, such as possibly putting an additional flag at the middle level and not letting them get totally blown up.
I'm not sure how that would increase capture time any more than it is now. You'd just have your group roll up through the open door, roll through the guards, and straight onto the flag. Only then would it be marked Under Attack, and it would be too late for defenders to get there, even if the time taken to actually flip the flag was increased. You couldn't increase it enough for defenders to get there from the keep while still keeping it short enough that the attackers aren't literally just standing there doing nothing. With tower siege being a requirement, defenders would know the resource was under attack when tower HP reached 50%, giving them much more time to get there to defend.At 0% the tower is completely crumbled and only the bottom floor is left with multiple entry points.I think the best way to think about this is to think of a tower when it's health is at 0. If I'm remembering correctly, when a tower hits 0%, the top floor and much of the outer balcony are destroyed, but there is an interior higher-level floor (just below the balcony level) which remains intact. This would be the best place to move the flag to, and then towers can still be destructible. (You know that the tower will be at 0% by the time you come to capture it, because you need to get it down to 0 to destroy the door and get inside.) I think making the towers non-destructible (or removing the doors) would completely remove the purpose of putting the flag in the tower in the first place - the reasoning behind this idea is to provide a purpose and cause to siege the tower.ZOS_BrianWheeler wrote: »We've also talked about moving the flags into Towers as we've seen that mentioned several times, however the Towers would then need to be non-destructible as a flag floating on the third floor if the tower is burned down would be uncapturable. "Snapping" the flag to the ground would be an nasty amount of code to add as well mind you. There are other options for the towers too, such as possibly putting an additional flag at the middle level and not letting them get totally blown up.
I think the suggestions I put forth of removing the door and making it indestructible makes a lot of sense.
First of all, how many people want to spend more time on siege hitting walls? Second, removing the door will even out the playing field for teams that just want to farm a tower and use the time loading through the door as an advantage over the people entering. You already have the advantage of cover and siege use, you don't need a small gap where the other person has no control over their character. Also, it keeps things as simple as they are right now. Lastly increasing the timer for resources will allow defenders to respond rather than always walking up to an enemy resource because you can't instantly teleport to it. I'm not saying make it take minutes, but if someone is paying attention they can get there in time to put up a fight. Tower fights are always fun we should have more of them.
I'm not sure how that would increase capture time any more than it is now. You'd just have your group roll up through the open door, roll through the guards, and straight onto the flag. Only then would it be marked Under Attack, and it would be too late for defenders to get there, even if the time taken to actually flip the flag was increased. You couldn't increase it enough for defenders to get there from the keep while still keeping it short enough that the attackers aren't literally just standing there doing nothing. With tower siege being a requirement, defenders would know the resource was under attack when tower HP reached 50%, giving them much more time to get there to defend.At 0% the tower is completely crumbled and only the bottom floor is left with multiple entry points.I think the best way to think about this is to think of a tower when it's health is at 0. If I'm remembering correctly, when a tower hits 0%, the top floor and much of the outer balcony are destroyed, but there is an interior higher-level floor (just below the balcony level) which remains intact. This would be the best place to move the flag to, and then towers can still be destructible. (You know that the tower will be at 0% by the time you come to capture it, because you need to get it down to 0 to destroy the door and get inside.) I think making the towers non-destructible (or removing the doors) would completely remove the purpose of putting the flag in the tower in the first place - the reasoning behind this idea is to provide a purpose and cause to siege the tower.ZOS_BrianWheeler wrote: »We've also talked about moving the flags into Towers as we've seen that mentioned several times, however the Towers would then need to be non-destructible as a flag floating on the third floor if the tower is burned down would be uncapturable. "Snapping" the flag to the ground would be an nasty amount of code to add as well mind you. There are other options for the towers too, such as possibly putting an additional flag at the middle level and not letting them get totally blown up.
I think the suggestions I put forth of removing the door and making it indestructible makes a lot of sense.
First of all, how many people want to spend more time on siege hitting walls? Second, removing the door will even out the playing field for teams that just want to farm a tower and use the time loading through the door as an advantage over the people entering. You already have the advantage of cover and siege use, you don't need a small gap where the other person has no control over their character. Also, it keeps things as simple as they are right now. Lastly increasing the timer for resources will allow defenders to respond rather than always walking up to an enemy resource because you can't instantly teleport to it. I'm not saying make it take minutes, but if someone is paying attention they can get there in time to put up a fight. Tower fights are always fun we should have more of them.
ZOS_BrianWheeler wrote: »Taking into account the current gameplay mechanics\mentality we currently see on live:
...we are leaning more towards making the keeps harder to break into and making defense easier for smaller groups.
Rust_in_Peace wrote: »@ZOS_BrianWheeler
For me I would like to get away from the whole.. break down walls and stack up on flags to flip a keep. Instead I would like to see Keep Lords and Generals added in.. just get rid of the flags and add in two Keep Generals and one Keep Lord that must be beaten in order to flip the keep!. By doing this you also give all classes a roll as you will need some tanks for the Lords and Generals and healers to keep them alive!!
no more pve in pvp please and thank you
RinaldoGandolphi wrote: »Hi,
@ZOS_BrianWheeler
I would like to make a suggestion that I think would help tremendously with the issues everyone is trying to address in PVP. The basis of this being keeps and resources. Right now resources are not important enough, and keeps are too easy to take. I would like you guys to consider this:
1. The 2 gate keeps/Relic keeps of a faction should require all 3 resources to be taken by the enemy before the flags inside the keep can be flipped.
2. All other keeps require 2 out of 3 resources to be captured in order to be able to flip the flags in the keep.
This does a few things:
1. It will require zergs to leave people behind at these resources and ensure someone doesn;t flip the resources back while they are inside the keep fighting over the inner, as if they lose control of the required resources before taking the keep, they will have to go back and retake it before the flags hence the keep can flip.
2. It helps spread people out and adds more map tactics to PVP..it also naturally spreads out the fighting as there will be folks that will guard the resources outside the keep as well as people fighting inside and folks wanting to try and flip those resources, it overall adds more spread out fighting across the entire keep fight. It also allows delaying and buying time in defenses as well.
Yes i know people will try and say folks could troll take resources, and they should. thats the point! if you have all 70 people inside the keep and no one guarding the resource and a small group flips a resource flag outside preventing you from flipping the keep, that has now extended the fight over the keep and you have been outsmarted.
How many do you send outside to take back the resource?
How many enemies are outside at the resource?
If you leave, the enemy could repair the walls while your trying to get the resource back to flip
If you all stay inside you will be stuck fighting respawning NPC's
I like this idea...if forces us to think more objectively about what to do instead of just ramming everyone into one place...Resources will become prime spots for 5-7 man skirmishes fighting over control while the larger forces are fighting inside...it allows smaller groups to have a real chance of influencing outcomes without being forced into large groups...
imagine the excitement...the enemy has wiped most of your factions teammates inside the keep and just as they are about to flip, you take the resource denying them the capture, now your teammates have regrouped and another push occurs.
this could literally give us keep battles that last for HOURS and folks are more spread out over the 3 min sieges we have now....its hard to keep 70 people in one place when there are 3 resources they need to fight over and a keep and outside of relic keeps you need to keep 2 of them to flip the flags...this spreads people out by design around the keep....i think its a good idea and it makes resources actually matter. it also gives the small scale crowd the non-zerg skirmishes they are after...as large groups will still be required to take keep inners so both styles are still 100% viable.
Anything that adds strategy and depth to map and objectives i think is a good thing.
just my 2 cents, and thank you for taking the time to read.
Some interesting insights @ZOS_BrianWheeler thank you.
Can I ask though what sort of numbers do you (ZOS) feel should be fighting at keeps, the early game development was very focused on selling it as a large siege/war game for PvP with hundreds of players.
I understand that lag is an issues and you want to work to minimise that as much as possible in order to give everyone an enjoyable gaming experience. However there are a number of us who love these large siege battles and want them to continue.
I am worried that because there is so much hate for "zerging" (which at this point is any group larger than two for some people) your efforts will be in making the game balanced around smaller groups and penalising large guilds or groups trying to play in the massive battles.
RinaldoGandolphi wrote: »Hi,
@ZOS_BrianWheeler
I would like to make a suggestion that I think would help tremendously with the issues everyone is trying to address in PVP. The basis of this being keeps and resources. Right now resources are not important enough, and keeps are too easy to take. I would like you guys to consider this:
1. The 2 gate keeps/Relic keeps of a faction should require all 3 resources to be taken by the enemy before the flags inside the keep can be flipped.
2. All other keeps require 2 out of 3 resources to be captured in order to be able to flip the flags in the keep.
This does a few things:
1. It will require zergs to leave people behind at these resources and ensure someone doesn;t flip the resources back while they are inside the keep fighting over the inner, as if they lose control of the required resources before taking the keep, they will have to go back and retake it before the flags hence the keep can flip.
2. It helps spread people out and adds more map tactics to PVP..it also naturally spreads out the fighting as there will be folks that will guard the resources outside the keep as well as people fighting inside and folks wanting to try and flip those resources, it overall adds more spread out fighting across the entire keep fight. It also allows delaying and buying time in defenses as well.
Yes i know people will try and say folks could troll take resources, and they should. thats the point! if you have all 70 people inside the keep and no one guarding the resource and a small group flips a resource flag outside preventing you from flipping the keep, that has now extended the fight over the keep and you have been outsmarted.
How many do you send outside to take back the resource?
How many enemies are outside at the resource?
If you leave, the enemy could repair the walls while your trying to get the resource back to flip
If you all stay inside you will be stuck fighting respawning NPC's
I like this idea...if forces us to think more objectively about what to do instead of just ramming everyone into one place...Resources will become prime spots for 5-7 man skirmishes fighting over control while the larger forces are fighting inside...it allows smaller groups to have a real chance of influencing outcomes without being forced into large groups...
imagine the excitement...the enemy has wiped most of your factions teammates inside the keep and just as they are about to flip, you take the resource denying them the capture, now your teammates have regrouped and another push occurs.
this could literally give us keep battles that last for HOURS and folks are more spread out over the 3 min sieges we have now....its hard to keep 70 people in one place when there are 3 resources they need to fight over and a keep and outside of relic keeps you need to keep 2 of them to flip the flags...this spreads people out by design around the keep....i think its a good idea and it makes resources actually matter. it also gives the small scale crowd the non-zerg skirmishes they are after...as large groups will still be required to take keep inners so both styles are still 100% viable.
Anything that adds strategy and depth to map and objectives i think is a good thing.
just my 2 cents, and thank you for taking the time to read.
While it seems cool, I think it will again promote numbers and reduce the impact of smaller groups on the map. In our group we mainly play with 12 people, and often take keeps with many many more defenders inside. If we had to have all ressources when we flip flags (or even 1) we could never take keeps because we can't deal with 3 less players that would defend ressources when we fight 30+ defendors. On the other hand 4 randoms can easily take back ressources when we are fighting inside inner, trying to flip flags but not able to get the keep because of ppl spending hundreds of soul gems when we move between flags.
So yeah a 12 people group could not take any keep with defendors, and that has nothing to do with their skill, its only because of numbers. On the other hand I dont see why it would really slow down big zergs bc 5 ppl less dont matter much when youre 50.
ZOS_BrianWheeler wrote: »Undefended, meaning just NPCs are there, a Keep was designed for 12-18 people to take over a period of about 10-12 minutes from first Siege down to last flag flipped. A Keep can house a lot more than that for battles between larger groups though.
Resources were for small groups, 2-4 players, and maybe 5 minutes at most.
ZOS_BrianWheeler wrote: »Undefended, meaning just NPCs are there, a Keep was designed for 12-18 people to take over a period of about 10-12 minutes from first Siege down to last flag flipped. A Keep can house a lot more than that for battles between larger groups though.
Resources were for small groups, 2-4 players, and maybe 5 minutes at most.
RinaldoGandolphi wrote: »Hi,
@ZOS_BrianWheeler
I would like to make a suggestion that I think would help tremendously with the issues everyone is trying to address in PVP. The basis of this being keeps and resources. Right now resources are not important enough, and keeps are too easy to take. I would like you guys to consider this:
1. The 2 gate keeps/Relic keeps of a faction should require all 3 resources to be taken by the enemy before the flags inside the keep can be flipped.
2. All other keeps require 2 out of 3 resources to be captured in order to be able to flip the flags in the keep.
This does a few things:
1. It will require zergs to leave people behind at these resources and ensure someone doesn;t flip the resources back while they are inside the keep fighting over the inner, as if they lose control of the required resources before taking the keep, they will have to go back and retake it before the flags hence the keep can flip.
2. It helps spread people out and adds more map tactics to PVP..it also naturally spreads out the fighting as there will be folks that will guard the resources outside the keep as well as people fighting inside and folks wanting to try and flip those resources, it overall adds more spread out fighting across the entire keep fight. It also allows delaying and buying time in defenses as well.
Yes i know people will try and say folks could troll take resources, and they should. thats the point! if you have all 70 people inside the keep and no one guarding the resource and a small group flips a resource flag outside preventing you from flipping the keep, that has now extended the fight over the keep and you have been outsmarted.
How many do you send outside to take back the resource?
How many enemies are outside at the resource?
If you leave, the enemy could repair the walls while your trying to get the resource back to flip
If you all stay inside you will be stuck fighting respawning NPC's
I like this idea...if forces us to think more objectively about what to do instead of just ramming everyone into one place...Resources will become prime spots for 5-7 man skirmishes fighting over control while the larger forces are fighting inside...it allows smaller groups to have a real chance of influencing outcomes without being forced into large groups...
imagine the excitement...the enemy has wiped most of your factions teammates inside the keep and just as they are about to flip, you take the resource denying them the capture, now your teammates have regrouped and another push occurs.
this could literally give us keep battles that last for HOURS and folks are more spread out over the 3 min sieges we have now....its hard to keep 70 people in one place when there are 3 resources they need to fight over and a keep and outside of relic keeps you need to keep 2 of them to flip the flags...this spreads people out by design around the keep....i think its a good idea and it makes resources actually matter. it also gives the small scale crowd the non-zerg skirmishes they are after...as large groups will still be required to take keep inners so both styles are still 100% viable.
Anything that adds strategy and depth to map and objectives i think is a good thing.
just my 2 cents, and thank you for taking the time to read.
While it seems cool, I think it will again promote numbers and reduce the impact of smaller groups on the map. In our group we mainly play with 12 people, and often take keeps with many many more defenders inside. If we had to have all ressources when we flip flags (or even 1) we could never take keeps because we can't deal with 3 less players that would defend ressources when we fight 30+ defendors. On the other hand 4 randoms can easily take back ressources when we are fighting inside inner, trying to flip flags but not able to get the keep because of ppl spending hundreds of soul gems when we move between flags.
So yeah a 12 people group could not take any keep with defendors, and that has nothing to do with their skill, its only because of numbers. On the other hand I dont see why it would really slow down big zergs bc 5 ppl less dont matter much when youre 50.
RinaldoGandolphi wrote: »Hi,
@ZOS_BrianWheeler
I would like to make a suggestion that I think would help tremendously with the issues everyone is trying to address in PVP. The basis of this being keeps and resources. Right now resources are not important enough, and keeps are too easy to take. I would like you guys to consider this:
1. The 2 gate keeps/Relic keeps of a faction should require all 3 resources to be taken by the enemy before the flags inside the keep can be flipped.
2. All other keeps require 2 out of 3 resources to be captured in order to be able to flip the flags in the keep.
This does a few things:
1. It will require zergs to leave people behind at these resources and ensure someone doesn;t flip the resources back while they are inside the keep fighting over the inner, as if they lose control of the required resources before taking the keep, they will have to go back and retake it before the flags hence the keep can flip.
2. It helps spread people out and adds more map tactics to PVP..it also naturally spreads out the fighting as there will be folks that will guard the resources outside the keep as well as people fighting inside and folks wanting to try and flip those resources, it overall adds more spread out fighting across the entire keep fight. It also allows delaying and buying time in defenses as well.
Yes i know people will try and say folks could troll take resources, and they should. thats the point! if you have all 70 people inside the keep and no one guarding the resource and a small group flips a resource flag outside preventing you from flipping the keep, that has now extended the fight over the keep and you have been outsmarted.
How many do you send outside to take back the resource?
How many enemies are outside at the resource?
If you leave, the enemy could repair the walls while your trying to get the resource back to flip
If you all stay inside you will be stuck fighting respawning NPC's
I like this idea...if forces us to think more objectively about what to do instead of just ramming everyone into one place...Resources will become prime spots for 5-7 man skirmishes fighting over control while the larger forces are fighting inside...it allows smaller groups to have a real chance of influencing outcomes without being forced into large groups...
imagine the excitement...the enemy has wiped most of your factions teammates inside the keep and just as they are about to flip, you take the resource denying them the capture, now your teammates have regrouped and another push occurs.
this could literally give us keep battles that last for HOURS and folks are more spread out over the 3 min sieges we have now....its hard to keep 70 people in one place when there are 3 resources they need to fight over and a keep and outside of relic keeps you need to keep 2 of them to flip the flags...this spreads people out by design around the keep....i think its a good idea and it makes resources actually matter. it also gives the small scale crowd the non-zerg skirmishes they are after...as large groups will still be required to take keep inners so both styles are still 100% viable.
Anything that adds strategy and depth to map and objectives i think is a good thing.
just my 2 cents, and thank you for taking the time to read.
While it seems cool, I think it will again promote numbers and reduce the impact of smaller groups on the map. In our group we mainly play with 12 people, and often take keeps with many many more defenders inside. If we had to have all ressources when we flip flags (or even 1) we could never take keeps because we can't deal with 3 less players that would defend ressources when we fight 30+ defendors. On the other hand 4 randoms can easily take back ressources when we are fighting inside inner, trying to flip flags but not able to get the keep because of ppl spending hundreds of soul gems when we move between flags.
So yeah a 12 people group could not take any keep with defendors, and that has nothing to do with their skill, its only because of numbers. On the other hand I dont see why it would really slow down big zergs bc 5 ppl less dont matter much when youre 50.
I don't necessarily agree with you Denne, It doesn't promote more people stacking in one place. It promotes the division of that group. Overall, it means requiring more people to take a keep but without the stacking, and maybe that's not too bad.
Your 12 man group will still be able to farm people, and you'll even face less zergs, but you will need to coordinate with other people in order to successfully take keeps. Currently, as Brian said, keeps are designed to be taken by 12-18 people, but that could change to a bit higher number and I think it would make more sense.
I think this would make keep capturing harder, and would give more meaning to keeps I think.
RinaldoGandolphi wrote: »Hi,
@ZOS_BrianWheeler
I would like to make a suggestion that I think would help tremendously with the issues everyone is trying to address in PVP. The basis of this being keeps and resources. Right now resources are not important enough, and keeps are too easy to take. I would like you guys to consider this:
1. The 2 gate keeps/Relic keeps of a faction should require all 3 resources to be taken by the enemy before the flags inside the keep can be flipped.
2. All other keeps require 2 out of 3 resources to be captured in order to be able to flip the flags in the keep.
This does a few things:
1. It will require zergs to leave people behind at these resources and ensure someone doesn;t flip the resources back while they are inside the keep fighting over the inner, as if they lose control of the required resources before taking the keep, they will have to go back and retake it before the flags hence the keep can flip.
2. It helps spread people out and adds more map tactics to PVP..it also naturally spreads out the fighting as there will be folks that will guard the resources outside the keep as well as people fighting inside and folks wanting to try and flip those resources, it overall adds more spread out fighting across the entire keep fight. It also allows delaying and buying time in defenses as well.
Yes i know people will try and say folks could troll take resources, and they should. thats the point! if you have all 70 people inside the keep and no one guarding the resource and a small group flips a resource flag outside preventing you from flipping the keep, that has now extended the fight over the keep and you have been outsmarted.
How many do you send outside to take back the resource?
How many enemies are outside at the resource?
If you leave, the enemy could repair the walls while your trying to get the resource back to flip
If you all stay inside you will be stuck fighting respawning NPC's
I like this idea...if forces us to think more objectively about what to do instead of just ramming everyone into one place...Resources will become prime spots for 5-7 man skirmishes fighting over control while the larger forces are fighting inside...it allows smaller groups to have a real chance of influencing outcomes without being forced into large groups...
imagine the excitement...the enemy has wiped most of your factions teammates inside the keep and just as they are about to flip, you take the resource denying them the capture, now your teammates have regrouped and another push occurs.
this could literally give us keep battles that last for HOURS and folks are more spread out over the 3 min sieges we have now....its hard to keep 70 people in one place when there are 3 resources they need to fight over and a keep and outside of relic keeps you need to keep 2 of them to flip the flags...this spreads people out by design around the keep....i think its a good idea and it makes resources actually matter. it also gives the small scale crowd the non-zerg skirmishes they are after...as large groups will still be required to take keep inners so both styles are still 100% viable.
Anything that adds strategy and depth to map and objectives i think is a good thing.
just my 2 cents, and thank you for taking the time to read.
While it seems cool, I think it will again promote numbers and reduce the impact of smaller groups on the map. In our group we mainly play with 12 people, and often take keeps with many many more defenders inside. If we had to have all ressources when we flip flags (or even 1) we could never take keeps because we can't deal with 3 less players that would defend ressources when we fight 30+ defendors. On the other hand 4 randoms can easily take back ressources when we are fighting inside inner, trying to flip flags but not able to get the keep because of ppl spending hundreds of soul gems when we move between flags.
So yeah a 12 people group could not take any keep with defendors, and that has nothing to do with their skill, its only because of numbers. On the other hand I dont see why it would really slow down big zergs bc 5 ppl less dont matter much when youre 50.
I don't necessarily agree with you Denne, It doesn't promote more people stacking in one place. It promotes the division of that group. Overall, it means requiring more people to take a keep but without the stacking, and maybe that's not too bad.
Your 12 man group will still be able to farm people, and you'll even face less zergs, but you will need to coordinate with other people in order to successfully take keeps. Currently, as Brian said, keeps are designed to be taken by 12-18 people, but that could change to a bit higher number and I think it would make more sense.
I think this would make keep capturing harder, and would give more meaning to keeps I think.
RinaldoGandolphi wrote: »Hi,
@ZOS_BrianWheeler
I would like to make a suggestion that I think would help tremendously with the issues everyone is trying to address in PVP. The basis of this being keeps and resources. Right now resources are not important enough, and keeps are too easy to take. I would like you guys to consider this:
1. The 2 gate keeps/Relic keeps of a faction should require all 3 resources to be taken by the enemy before the flags inside the keep can be flipped.
2. All other keeps require 2 out of 3 resources to be captured in order to be able to flip the flags in the keep.
This does a few things:
1. It will require zergs to leave people behind at these resources and ensure someone doesn;t flip the resources back while they are inside the keep fighting over the inner, as if they lose control of the required resources before taking the keep, they will have to go back and retake it before the flags hence the keep can flip.
2. It helps spread people out and adds more map tactics to PVP..it also naturally spreads out the fighting as there will be folks that will guard the resources outside the keep as well as people fighting inside and folks wanting to try and flip those resources, it overall adds more spread out fighting across the entire keep fight. It also allows delaying and buying time in defenses as well.
Yes i know people will try and say folks could troll take resources, and they should. thats the point! if you have all 70 people inside the keep and no one guarding the resource and a small group flips a resource flag outside preventing you from flipping the keep, that has now extended the fight over the keep and you have been outsmarted.
How many do you send outside to take back the resource?
How many enemies are outside at the resource?
If you leave, the enemy could repair the walls while your trying to get the resource back to flip
If you all stay inside you will be stuck fighting respawning NPC's
I like this idea...if forces us to think more objectively about what to do instead of just ramming everyone into one place...Resources will become prime spots for 5-7 man skirmishes fighting over control while the larger forces are fighting inside...it allows smaller groups to have a real chance of influencing outcomes without being forced into large groups...
imagine the excitement...the enemy has wiped most of your factions teammates inside the keep and just as they are about to flip, you take the resource denying them the capture, now your teammates have regrouped and another push occurs.
this could literally give us keep battles that last for HOURS and folks are more spread out over the 3 min sieges we have now....its hard to keep 70 people in one place when there are 3 resources they need to fight over and a keep and outside of relic keeps you need to keep 2 of them to flip the flags...this spreads people out by design around the keep....i think its a good idea and it makes resources actually matter. it also gives the small scale crowd the non-zerg skirmishes they are after...as large groups will still be required to take keep inners so both styles are still 100% viable.
Anything that adds strategy and depth to map and objectives i think is a good thing.
just my 2 cents, and thank you for taking the time to read.
While it seems cool, I think it will again promote numbers and reduce the impact of smaller groups on the map. In our group we mainly play with 12 people, and often take keeps with many many more defenders inside. If we had to have all ressources when we flip flags (or even 1) we could never take keeps because we can't deal with 3 less players that would defend ressources when we fight 30+ defendors. On the other hand 4 randoms can easily take back ressources when we are fighting inside inner, trying to flip flags but not able to get the keep because of ppl spending hundreds of soul gems when we move between flags.
So yeah a 12 people group could not take any keep with defendors, and that has nothing to do with their skill, its only because of numbers. On the other hand I dont see why it would really slow down big zergs bc 5 ppl less dont matter much when youre 50.
I don't necessarily agree with you Denne, It doesn't promote more people stacking in one place. It promotes the division of that group. Overall, it means requiring more people to take a keep but without the stacking, and maybe that's not too bad.
Your 12 man group will still be able to farm people, and you'll even face less zergs, but you will need to coordinate with other people in order to successfully take keeps. Currently, as Brian said, keeps are designed to be taken by 12-18 people, but that could change to a bit higher number and I think it would make more sense.
I think this would make keep capturing harder, and would give more meaning to keeps I think.
I'm sure we will still be able to farm people, that's not my point. My point is it's quite stupid that if we try to get a keep agaisnt 40 defenders, we manage to clear the flags, we cant turn the flag because some ennemies took an undefended ressource in our back.
What could we do? If at this point we leave the keep to clear the ressources defenders will all rezz inside and/or repair walls, if we stay to clear the few left, defenders will have time to ride back and if we split, considering the state of the game we won't be able to do sh*t agaisnt a big zerg stacked on the ressource. If we leave some members of our group behind to defend the ressources, we would have to increase our number because we can't take flags of a keep with 40 ennemies inside when we're 8-10, and that is if we leave only one guy per ressource. Bigger group to take keeps means bigger group when we fight open field, means more lag and (imho) less fun.
Sure we could try to coordinate with some other organized group but did you see how many left, at least in our faction? You saw those people, do you think we can trust pugs to help us smartly?
I do think keeps should be harder to take, but this ressource thing wouldn't make them much harder to take, it would just require more people. Number is already promoted enough over skill, no need more incentives especially when the servers can't handle it.
RinaldoGandolphi wrote: »Hi,
@ZOS_BrianWheeler
I would like to make a suggestion that I think would help tremendously with the issues everyone is trying to address in PVP. The basis of this being keeps and resources. Right now resources are not important enough, and keeps are too easy to take. I would like you guys to consider this:
1. The 2 gate keeps/Relic keeps of a faction should require all 3 resources to be taken by the enemy before the flags inside the keep can be flipped.
2. All other keeps require 2 out of 3 resources to be captured in order to be able to flip the flags in the keep.
This does a few things:
1. It will require zergs to leave people behind at these resources and ensure someone doesn;t flip the resources back while they are inside the keep fighting over the inner, as if they lose control of the required resources before taking the keep, they will have to go back and retake it before the flags hence the keep can flip.
2. It helps spread people out and adds more map tactics to PVP..it also naturally spreads out the fighting as there will be folks that will guard the resources outside the keep as well as people fighting inside and folks wanting to try and flip those resources, it overall adds more spread out fighting across the entire keep fight. It also allows delaying and buying time in defenses as well.
Yes i know people will try and say folks could troll take resources, and they should. thats the point! if you have all 70 people inside the keep and no one guarding the resource and a small group flips a resource flag outside preventing you from flipping the keep, that has now extended the fight over the keep and you have been outsmarted.
How many do you send outside to take back the resource?
How many enemies are outside at the resource?
If you leave, the enemy could repair the walls while your trying to get the resource back to flip
If you all stay inside you will be stuck fighting respawning NPC's
I like this idea...if forces us to think more objectively about what to do instead of just ramming everyone into one place...Resources will become prime spots for 5-7 man skirmishes fighting over control while the larger forces are fighting inside...it allows smaller groups to have a real chance of influencing outcomes without being forced into large groups...
imagine the excitement...the enemy has wiped most of your factions teammates inside the keep and just as they are about to flip, you take the resource denying them the capture, now your teammates have regrouped and another push occurs.
this could literally give us keep battles that last for HOURS and folks are more spread out over the 3 min sieges we have now....its hard to keep 70 people in one place when there are 3 resources they need to fight over and a keep and outside of relic keeps you need to keep 2 of them to flip the flags...this spreads people out by design around the keep....i think its a good idea and it makes resources actually matter. it also gives the small scale crowd the non-zerg skirmishes they are after...as large groups will still be required to take keep inners so both styles are still 100% viable.
Anything that adds strategy and depth to map and objectives i think is a good thing.
just my 2 cents, and thank you for taking the time to read.
While it seems cool, I think it will again promote numbers and reduce the impact of smaller groups on the map. In our group we mainly play with 12 people, and often take keeps with many many more defenders inside. If we had to have all ressources when we flip flags (or even 1) we could never take keeps because we can't deal with 3 less players that would defend ressources when we fight 30+ defendors. On the other hand 4 randoms can easily take back ressources when we are fighting inside inner, trying to flip flags but not able to get the keep because of ppl spending hundreds of soul gems when we move between flags.
So yeah a 12 people group could not take any keep with defendors, and that has nothing to do with their skill, its only because of numbers. On the other hand I dont see why it would really slow down big zergs bc 5 ppl less dont matter much when youre 50.
I don't necessarily agree with you Denne, It doesn't promote more people stacking in one place. It promotes the division of that group. Overall, it means requiring more people to take a keep but without the stacking, and maybe that's not too bad.
Your 12 man group will still be able to farm people, and you'll even face less zergs, but you will need to coordinate with other people in order to successfully take keeps. Currently, as Brian said, keeps are designed to be taken by 12-18 people, but that could change to a bit higher number and I think it would make more sense.
I think this would make keep capturing harder, and would give more meaning to keeps I think.
I'm sure we will still be able to farm people, that's not my point. My point is it's quite stupid that if we try to get a keep agaisnt 40 defenders, we manage to clear the flags, we cant turn the flag because some ennemies took an undefended ressource in our back.
What could we do? If at this point we leave the keep to clear the ressources defenders will all rezz inside and/or repair walls, if we stay to clear the few left, defenders will have time to ride back and if we split, considering the state of the game we won't be able to do sh*t agaisnt a big zerg stacked on the ressource. If we leave some members of our group behind to defend the ressources, we would have to increase our number because we can't take flags of a keep with 40 ennemies inside when we're 8-10, and that is if we leave only one guy per ressource. Bigger group to take keeps means bigger group when we fight open field, means more lag and (imho) less fun.
Sure we could try to coordinate with some other organized group but did you see how many left, at least in our faction? You saw those people, do you think we can trust pugs to help us smartly?
I do think keeps should be harder to take, but this ressource thing wouldn't make them much harder to take, it would just require more people. Number is already promoted enough over skill, no need more incentives especially when the servers can't handle it.
I'm not sure how you intend to make keeps harder to take without requiring more people though