If I were to set up a keep reset...
I envision a step-by-step going like this...
At the conclusion of the campaign, final reward tiers are calculated. Then the new campaign is initiated with zeroed numbers.
In the keeps, a Force of imperials erupt from every portal spot - each corner and the transit shrine. 50 per portal. Two-handers that love gap closing and reverse slice, healers with wards, archers with poison and crowd control, mages with negate, rogues with teleport strike that mark you - teams of 5 come from each portal each 2 seconds in 10 waves to scour the keep. They are aggro to everything, of course. The alliance npc's despawn because they are wise enough not to stick around. The keep is immediately flagged, no respawning unless there's a forward camp set up inside the wall. If players kill an imperial, reinforcements arrive.
Outside the keeps, same force arrives from each corner portal, 10 teams of 5. 2 teams patrol to the next corner to the left, 2 teams patrol to the right, 2 patrol the ramparts to the left, 2 patrol the ramparts to the right, 2 teams patrol the stairs there. They repair walls without being limited by the 'recent damage' mechanic.
250 buffed imperials take the keep. The system respawns them until they complete the reset. They don't give xp or ap, so there's little reason to damage your armor and spend your gems or pots or food fighting them. It's like fighting a guard - sure you can Zerg them for a while but eventually they will wipe you out. When all imperials have left the status of aggro on something and the walls are repaired, the keep is considered reset.
After the keep is taken and reset to white and becomes unflagged, the wall repair is turned off. The reinforcement is turned off. Scrolls move to their temples. Xp and ap gain from killing those imperials is turned on.
Then, the keep is ready to be attacked and taken by one of the alliances. It will be a tough nut to crack, because there are still 250 buffed imperials actively patrolling the inside in teams of 5.
I don't agree with that. Knowing the campaign will reset, there would be no motivation for people to work for anything, as they know that all they gain will be lost. Although saying that, that really applies only to an active campaign. When the keeps are changing a lot and people are engaged, any systematic change that upsets the player-created situation would deter participation. But in a dead campaign, it may encourage people to come back. So I think active campaigns should not reset, while dead campaigns should reset.Shadowasrial wrote: »It wouldn't kill the population. Becuse knowing the whole map would be turning neutral could help bolster players to come back in near end of campaign so they can form groups when it does reset. Who ever is emp would be deposed. No more emps for weeks at a time.
Stovahkiin wrote: »If I were to set up a keep reset...
I envision a step-by-step going like this...
At the conclusion of the campaign, final reward tiers are calculated. Then the new campaign is initiated with zeroed numbers.
In the keeps, a Force of imperials erupt from every portal spot - each corner and the transit shrine. 50 per portal. Two-handers that love gap closing and reverse slice, healers with wards, archers with poison and crowd control, mages with negate, rogues with teleport strike that mark you - teams of 5 come from each portal each 2 seconds in 10 waves to scour the keep. They are aggro to everything, of course. The alliance npc's despawn because they are wise enough not to stick around. The keep is immediately flagged, no respawning unless there's a forward camp set up inside the wall. If players kill an imperial, reinforcements arrive.
Outside the keeps, same force arrives from each corner portal, 10 teams of 5. 2 teams patrol to the next corner to the left, 2 teams patrol to the right, 2 patrol the ramparts to the left, 2 patrol the ramparts to the right, 2 teams patrol the stairs there. They repair walls without being limited by the 'recent damage' mechanic.
250 buffed imperials take the keep. The system respawns them until they complete the reset. They don't give xp or ap, so there's little reason to damage your armor and spend your gems or pots or food fighting them. It's like fighting a guard - sure you can Zerg them for a while but eventually they will wipe you out. When all imperials have left the status of aggro on something and the walls are repaired, the keep is considered reset.
After the keep is taken and reset to white and becomes unflagged, the wall repair is turned off. The reinforcement is turned off. Scrolls move to their temples. Xp and ap gain from killing those imperials is turned on.
Then, the keep is ready to be attacked and taken by one of the alliances. It will be a tough nut to crack, because there are still 250 buffed imperials actively patrolling the inside in teams of 5.
Nice idea, but that many npcs running around in each keep and actually doing things would likely cause even more lag then we've got now. It would be easier to just port all players out of the campaigns at reset and send the participants mail saying "Oh well, the imps have managed to retake everything, lets go take it back!"
I definitely see how it would attract players to deserted campaigns.No endoc i think you are considering this the wrong way. Good fights and proper pvp is all the incentive you need to b playing the game, not score, is the other way around.I don't agree with that. Knowing the campaign will reset, there would be no motivation for people to work for anything, as they know that all they gain will be lost. Although saying that, that really applies only to an active campaign. When the keeps are changing a lot and people are engaged, any systematic change that upsets the player-created situation would deter participation. But in a dead campaign, it may encourage people to come back. So I think active campaigns should not reset, while dead campaigns should reset.Shadowasrial wrote: »It wouldn't kill the population. Becuse knowing the whole map would be turning neutral could help bolster players to come back in near end of campaign so they can form groups when it does reset. Who ever is emp would be deposed. No more emps for weeks at a time.
A reset of keeps claims will attracted players to campaigns otherwise desserted because of pvedooring and buff servers. No one wants to join a map completely dominated and roflstomped.
While not many will really abandon cyrodiil because keeps are gonna flip back if they are having fun with decent fights.
I love this idea, think it's very simple yet would do so much to short campaigns like haderus that really need a good,population injection (and at the same time got just too many on tf).