Keep warfare over the last few weeks.

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Bloodwyne
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Postby Bloodwyne » Jan 11, 2013 13:54

As im preaching since years, a good server is when different playstyles can coexist. With introducing rps for keeptakes and the possibility to upgrade, this was a first small step into the right direction. Even tho i think it should benefit you more as a guild if you upgrade a keep to lvl 10 and be forced to pay 500 bounty points every HOUR... i think theres only few guilds out there that can actually effort that over a longer period, but noone is able to get that much BPs to have a +-0 outcome. Either make it cheaper or add some elite guards or sth on lvl 10 or so is my suggestion.
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Blue
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Postby Blue » Jan 11, 2013 14:28

Yes you as guild should benefit from keep claims. Proposals were discussed in the council. Just a matter of time when it gets online.
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neada
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Postby neada » Jan 11, 2013 14:51

On live you generated guild RPs through a claimed keep. It was introduced fairly early and should be well within our patch limit. Always wondered why there wasn't a bug report about it.

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poplik
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Postby poplik » Jan 11, 2013 15:57

what are guild RPs good for except for showing off maybe?
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Bloodwyne
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Postby Bloodwyne » Jan 11, 2013 16:14

I dont like the idea of receiving guild rps for claimed keeps tbh. Since claimed keeps cost BP, some old guilds have advantage to keep them and have them upgraded. I like the 3% bonus while deffing (even tho its a bit low). And maybe some additional guards for highlvl keeps + lower bounty cost. For 1k rps you get around 28 bounty points. Currently a guild that made 10 million rps on enemy players has around 280000 bounty points and can hold a lvl 10 keep for only 23 days. Thats no relation to the amount of rps/bps you have to make for that. No guild can ever make that many bps.
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RonELuvv
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Postby RonELuvv » Jan 11, 2013 19:46

Bloodwyne wrote:As im preaching since years, a good server is when different playstyles can coexist.


110% agree with this statment. If 1 playstyle was all that was allowed or doable here I wouldnt be on this server. In my mind there was 2 things that made DAoC RvR so much better then any other. 1) The paper/rock/scissors way of balancing is so much better than any other alternitive. Yes, this does allow for people to constantly complain about classes not being "equal" but all the players that really know the game know that EVERY class has its bad and good matchups. 2) All different forms of RvR can coexist. Solo, small man, 8 man, zergs, keep raids, mile gate camping, df farming, and so many other styles of RvR exist and all are possible and encouraged. If you take away either of the 2 then I would have been done with this game LONG ago.

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_Oglop_
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Postby _Oglop_ » Jan 11, 2013 20:45

What if the defense RP's scaled with the level of the keep? This way both sides have an enticing beneficial reward depending on who is victorious. This might encourage players to upgrade their structures and be willing to defend them, rather than seeing upgrading as just a way to benefit the enemy if they happen to swipe the keep.

I haven't really been keeping up with this thread, I apologize if this has already been suggested.
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Bloodwyne
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Postby Bloodwyne » Jan 12, 2013 18:48

Our keep just upgraded to lvl 10 for the cost of 1000 bounty points an hour. If you want that system to work the costs should be reduced drastically... the average uthgard guild can hold such a keep for a day or so.. and then they have to do a few month of RvR until they can do it again. Going to downgrade it tomorrow again if mids dont want the 5k rps.
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pweet
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Postby pweet » Jan 12, 2013 19:53

lvl9 just costs 500BPs :idea:

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Austerim
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Postby Austerim » Jan 12, 2013 20:50

Bloodwyne wrote:Our keep just upgraded to lvl 10 for the cost of 1000 bounty points an hour. If you want that system to work the costs should be reduced drastically... the average uthgard guild can hold such a keep for a day or so.. and then they have to do a few month of RvR until they can do it again. Going to downgrade it tomorrow again if mids dont want the 5k rps.
Just leave it at 4 if you don't want to burn BPs. That's what my Hib guild used to do when we claimed Dun Crauchon all the time or downgrade it to 1 while leaving the gates at level 10 like some Mids do. 8)
[3:10pm] <myrmidon^> You have to be a c*** to be awesome at daoc
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lordgriffon wrote:Oh by the way... ever seen a group of 8 smite clerics? Or play against a group like that? I have. Absolute devastation. The group that runs up against them can't kill them fast enough because smite clerics have sooooooo many tools at their disposal combined with decent ranged damage with 8 of them dudes doing it!

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Bloodwyne
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Postby Bloodwyne » Jan 12, 2013 20:54

Austerim wrote:
Bloodwyne wrote:Our keep just upgraded to lvl 10 for the cost of 1000 bounty points an hour. If you want that system to work the costs should be reduced drastically... the average uthgard guild can hold such a keep for a day or so.. and then they have to do a few month of RvR until they can do it again. Going to downgrade it tomorrow again if mids dont want the 5k rps.
Just leave it at 4 if you don't want to burn BPs. That's what my Hib guild used to do when we claimed Dun Crauchon all the time or downgrade it to 1 while leaving the gates at level 10 like some Mids do. 8)


Well.. who wants to raid a lvl 1 keep with lvl 10 doors for 500 rps? Jeah i know there will be people doing that, but i actually like the zergs that are pulled by a llv 10 keep... but not possible to keep it on that high lvl over a long period for the average guild
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Sturlek
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Postby Sturlek » Jan 14, 2013 08:11

Here's my [custom stamp] idea; allow players to teleport to keeps controlled by their realm under certain conditions.

How:
1. Each keep is given a tier ranking from 1-4 based on how close it is to border keeps (see map below):

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2. Based on which tier the keep is in, all keeps are automatically upgraded to a maximum level without needing a guild to first claim them. Keeps upgrade at a rate of 1 level/30 minutes. Newly captured keeps begin at level 1.

3. A keep's level indicates the level of the NPC guards inside as well as the level of the doors. Doors can no longer be a different level from the keep itself. Doors upgrade automatically but retain their %health until manually repaired.

4. If a keep is owned by its home realm, its max level is highest the closer it is to a border keep. For example, midgard-controlled Fensalir, Glenlock, and Arvakr Fastes would all automatically upgrade to a max level of 9, whereas Bledmeer Faste would only go as high as level 1.

5. If a keep is owned by an invading realm, its max level is highest the closer it is to the invaders' PK. For example, albion-controlled Fensalir, Glenlock, and Arvakr Fastes would all automatically upgrade to a max level of 1, whereas Bledmeer Faste would go as high as level 9.

6. Players can directly teleport from their border keep to the courtyard of any keep controlled by their realm, as long as it is in an unbroken chain of at least one keep per tier connected to either their border keep or a portal keep. For example, Midgard players can teleport to Midgard-controlled Nottmoor Faste (tier 2) as long as they also control one tier 3 keep (Hlid or Blend) and one tier 4 keep (Arv, Glen, or Fens). As a separate example, invading Albs can teleport directly to Alb-controlled Glenlock Faste as long as they also control Bledmeer, Nottmoor, and either Blendrake or Hlidskialf Faste. However, if Nottmoor Faste is lost by the Albs, then the farthest they can teleport is Bledmeer, even if they still control Hlid/Blend/Glen.

7. You cannot teleport to a keep that is under attack (on fire on herald), unless your guild controls that keep. You cannot teleport to a relic keep.

8. If a keep claimed, its maximum level increases by 1 and members of the guild that control it can teleport to that keep without an unbroken chain of control. Members of the guild can also teleport to the courtyard of that keep even if it is under attack.

9. Capturing a keep gives an RP reward proportional to its level (e.g. 300 RPs/level) and claiming a keep costs a BP penalty proportional to its level (e.g. 25 BPs/level/hour)

10. For every home keep that is claimed by an enemy, remove one melee guard and one archer from each relic keep.

That's the bare bones of it. Dunno if it will work or if anyone will like it, but since GM's are considering adding keep teleportation anyway this may be a way to implement it across all realms. Might also reduce downtime to getting into action.

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Austerim
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Postby Austerim » Jan 14, 2013 09:03

A for effort, Sturlek!
[3:10pm] <myrmidon^> You have to be a c*** to be awesome at daoc
[3:10pm] <myrmidon^> that's what I learnt
[3:11pm] <Frosty_> then why does austerim suck
lordgriffon wrote:Oh by the way... ever seen a group of 8 smite clerics? Or play against a group like that? I have. Absolute devastation. The group that runs up against them can't kill them fast enough because smite clerics have sooooooo many tools at their disposal combined with decent ranged damage with 8 of them dudes doing it!

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majky666
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Postby majky666 » Jan 14, 2013 10:47

Sturlek wrote:..............


not livelike :rolleyes:
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borog
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Postby borog » Jan 14, 2013 15:42

not many things on this server are live like.

As it has been said countless times, the custom nature of this server (the patch level is custom to current live) deserves a custom fix.

We don't have the numbers or interest to support RVR that was practiced in 2003. Having something in place now that promotes a decent level of RVR is paramount to keep the server alive.

We could always do a trial run to see how this goes.

OT @ BLUE: have you though of doing an Uthgard Pendragon where we can trial changes before they go live?

I know you probably have your own dev box, but maybe have on open to the "registered" public too?

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