Keep Guard Repop
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Hey,
Just wondering is guard repops working as intended? We were at crauch the other night and seems to be popping every 3 minutes. We wiped at the end of the video but came back to finish the keep and even then the guard repops were out of control, seems like it got increasingly worse with the amount of guards. Analyzing the video average repop is every 3 minutes with the amount of guards repopping on those increasing. Look at my time in the video to confirm the times. 6:08 initial guard pull (1:24) 6:12 2 guard repop (1:28) 6:15 big guard repop (1:31) 6:18 2 guard repop (1:34) 6:21 2 guard repop (1:37) 6:24 3 guard repop 6:27 5 guard repop 6:30 4 guard repop 6:33 4 guard repop 6:36 4 guard repop 6:38 8-10 guard repop https://youtu.be/2qcgX6cljbQ Those in the we play for keeps alliance can confirm it didnt seem right. http://twitch.tv/oxbear
Oxmeh - Riot Control (50 Necro)(50 Merc/44inf/45Wiz) http://www.riot-control.org |
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Guard respawn really seems complete random here and it makes no sense whatsoever. I've been in keep takes where we'd clear all guards and they respawn almost instantly, and not just 2-4, literally all of them - in courtyard, outside, every archer on the wall. It's really mind boggling and def not classic-like. Not sure if a GM has weighed in in some of the previous threads that popped up, but any kind of explanation would be nice.
Evinak - Eldritch
Evinac - Hero <Blazed> |
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A quick search and I can't find anything about what guard respawn should be. I'll keep looking.
I've noticed this too - it just seems like the longer the siege goes on, the more guards that keep incrementally spawning til the point it overwhelms everything. |
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I am rather sure the guards before new frontiers did not repop in waves, though even then they repopped in groups of their "formation". Single guards like the archers should repop in order they got killed. I am rather if you started with one and went a circle, you could do the same the moment the first repopped and all you had to do was wait up to a min due to different kill speed and repop timers events probably were not running on every second for performance reasons. Those delayed repops might lead to several guard formations to repop together, but I never felt there was something like a guard wave spawning.
When NF was introduced, this "big respawn" wave was actually something conceptional. It was a one time reinforcement which triggered by something (not sure if it was time or entering the courtyard). But in 1.65 with old frontiers it probably really is out of place. But then again, just because it is "not 1.65 like", there is another question to solve: Is it really bad for RvR experience on Uthgard? |
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I kind of mentioned the same thing, that keep warfare needs review. Blue replied that Uthgard staff will take a look but then someone replied to my original post that taking keeps here is actually very easy so staff might be working on the opposite of what community is asking for.
@Uthgard Staff - fixing doors from inside the keep while enemy is on the keep shouldbe a bug. Was it like this in 1.65 patch or whatever imaginary patch rules we are creating here idc but a bit of logical thinking says it is not working as intended. thanks for everything! |
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