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vadox
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Postby vadox » Aug 08, 2017 14:08

m0e wrote:
vadox wrote:another idea: place siege merchants right near each keep so we can just buy rams there?

How about you just aks more ppl to join your raid instead, so you could carry more rams? :D
- you missed a sarcasm there ;)

ok, let me put on my Splitquick professor hats so I sound more legit. Blue, hear me out:
Guilds do not have much RPs to hold keeps at high levels so you won't see many keeps at level 5 and above. If guild upgrades guards, make it so doors upgrade automatically as well. And you can keep RPs based on door/keep level as before. I will adjust my formula from earlier a bit:
level 1 - 4: 500 rps for level 50 up to 24 people and then drops based on pool.
level 5: 700...
level 10: 2.5k?

yesterday, we go defense bonus after we killed bunch of albs. bonus was 2.4k RPs. Instead of giving bonus at some time in future, just give 20% bonus to RPs right after an enemy is killed in vicinity of the keep. I think it is a very doable solution.

Hat off now...

Celeny wrote:While I hate you, this change is mathematically superior to anything else I could think of.


Celeny, your parents just called. They want you back from the summer camp.

Glenad
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Postby Glenad » Aug 08, 2017 14:32

Celeny, your parents just called. They want you back from the summer camp.





And THAT is mathmatically superior to anything I have ever said to Celeny. :p

vadox
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Postby vadox » Aug 08, 2017 14:58

few things to add. Blue and Co.

1. less BPs for claiming keep and upkeeping it. 300 to claim? 50 bps per hour up to level 4 (now) but then maybe don't increase by some crazy amount?
2. Guild that holds a keep should get more bonus to make it worth claiming. idea: in addition to xp bonus, give rp bonus anywhere in the same frontier and also level of the keep makes the bonus higher. Example: Arsenal has Nottmore claimed at level 4. Give us 5% bonus anywhere in Midgard Frontier. Level 5 - 7% bonus and so on. That would give guilds some form of reward for claiming and upgrading it.

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Blue
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Postby Blue » Aug 08, 2017 15:01

The reward for holding a keep remains a topic. Same as costs associated with keeping it at a high level. We are aware of these problems and we will discuss solutions and bring these in future patches.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
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Romps
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Postby Romps » Aug 08, 2017 18:03

Ya 15 mids killed 16 albs on eras and got a 2300 rp reward after clear. I wasnt there but they all pondered the validity of what just happened with our alliance

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Blue
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Postby Blue » Aug 08, 2017 19:26

There may be some issue with the pool. So what you see can be wrong. We have seen that the pool grows by larger amounts than intended even though we could not reproduce it yet.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

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Syskaru
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Postby Syskaru » Aug 08, 2017 23:44

After hitting Excalibur and going back to hit benowick we dropped the first door killed defenders and the lord which gave around 3k worth of rps.

This was last night.
- Syska Animist
- Sysk Cleric

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Abydos
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Postby Abydos » Aug 09, 2017 00:07

We corrected the abnormally high pool bonus and rebooted. You should see smaller amounts than last night for attack/defense.

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wonshot
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Postby wonshot » Aug 09, 2017 01:01

1)For the debate about how to make keepdoors more appealing to upgrade, and hold your keeps. How about bountypoint cost reduction based around the level of the doors? This is just a shower thourght and I havnt done any math around it.

but if the idea is for the defenders to hold the keep, invest in holding it, and at the same time reward the attackers for taking a well upgraded keep. Why not link the bounty point cost to the gate, and at the same time have the level of the keep still have the same costs but affect the RP reward pool.

Right now with the current mechanics:
-So a higher level keep is a stong and hard keep to take, it should give alot of realmpoints for attackers to take out. Costly on bountypoints and this might be the reason we dont see too many of them. The upkeep.

-upgrading doors, you throw your own gold at the door to reward your enemies when they destroy it. It just doesnt feel right.

Instead if upgrading doors and the doors then gave a reduction in bountypoint cost by X per level. You no longer invest your own gold into rewarding enemies with RPs, you invest into a reduction of your guilds/realms bountypoint useage for having a strong base of operation, a launchpoint to a siege campaign, or simply just a keep to defend in own or enemy frontiers.
It builds teamwork and realm cooperation I would hope.

If this system came into play it would remove the feeling of "feeding" enemies realmpoints via the gateupgrades, instead you would want to invest gold pieces into upgrading the gate and defend the keep wich you can now upgrade a level or several higher than before since you get a nice upkeep bountypoint reduction from the upgraded keepdoors.



2)Also on the subject of RP rewards from keeptakes, in Battlegrounds keeptakes are not really a think due to you dont wanna fight enemies with wall/guard advantage for no reward. most keeptakes are against no resistance or to signale enemy realms that you are out looking for action, so you take the empty CK. Ofc BG keeps shouldnt reward massive RPs but some reward feel good as a carrot-on-a-stick when you see the only enemies in your current battleground hiding behind walls and you have to eat fireballs to the forhead to get them :roll:
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Glenad
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Postby Glenad » Aug 09, 2017 13:50

Just spitballing here, but maybe it's time to link door level with keep level., for example the keep won't upgrade to level 6 until the doors are level 6..Just a thought.




-Glenda

bruts
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Postby bruts » Aug 09, 2017 16:10

Yesterday 2752 RPs for Berkstead with not many Ppl.. 9-10 maybe.
-.-

Sanik
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Postby Sanik » Aug 10, 2017 20:07

Abydos wrote:We corrected the abnormally high pool bonus and rebooted. You should see smaller amounts than last night for attack/defense.


Not sure if you have taken notice, but the Pool bonus went from abnormally high to almost non-existent.

First night we took beno with 16 and got like 2300 for the keep and another 2300 for the attack bonus.

Now, (after attack/defense pool adjustment) the attack bonus has been reduced to laughable amounts even with significant fighting. Think we received under 100 for 3 realm fight with multiple grps at surs last night.

Just making a note, not sure if this is how it is intended to be or if perhaps it is lower than was intended.

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Blue
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Postby Blue » Aug 10, 2017 20:22

Pool will be split up to all players involved. We have ideas to link the pool gain to the keep level and leverage it by it. We will continue to monitor. What you see by now is what Mythic implemented on live servers.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

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Splitquick
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Postby Splitquick » Aug 11, 2017 00:54

Blue, I understand where you were coming from about my door level suggestion, that it may accomplish a goal but it's not how it should be.

I will say this, before the guard respawn was fixed, it was like someone had cranked the spawn up to 'insane', it was buggy, and you could tell something was wrong. Now that it's fixed, guards are much more manageable, but almost to a fault. A keep by itself doesn't pose a threat unless there are defenders.

Vadox was weighing in on the door suggestion but one of the suggestions was to auto-upgrade door level. Seeing where you guys are going with things I'm assuming you don't want higher door levels for no effort besides typing a /gc command and waiting. I do like that you're coming up with suggestions though Vadox, and thinking about your other thread is what made me think of the following.

Vadox you were talking about being heavily outnumbered and there being no point to staying inside the keep when it's a lost cause. The devs want people to have reasons to attack and defend keeps, for their benefit(the defender) not to harm the enemy or keep the enemy from earning RPs.

So what if we potentially hit 2 issues with one change? Guard spawn seems, atm, underwhelming. Which is fine, an undefended keep shouldn't be impossible with a group or two but I honestly can't tell much difference between a level 6 and 8 keep. They're about the same 'difficulty' for us at this point. Devs want people to upgrade doors for their benefit, not to deprive the enemy. So what if the longer a keep was under siege, the more accelerated the guard spawn became? So a keep with level 10 doors might take A LOT of people with max rams, and COULD be defended by a small number of defenders, if they could distract the enemy, repair doors, and assist the guards on pops.

Now you might say, well when the spawn gets too accelerated, they'll just pull out and med up and wait and hit the keep again. This is good for two reasons, this actually gives the defenders time to pop out, repair doors and rez their dead. This is also longer a keep is under siege in the sense of time for defenders to get out there and help defend. Increasing the number of defenders on the keep. This gives people a reason to defend their keep with small(er) numbers than before, but also a reason to get the door levels high, and keep the invaders out for as long as possible.

I think something like this would really add a dynamic to keeptakes without really changing too much at once. It would also give real, tangible reasons for even smaller guilds to want to upgrade their doors. If even a handful are online, and they see 16 on the keep, and they know the doors are lvl 8 or so, maybe they'll go out anyway and hope to delay the attackers long enough to assist the guards in a wipe, or be able to rally people from the realm/guild/friends/alliance members to come assist.

The higher the level the more accelerated the spawn would be. So while a level 6 and 7 keep, to me, are basically the same (except equipment on guards, but con-wise, the same), the level 7 keep would have a slightly more noticeable spawn rate on their guards, and it would accelerate at a slightly quicker rate.

So for instance, level 6 keep vs level 7 keep.

(these are completely made up numbers for the sake of an example)
Lvl 6 keep, one patrol (one red,2 oj) respawns every 6 minutes once killed. On a lvl 7 keep this is every 5 minutes.
After 4 minutes of the keep being under siege, the lvl 6 patrol now respawns every 5 1/2 minutes(30 seconds quicker). On a lvl 7 keep it now respawns every 5 minutes 20seconds(40 seconds quicker). 4 more minutes, the lvl 6 patrol now spawns every 5 minutes(1m quicker). On a lvl 7 keep it now respawns every 4 minutes 40seconds(1m20s quicker).

These values could then be used in a similar manner for the purple on a lvl 8, 9, and 10 keep.

Now i'm not proposing the above numbers, those are completely made up just to give an idea of it in practice.
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Postby Splitquick » Aug 11, 2017 01:03

Sanik wrote:
Abydos wrote:We corrected the abnormally high pool bonus and rebooted. You should see smaller amounts than last night for attack/defense.


Not sure if you have taken notice, but the Pool bonus went from abnormally high to almost non-existent.


On this I do agree. The other night we wiped 10 attackers on the relic keep and received, wait for it.... 50 RP bonus. We got a good laugh.

It seems like the bonus was cut to about 1/4 or a 1/5, when it should have been 1/2.

Also, is there anything in place for chasing down defenders/attackers that flee? Several times we've had people chase down defenders, and not receive the bonus. Now people are not chasing attackers down because they don't want to lose the bonus. I'm assuming the range used for the check is the range around a keep where it says you've entered/exited the area. If so, once under siege, the area should be at least doubled or even tripled. Attackers or defenders fleeing the area and being chased down were certainly part of the siege and should be rewarded to the pool. Also, things like palintones on the relic keep, when you arrive, they simply run, you kill them, you just defended the relic, but get no relic defense bonus for it since they weren't technically "ON" the keep. But this certainly is defense of the relic and should also be rewarded in the pool imo.
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