Which you can find here. Or via copy paste power below.
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Upcoming in 1.4.4 is a new mechanic to Keep Sieges – the Successful Defense. This is meant to acknowledge the work of defenders in holding their ground, as well as presenting them with a clear and obtainable goal. Please note, the Successful Defense does not “Win” the zone, or reset the keep; what it does do is give the defenders a brief moment to catch their breath.
A Successful Defense is triggered when the Defenders destroy the attacking ram. When the ram goes down, the keep siege briefly shifts to a Successful Defense state to acknowledge the event. Defenders in the keep area are awarded the Heroic Defender buff, granting them the power to push back the attacking force. Once the brief Successful Defense stage is over, the Keep Siege goes back to the state it was in previously.
Along with the Successful Defense, Keep Foremen return to the battlefield. These venders now reside on the first floor of the keep, and will only accept Ordnance and Medallions. Foreman will sell you bundles of wood to repair keep doors, as well as give players the ability to order a New Outer Keep Door (for T3 and T4). Orders for a New Outer Keep Door can only be placed if the outer door is currently destroyed, there is no ram outside the inner door, and your realm is currently in control of that keep. When the new door goes up, the keep siege is pushed back to the “Outer Door” state, and attackers will have to take the outer door down again. Any damage done to the inner door is not repaired, however. If the defenders do not actively repair it themselves, it will stay in whatever shape the attackers left it when they were forced to focus on the outer door again.
Some important notes:
1) We are addressing the spam-crit bug which currently allows players to take down rams quickly.
2) Rams will have various layers of Armor Plating absorbing incoming damage, which must be burned through before damage can be done to the ram proper.
3) The Heroic Defender buff will fade prematurely if players stay outside of the keep area for too long.
4) Keep Foremen do not fight, but they can be killed. If a Foreman detects an enemy nearby, after he receives an order for a new door, he stops work on the door until the threat is gone. If he is killed before he completes the door, a new order will have to be purchased.
The Heroic Defender buff is designed to give the defenders a brief, but significant, leg up on the attackers. This serves two purposes: first, it gives the defenders the power to push back the attackers, underscoring the successfulness of their defense; and second, it takes the place of a physical defense-reward, by giving the defenders the ability to carve their own reward out of the hides of their attackers.
Currently, the Heroic Defender buff consists of the following parts:
* Movement speed increase
* Incoming damage reduced, and high resistance to incoming crits
* Increased chance of delivering crits (attacks & healing)
* Morale gain is increased
* AP gain is increased
These changes will be up on the Public Test Server soon, so be on the look-out for dates and times of testing phases. We want to make sure we get as much player hands-on time as possible so we can get as much player input as we can before this goes live.
[UPDATE] While final times and durations will be determined through more play testing on PTS, the current duration for Heroic Defender is 60 seconds - but is removed if you stay outside the keep area longer than 5 seconds; and keep's Successful Defense state is 30 seconds. Again, these times and durations are subject to change.
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Showing posts with label keeps. Show all posts
Showing posts with label keeps. Show all posts
Wednesday, 17 August 2011
Thursday, 10 March 2011
WAR, doors and pigs?
I'm still keeping a close eye on WAR and if you ignore the usual doom and gloom being spewed all over the place, you'll find a few interesting topics for discussion.
First off Mythic appear to be getting more and more into their developer discussion threads. People seem to view these threads in rather varying lights, but personally I would suggest that is dependent on how grounded you are mentally. With the rough times WAR has been through I would say it’s a very good thing and people should consider reading and chiming in with their ideas. I must admit I’m not a big poster in those threads and I tend to only add brief points, but then if I go into detail on things I’d often be repeating what has already been posted here :P I do always read the threads though and can recommend them as interesting debates. I won’t link each post, but you can find the developer forum section here.
Of those recent threads the ones I’ve been particularly interested in are the one about the campaign and the more recent one specifically about keep doors. I don’t know where Mythic will go with the campaign, but I’ve banged on about it enough here before. I’ll just reiterate that for me it needs to be made a LOT more like DAoCs and regain that epic feeling. It’s time for less ping-pong zone/siege swapping and to move towards something where winning feels like an achievement.
As for the door… I’ll quote my brief reply from the door thread:
“It's not the door that matters, it’s the fact that the only thing that matters is the door.”
That for me is the single biggest issue for WAR’s keep sieges, and it has been the same since launch. The game will never escape its RvDoor label until it takes a big step away from everything essentially being based around those doors. It doesn’t matter if the ultimate goal is to kill a Keep Lord, capture a flag or steal some magic spoons, when everything determining if that ultimate goal is possible is reliant on destroying the health bar of a door.
That’s not to say things should be changed so much that the door is not relevant, they should remain important and be the most straight forward way of breaching a keep’s defences, but there should be other things and areas for both attackers and defenders to focus on. If you watched a keep siege in both WAR and DAoC you’ll see one pretty stark difference straight away. In WAR everyone is huddled round a single doorway, perhaps with some postern guards thrown in. In DAoC the defenders are spread all round the keep walls and have to mount much more mobile defences. This is because of all the factors that share importance with that door. Ladders, siege towers, destructible walls, climbing abilities, etc give attackers viable options of properly breaching the defences and take emphasis away from the door’s health bar.
Flying mounts, rat and bypass postern do not compare in any way to those options and as such, unfortunately the door is the only thing that matters. That is the nut that Mythic need to crack, if they want to move WAR on from RvDoor.
In other news, Testpig has gone to quite some effort with his latest WAR video. Interesting ideas and well worth considering.
First off Mythic appear to be getting more and more into their developer discussion threads. People seem to view these threads in rather varying lights, but personally I would suggest that is dependent on how grounded you are mentally. With the rough times WAR has been through I would say it’s a very good thing and people should consider reading and chiming in with their ideas. I must admit I’m not a big poster in those threads and I tend to only add brief points, but then if I go into detail on things I’d often be repeating what has already been posted here :P I do always read the threads though and can recommend them as interesting debates. I won’t link each post, but you can find the developer forum section here.
Of those recent threads the ones I’ve been particularly interested in are the one about the campaign and the more recent one specifically about keep doors. I don’t know where Mythic will go with the campaign, but I’ve banged on about it enough here before. I’ll just reiterate that for me it needs to be made a LOT more like DAoCs and regain that epic feeling. It’s time for less ping-pong zone/siege swapping and to move towards something where winning feels like an achievement.
As for the door… I’ll quote my brief reply from the door thread:
“It's not the door that matters, it’s the fact that the only thing that matters is the door.”
That for me is the single biggest issue for WAR’s keep sieges, and it has been the same since launch. The game will never escape its RvDoor label until it takes a big step away from everything essentially being based around those doors. It doesn’t matter if the ultimate goal is to kill a Keep Lord, capture a flag or steal some magic spoons, when everything determining if that ultimate goal is possible is reliant on destroying the health bar of a door.
That’s not to say things should be changed so much that the door is not relevant, they should remain important and be the most straight forward way of breaching a keep’s defences, but there should be other things and areas for both attackers and defenders to focus on. If you watched a keep siege in both WAR and DAoC you’ll see one pretty stark difference straight away. In WAR everyone is huddled round a single doorway, perhaps with some postern guards thrown in. In DAoC the defenders are spread all round the keep walls and have to mount much more mobile defences. This is because of all the factors that share importance with that door. Ladders, siege towers, destructible walls, climbing abilities, etc give attackers viable options of properly breaching the defences and take emphasis away from the door’s health bar.
Flying mounts, rat and bypass postern do not compare in any way to those options and as such, unfortunately the door is the only thing that matters. That is the nut that Mythic need to crack, if they want to move WAR on from RvDoor.
In other news, Testpig has gone to quite some effort with his latest WAR video. Interesting ideas and well worth considering.
Wednesday, 1 December 2010
Thoughts on WAR 1.4, RvR Packs and Campaign
So I figured it’s about time I wrote down some thoughts on how I’m finding WAR since 1.4 went live. Regular readers will be expecting this, but for those new to my special strain of bollocks… I warn you now I may ramble a little bit and I doubt it will be my shortest post ever… Oh and in this post I am just going to talk a little bit about the RvR pack and then concentrate on the campaign changes. Career balance, Skaven and the new dungeon/scenario/instance thing I’ll save for another time.
If I was to sum up the impact of the 1.4 patch quickly it would be to say: It has in many ways been a big improvement, has shown massive potential, but has introduced new problems and is far from the finished article. Overall though it’s a positive step and if Mythic play it right, it bodes well for the future.
The RvR Packs
Increased renown gain rate below 81 and more renown ranks are great. New mounts, dyes, cosmetic items and so on are also all great. The lack of content compared with traditional expansions is a disappointment and I think anyone denying that is fooling themselves. It’s not something to be hugely negative about, but it’s most certainly not ideal. However the cost was low and doesn’t offend me.
One thing that needs stressing mind you is that I don’t for a second consider the RvR Packs as optional. Technically they are, but practically they are 100% not optional. As such I can totally understand why some of my friends are very annoyed about it, particularly those who have been long time MMO gamers. If you look at DAoC for example, you never paid just for more renown ranks, you paid for very large amounts of content being added. WAR hasn’t done that, instead it’s made you pay purely to remain competitive in the future (as people hit 90-100), but has given you a small amount of new content and a campaign system revamp free.
Do I find myself annoyed by it? No. Am I happy with it? I think “Pleasantly ambivalent” would describe my feelings on the matter. I like WAR and still enjoy playing, I like the people I’ve had the chance to communicate with at Mythic and in general I like the gamer community WAR has. So if paying a few quid extra as a one off helps the game progress, then I really don’t mind.
Do I want a proper full blown expansion to be released? Of course I do, but if Mythic deliver on this new content every 6 months thing properly, then actually maybe I would rather have that. But the key word was “properly”, it needs to be decent chunks of content and not just a new scenario or things that feel lightweight. And don’t be late.
The Campaign
The new system is a vast improvement in a general sense. The keeps, siege weapons and battle objectives have more importance, the campaign feels more dynamic and there is normally more for you to do at any one point in time. Groups and warbands seem to be roaming the zone much more than before and for a lot of the time it does spread people across the zone. Of course it’s not all roses.
I asked at the Q&A if keeps would degrade in rank if people stopped gathering resources, Mythic answered no and I worried my little head about it. Alas, exactly what I thought this would mean has happened. When the keeps both get to rank 4-5 the battle objectives lost ALL meaning and relevance and we were back to 2 huge zergs lagging the shit out of the whole zone. Thankfully Mythic have started to address this with the latest hotfix where if one side has the AAO underdog buff then every time their resource carrier delivers the resources it repairs their keep door.
It’s not a proper zerg fix, but is something Mythic should build on, the resources and battle objectives should be considered as a keeps supply lines and ideally they should keep some purpose at all times. This will encourage people to spread around all time, because if you have both keeps at rank 5 and both sides with even numbers (like last night for example) you just get everyone at keeps and the zerg battle again.
Big keep battles are fun. HUGE keep battles are a trial, test everyone’s patience and give credence to the negative accusations regarding WAR’s performance. Accusations that are unfair in one sense, as 300 vs 300 in one area will lag to hell in almost any game, but because of that most games don’t set us up for 300 vs 300 fights in such a small areas. By encouraging those situations WAR is just asking for trouble. Also my server has been VERY busy, so much so that it has been impossible to avoid zergs almost every night. To many of us this has highlighted that the RvR zones are too small. Once again I would suggest Mythic consider expanding the RvR into the utterly wasted PvE areas and think about utilising them towards those keep supply lines.
Siege Weapons and Keeps
Siege weapons are much improved, but not enough and there’s a related problem for keep takes. Oil is fine, single target cannons are fine, but the AoE cannons(etc) are utter crap and can’t be used in enough numbers for those being targeted to care much about them. Aerial bombers are a good addition and when several of them combine their bombs they can dish out some real hurt. Unfortunately though the changes to sieges has caused a problem for melee careers, particularly tanks; as a Chosen player at keep sieges I have regularly found myself with absolutely nothing to do.
With most keep battles involving hundreds of players, an awful lot of the time you will find the ram is fully manned, all siege weapons are being used, the aerial bombers are taken and Skaven are either not available or are already being used. And it’s all too common when Skaven are available to find no Rat Ogres left for our warband, due to random twats running around in the arse end of no where with them. So if the defenders stay inside the walls, it leaves me with absolutely nothing to do. And I mean quite literally nothing... In fact one night I just started alt tabbing to play Football Manager during keep takes. To sort this out I would suggest that either we need an increase in the numbers of siege weapons and Skaven, or my preferred choice… give us ladders.
Melee DPS careers can (sometimes) sneak through the postern doors, ranged careers can attack people on the walls, healers are obviously busy healing, but tanks are left on a limb. So I would suggest giving tanks a career ability that allows them to construct a ladder to climb the walls. Give it a reasonable cooldown or slow build time and maybe to balance things out for defenders their tanks could use the same ability to destroy ladders. This would mean much more action across the entire walls and the battles would be far more like those classic sieges you see in the films, with warriors guarding the walls. I think it would add a great extra dimension to the battle and most importantly stop tanks (and on occasion all melee) being bored shitless for a lot of keep battles.
Having said all of that about me finding keeps boring when attacking, the thing is when I have had things to do it has been MUCH more fun than the old days of RvDoor. Being thrown onto the walls, dropping bombs on the defenders and so on has added things to do. It’s just a shame those things are only available or viable in small scale sieges.
One of the things about keeps that has caused much debate is the defenders respawning in the keep. Prior to launch there was a concern that this would make well defended keeps impossible to take and we’d never see a city siege again, but as the MILLIONS AND MILLIONS of city sieges since 1.4 has clearly demonstrated that wasn’t true. Though it has certainly made it impossible to stop defenders getting into a keep and taken away the strategic element of preventing reinforcements. Which is a shame, but is another thing that could be replaced by improving the relevance of battle objectives as supply lines regardless of a keeps rank. So instead of assigning a warband to worry about reinforcements, you could have them attacking the enemy supply lines and effectively starving the defenders out. New defenders joining the zone then have to decide whether to reinforce the keep itself or protect those supply lines.
But while respawning in the keep isn’t ideal in some ways, it has been great fun as a defender. We’ve had some great times sallying forth to counter attack, without having to worry about a quick dumping to the warcamp miles away. It has made active and aggressive defences much more viable and enjoyable experiences. With a group of KF the other day I had some awesome fights in Chaos Wastes against Crimson and Champion of the Gods, as we battled around the rear postern door. Great fun. Also sieges where there is an aggressive defending force are much more fun for both attackers and defenders, as it gives everyone something to do. Unfortunately not all fights are like this.
It seems to me that Mythic have gone in the right direction with 1.4, but they need to do a lot of refinement and tweaking for it to reach its potential and be something everyone enjoys all the time. With the other game releases over the next few months it will be very important for Mythic to continue regular hotfixing, updating and tweaking the game, whilst keeping the communication levels up. They’ve picked the ball up, it’s now all about not dropping it.
If I was to sum up the impact of the 1.4 patch quickly it would be to say: It has in many ways been a big improvement, has shown massive potential, but has introduced new problems and is far from the finished article. Overall though it’s a positive step and if Mythic play it right, it bodes well for the future.
The RvR Packs
Increased renown gain rate below 81 and more renown ranks are great. New mounts, dyes, cosmetic items and so on are also all great. The lack of content compared with traditional expansions is a disappointment and I think anyone denying that is fooling themselves. It’s not something to be hugely negative about, but it’s most certainly not ideal. However the cost was low and doesn’t offend me.
One thing that needs stressing mind you is that I don’t for a second consider the RvR Packs as optional. Technically they are, but practically they are 100% not optional. As such I can totally understand why some of my friends are very annoyed about it, particularly those who have been long time MMO gamers. If you look at DAoC for example, you never paid just for more renown ranks, you paid for very large amounts of content being added. WAR hasn’t done that, instead it’s made you pay purely to remain competitive in the future (as people hit 90-100), but has given you a small amount of new content and a campaign system revamp free.
Do I find myself annoyed by it? No. Am I happy with it? I think “Pleasantly ambivalent” would describe my feelings on the matter. I like WAR and still enjoy playing, I like the people I’ve had the chance to communicate with at Mythic and in general I like the gamer community WAR has. So if paying a few quid extra as a one off helps the game progress, then I really don’t mind.
Do I want a proper full blown expansion to be released? Of course I do, but if Mythic deliver on this new content every 6 months thing properly, then actually maybe I would rather have that. But the key word was “properly”, it needs to be decent chunks of content and not just a new scenario or things that feel lightweight. And don’t be late.
The Campaign
The new system is a vast improvement in a general sense. The keeps, siege weapons and battle objectives have more importance, the campaign feels more dynamic and there is normally more for you to do at any one point in time. Groups and warbands seem to be roaming the zone much more than before and for a lot of the time it does spread people across the zone. Of course it’s not all roses.
I asked at the Q&A if keeps would degrade in rank if people stopped gathering resources, Mythic answered no and I worried my little head about it. Alas, exactly what I thought this would mean has happened. When the keeps both get to rank 4-5 the battle objectives lost ALL meaning and relevance and we were back to 2 huge zergs lagging the shit out of the whole zone. Thankfully Mythic have started to address this with the latest hotfix where if one side has the AAO underdog buff then every time their resource carrier delivers the resources it repairs their keep door.
It’s not a proper zerg fix, but is something Mythic should build on, the resources and battle objectives should be considered as a keeps supply lines and ideally they should keep some purpose at all times. This will encourage people to spread around all time, because if you have both keeps at rank 5 and both sides with even numbers (like last night for example) you just get everyone at keeps and the zerg battle again.
Big keep battles are fun. HUGE keep battles are a trial, test everyone’s patience and give credence to the negative accusations regarding WAR’s performance. Accusations that are unfair in one sense, as 300 vs 300 in one area will lag to hell in almost any game, but because of that most games don’t set us up for 300 vs 300 fights in such a small areas. By encouraging those situations WAR is just asking for trouble. Also my server has been VERY busy, so much so that it has been impossible to avoid zergs almost every night. To many of us this has highlighted that the RvR zones are too small. Once again I would suggest Mythic consider expanding the RvR into the utterly wasted PvE areas and think about utilising them towards those keep supply lines.
Siege Weapons and Keeps
Siege weapons are much improved, but not enough and there’s a related problem for keep takes. Oil is fine, single target cannons are fine, but the AoE cannons(etc) are utter crap and can’t be used in enough numbers for those being targeted to care much about them. Aerial bombers are a good addition and when several of them combine their bombs they can dish out some real hurt. Unfortunately though the changes to sieges has caused a problem for melee careers, particularly tanks; as a Chosen player at keep sieges I have regularly found myself with absolutely nothing to do.
With most keep battles involving hundreds of players, an awful lot of the time you will find the ram is fully manned, all siege weapons are being used, the aerial bombers are taken and Skaven are either not available or are already being used. And it’s all too common when Skaven are available to find no Rat Ogres left for our warband, due to random twats running around in the arse end of no where with them. So if the defenders stay inside the walls, it leaves me with absolutely nothing to do. And I mean quite literally nothing... In fact one night I just started alt tabbing to play Football Manager during keep takes. To sort this out I would suggest that either we need an increase in the numbers of siege weapons and Skaven, or my preferred choice… give us ladders.
Melee DPS careers can (sometimes) sneak through the postern doors, ranged careers can attack people on the walls, healers are obviously busy healing, but tanks are left on a limb. So I would suggest giving tanks a career ability that allows them to construct a ladder to climb the walls. Give it a reasonable cooldown or slow build time and maybe to balance things out for defenders their tanks could use the same ability to destroy ladders. This would mean much more action across the entire walls and the battles would be far more like those classic sieges you see in the films, with warriors guarding the walls. I think it would add a great extra dimension to the battle and most importantly stop tanks (and on occasion all melee) being bored shitless for a lot of keep battles.
Having said all of that about me finding keeps boring when attacking, the thing is when I have had things to do it has been MUCH more fun than the old days of RvDoor. Being thrown onto the walls, dropping bombs on the defenders and so on has added things to do. It’s just a shame those things are only available or viable in small scale sieges.
One of the things about keeps that has caused much debate is the defenders respawning in the keep. Prior to launch there was a concern that this would make well defended keeps impossible to take and we’d never see a city siege again, but as the MILLIONS AND MILLIONS of city sieges since 1.4 has clearly demonstrated that wasn’t true. Though it has certainly made it impossible to stop defenders getting into a keep and taken away the strategic element of preventing reinforcements. Which is a shame, but is another thing that could be replaced by improving the relevance of battle objectives as supply lines regardless of a keeps rank. So instead of assigning a warband to worry about reinforcements, you could have them attacking the enemy supply lines and effectively starving the defenders out. New defenders joining the zone then have to decide whether to reinforce the keep itself or protect those supply lines.
But while respawning in the keep isn’t ideal in some ways, it has been great fun as a defender. We’ve had some great times sallying forth to counter attack, without having to worry about a quick dumping to the warcamp miles away. It has made active and aggressive defences much more viable and enjoyable experiences. With a group of KF the other day I had some awesome fights in Chaos Wastes against Crimson and Champion of the Gods, as we battled around the rear postern door. Great fun. Also sieges where there is an aggressive defending force are much more fun for both attackers and defenders, as it gives everyone something to do. Unfortunately not all fights are like this.
It seems to me that Mythic have gone in the right direction with 1.4, but they need to do a lot of refinement and tweaking for it to reach its potential and be something everyone enjoys all the time. With the other game releases over the next few months it will be very important for Mythic to continue regular hotfixing, updating and tweaking the game, whilst keeping the communication levels up. They’ve picked the ball up, it’s now all about not dropping it.
Tuesday, 16 November 2010
Balancing zones, keeps and sieges
Something I’m wondering about with 1.4 is how often will city sieges happen? I’m struggling to make any prediction I’m happy with because we quite simply do not know how the new system will play out in the end zones. Locking zones like Kadrin Valley or Black Crag are already quite different challenges strategically to say Praag and with the new campaign system I think the layout of zones is going to have even more impact than before.
Kadrin Valley is a prime example of this with the southern keep being so close to the warcamp; how will that work out with people rezzing in the keep, new people joining the zone so close by and the resource gathers arriving next door? And that’s before we start thinking about the routes that resource carriers take and any potential bottlenecks. What could happen though is perhaps we’ll actually see zones that are dramatically easier to attack or defend for certain factions, which in turn will change the way an entire faction views what zones and actions are important strategically. If for example Kadrin Valley was an easier zone for Destruction to take and hold, then it really starts to put pressure on Order to not let Destruction capture Thunder Mountain in the first place. That could actually be quite an interesting thing for us to deal with. I don't think every zone should be perfectly balanced, though the number of zones balanced different ways should be even.
Also, how hard is a fully upgraded and defended keep to take in 1.4? From what I hear it’s bloody difficult, but is that a good or bad thing? If it means less city sieges then I would say yes its good, but if it means no city sieges… that’s not so great. City sieges should be unusual and special enough events that you want to attend, but they shouldn’t be so rare that you don’t get a chance to unless you play 24/7. About the keeps though; I really think they should have a mechanism where they start to downgrade if the controlling side does not continue to gather resources. Otherwise we’ll get situations where both keeps are max level and it’s just zergs at keeps. Laggy, shitty and annoying zergs, the horrible thing this patch is trying to get away from. AND it puts even more importance on Battle Objectives, which is a good think in all respects.
Unless they already do downgrade? Please correct me if they already do.
Undoubtedly some tweaking will be required by Mythic over the coming months, the detail of what tweaking is required will only come out as we start to properly play the campaign on live servers. I think that’s actually going to be a lot of fun to play through, as potentially everything we’ve got used to is turned on its head.
Kadrin Valley is a prime example of this with the southern keep being so close to the warcamp; how will that work out with people rezzing in the keep, new people joining the zone so close by and the resource gathers arriving next door? And that’s before we start thinking about the routes that resource carriers take and any potential bottlenecks. What could happen though is perhaps we’ll actually see zones that are dramatically easier to attack or defend for certain factions, which in turn will change the way an entire faction views what zones and actions are important strategically. If for example Kadrin Valley was an easier zone for Destruction to take and hold, then it really starts to put pressure on Order to not let Destruction capture Thunder Mountain in the first place. That could actually be quite an interesting thing for us to deal with. I don't think every zone should be perfectly balanced, though the number of zones balanced different ways should be even.
Also, how hard is a fully upgraded and defended keep to take in 1.4? From what I hear it’s bloody difficult, but is that a good or bad thing? If it means less city sieges then I would say yes its good, but if it means no city sieges… that’s not so great. City sieges should be unusual and special enough events that you want to attend, but they shouldn’t be so rare that you don’t get a chance to unless you play 24/7. About the keeps though; I really think they should have a mechanism where they start to downgrade if the controlling side does not continue to gather resources. Otherwise we’ll get situations where both keeps are max level and it’s just zergs at keeps. Laggy, shitty and annoying zergs, the horrible thing this patch is trying to get away from. AND it puts even more importance on Battle Objectives, which is a good think in all respects.
Unless they already do downgrade? Please correct me if they already do.
Undoubtedly some tweaking will be required by Mythic over the coming months, the detail of what tweaking is required will only come out as we start to properly play the campaign on live servers. I think that’s actually going to be a lot of fun to play through, as potentially everything we’ve got used to is turned on its head.
Friday, 1 October 2010
Furry (possibly feathered) siege towers and ladders
One of the things I asked Andy about while having drinks after Gamesday UK was about the new siege weapons, my question specifically was would we be getting siege towers and/or ladders? The answer (paraphrased) was not in 1.4 & RvR Pack and whilst that of course doesn’t mean never ever, certainly not in the immediate future. Now, I really want to see those brought in one day, but I guess that with 1.4 the role those weapons would have provided will actually be met in game by Rat Ogres, Gutter Runners and the Aerial Siege weapons.
The role is providing attackers with multiple access points into a keep, which in turn provides the defenders with more things to defend and gives everyone more to do than huddle round a single doorway. It’s all about spreading people around and making keep battles more dynamic.
1- Rat Ogres can throw allies onto the walls.
2- Gutter Runners can leap onto the walls.
3- Aerial siege weapons can parachute players into the keep
That’s three new ways of getting inside, so in effect we are getting the impact that introducing siege towers or ladders would have made. Combine this with the removal of fixed siege pads, which means attackers being able to place siege weapons where ever they like, and you can start to see how an organised attack could focus an attack on a particular side of the keep, or even multiple areas at once.
So like I said at the start of this, whilst I still want to see siege towers, now it’s only for the look and feel of them, because it would appear the associated gameplay enhancement IS going to happen.
PTS in October is going to be bloody fascinating to see how this all play out.
The role is providing attackers with multiple access points into a keep, which in turn provides the defenders with more things to defend and gives everyone more to do than huddle round a single doorway. It’s all about spreading people around and making keep battles more dynamic.
2- Gutter Runners can leap onto the walls.
3- Aerial siege weapons can parachute players into the keep
That’s three new ways of getting inside, so in effect we are getting the impact that introducing siege towers or ladders would have made. Combine this with the removal of fixed siege pads, which means attackers being able to place siege weapons where ever they like, and you can start to see how an organised attack could focus an attack on a particular side of the keep, or even multiple areas at once.
So like I said at the start of this, whilst I still want to see siege towers, now it’s only for the look and feel of them, because it would appear the associated gameplay enhancement IS going to happen.
PTS in October is going to be bloody fascinating to see how this all play out.
Friday, 7 May 2010
What WAR needs from DAoC - part 2 - siege warfare
Siege warfare: Castles, keeps, towers and flight-masters?
To really understand why siege warfare in DAoC is seen as being much better than in WAR, just like in my previous post you once again have to take a step back, look at the big picture and consider more than just the details of the combat itself. Not just the how we fight, but the why we fight. So the first thing to think about is what is the actual purpose of keeps? In the most basic sense within both games the purpose is the same; the keeps are there to provide us with something to fight for, they are battle objectives if you like. However beyond that basic reasoning the two games go in very different directions.
In WAR capturing a keep gives points towards the score required to lock the zone it’s in... The only reason to attack a keep is when trying to lock the zone, and in return the only reason to defend a keep is if you want to prevent the enemy getting the points towards the aforementioned zone lock. Unfortunately other than that point score and a bit of extra loot for a guild claiming the keep, ownership provides no benefits of any form. And it must be stressed, once you get the zone lock and the active zone changes, that keep is now completely irrelevant. This is why you very rarely see a guild in WAR take and hold a keep in any serious manner, unlike in DAoC where they will often end up staying there for hours defending their ground. In WAR keeps are just cap it, get the points, lock the zone, move on and repeat back and forth. Am I being too harsh? Not really. Ask yourself, what does holding a keep give you?
In DAoC taking and holding keeps provides an entirely different set of benefits, but to understand why, first I have to explain the difference between WAR’s flight-masters and DAoC’s teleporting. As you know, in WAR when you want to go to a different zone you simply talk to a flight-master in any warcamp, a loading screen appears and then you are in the new zone, instantly. However in DAoC there no flight-masters, instead there are Border Keeps and teleport stones. Each realm’s frontier (which consists of multiple seamlessly linked zones) has a couple of Border keeps. These are massive un-attackable keeps that separate the PvE levelling zones from the full RvR enabled frontier zones, in other words these are the doorways to RvR. Once inside you will find no flight-master for quick travel, instead you will discover a teleport stone, that works like a flight-master, sort of … Same-same but different!
Spread across the frontiers are DAoC’s many attackable keeps, each of which have 4 towers fairly nearby in the surrounding landscape. If your realm controls a keep and all 4 towers, then a teleport stone within that main keep becomes active and under your realms control. You can use these to instantly travel between ANY teleport stones also under your realm control. So if you capture a keep and towers deep in the enemy frontier lands, this means your realm buddies can then teleport yourself from the Border keep (or other controlled keeps) directly into that newly captured keep within the enemy frontier… as long as you also control the 4 related towers.
Think about that for a minute. Control of DAoC’s keeps effectively give you supply lines into enemy territory. It allows you to pin your enemy back and bring your armies in to their lands. Remember this is a campaign without zone locks, where anywhere can come under attack at any point, as such this is a campaign where your ability to manoeuvre is an extremely significant factor. These keeps provide a way of controlling territory. They let you turn segments of the enemy frontier into your own territory, restrict enemy movement and provide beachheads to launch your attacks from. When you look at the frontier map in DAoC you can see effectively lines of battle as control of the land is gained and lost. Like an old school war map! REAL strategic choices. Do you push for the keeps nearest to your frontier and try to directly expand your territory, or do you send raids deep into the enemy frontier and try to capture a strongpoint and make a push directly from the heart of the enemy frontier? What about both? Could you hit 3 enemy keeps at once and potentially control 3 different routes into the enemy frontier?!
At first glance it’s very similar to WAR, with oil, rams, doors and keep lords. The big difference is once again the options you have. Not only do keeps in Camelot have destructible walls, siege weapons can be placed anywhere (no silly siege pads), you’re able to build siege towers and there are other abilities that let attackers climb the walls, which means you’re not limited to just attacking or defending a single doorway. Defenders will be spread around the battlements, as the attacks could come from anywhere. Just spamming AoE on a doorway will not work. All told this is much more like those images of sieges we see in the movies and it makes for much more epic feeling battles. Much more epic, simply because we’re spread out more and we have options in how we play. Visually and in layout terms the keeps are quite different, DAoC’s having a much more traditional, but not necessarily better, theme. DAoC’s feel bigger, but I’m not entirely convinced they are. I think it’s a more a case of placement, which is just like real castles being often on hills and raised areas, which makes them quite imposing as you approach. A key point is that you’re not funnelled to the doorways in the same way as WAR, so you will always see much more of the keep and be fighting over a much larger area, which I think gives it a more dramatic ambiance
Teleport stones = Flight Masters
Having already removed the zone locking system, opened up tier 4 to be fully RvR and added some more objectives to the former pure PvE sections, it’s time to give the keeps and objectives some real meaning. Flight masters should only work if your realm controls a keep and a certain number of associated objectives. Otherwise you have to fly to the nearest zone (with a controlled flight master) and then ride. Alternatively you could choose to leave your city gates or a lower tier entrance and ride there. A racial pairing will now actually have a feeling of going into enemy territory as you travel from one city to the other. While this will mean it can sometimes take longer to get into a fight (though we have scenarios for instant action still), I think the trade off for a proper campaign with a real tangible feeling of pushing into enemy lands is more than worth it.
Upgrade siege warfare
I gather destructible walls are hard to implement now, as are freely deployable siege weapons. OK, so give us siege towers and ladders that work on inner and outer walls. This will mean both attacking and defending melee has more of a role in sieges, the combat is spread around more, it’s a hell of a lot less boring and it brings an end to the DOORhammer Online era.
As before I think these are feasible changes. I’m not asking for 2 years worth of new artwork, or in fact anything that requires structural changes to the game world (I don’t think?). It’s about moving us away from the too prescriptive campaign and not making everything too easy for us. Actually I think that’s a big contributor to Mythic’s errors (and some of the great things too) with WAR, they have really tried to make everything as accessible as possible. They’ve tried so hard to make it easy for us to take part in anything, that they have actually made it a bit too easy.
To really understand why siege warfare in DAoC is seen as being much better than in WAR, just like in my previous post you once again have to take a step back, look at the big picture and consider more than just the details of the combat itself. Not just the how we fight, but the why we fight. So the first thing to think about is what is the actual purpose of keeps? In the most basic sense within both games the purpose is the same; the keeps are there to provide us with something to fight for, they are battle objectives if you like. However beyond that basic reasoning the two games go in very different directions.
In WAR capturing a keep gives points towards the score required to lock the zone it’s in... The only reason to attack a keep is when trying to lock the zone, and in return the only reason to defend a keep is if you want to prevent the enemy getting the points towards the aforementioned zone lock. Unfortunately other than that point score and a bit of extra loot for a guild claiming the keep, ownership provides no benefits of any form. And it must be stressed, once you get the zone lock and the active zone changes, that keep is now completely irrelevant. This is why you very rarely see a guild in WAR take and hold a keep in any serious manner, unlike in DAoC where they will often end up staying there for hours defending their ground. In WAR keeps are just cap it, get the points, lock the zone, move on and repeat back and forth. Am I being too harsh? Not really. Ask yourself, what does holding a keep give you?
In DAoC taking and holding keeps provides an entirely different set of benefits, but to understand why, first I have to explain the difference between WAR’s flight-masters and DAoC’s teleporting. As you know, in WAR when you want to go to a different zone you simply talk to a flight-master in any warcamp, a loading screen appears and then you are in the new zone, instantly. However in DAoC there no flight-masters, instead there are Border Keeps and teleport stones. Each realm’s frontier (which consists of multiple seamlessly linked zones) has a couple of Border keeps. These are massive un-attackable keeps that separate the PvE levelling zones from the full RvR enabled frontier zones, in other words these are the doorways to RvR. Once inside you will find no flight-master for quick travel, instead you will discover a teleport stone, that works like a flight-master, sort of … Same-same but different!
Spread across the frontiers are DAoC’s many attackable keeps, each of which have 4 towers fairly nearby in the surrounding landscape. If your realm controls a keep and all 4 towers, then a teleport stone within that main keep becomes active and under your realms control. You can use these to instantly travel between ANY teleport stones also under your realm control. So if you capture a keep and towers deep in the enemy frontier lands, this means your realm buddies can then teleport yourself from the Border keep (or other controlled keeps) directly into that newly captured keep within the enemy frontier… as long as you also control the 4 related towers.
Think about that for a minute. Control of DAoC’s keeps effectively give you supply lines into enemy territory. It allows you to pin your enemy back and bring your armies in to their lands. Remember this is a campaign without zone locks, where anywhere can come under attack at any point, as such this is a campaign where your ability to manoeuvre is an extremely significant factor. These keeps provide a way of controlling territory. They let you turn segments of the enemy frontier into your own territory, restrict enemy movement and provide beachheads to launch your attacks from. When you look at the frontier map in DAoC you can see effectively lines of battle as control of the land is gained and lost. Like an old school war map! REAL strategic choices. Do you push for the keeps nearest to your frontier and try to directly expand your territory, or do you send raids deep into the enemy frontier and try to capture a strongpoint and make a push directly from the heart of the enemy frontier? What about both? Could you hit 3 enemy keeps at once and potentially control 3 different routes into the enemy frontier?!
But full control of keeps is a fragile thing. Control means having the keep and all 4 towers (tower image to the right)… You can’t just hole up in the central keep, because the enemy will launch attacks on multiple towers at once and you’ll lose the ability to teleport. You’ll end up trapped in the castle with reinforcements having to reach you on foot or by boat, neither of which is that quick in zones this size. Unless of course that’s the point and you holding this keep is merely a diversion for an attack elsewhere… which is a definite possibility with the open zones and freedom of choosing where to fight.
So comparing the two games, in WAR keeps give you nothing more than points on a scoreboard towards a ping-pong campaign nobody cares about (sorry WAR), but in DAoC the keeps define territory, give major travel options and are actually the defining feature of DAoC’s campaign, instead of a score board.
So what of the keeps and siege warfare itself?
At first glance it’s very similar to WAR, with oil, rams, doors and keep lords. The big difference is once again the options you have. Not only do keeps in Camelot have destructible walls, siege weapons can be placed anywhere (no silly siege pads), you’re able to build siege towers and there are other abilities that let attackers climb the walls, which means you’re not limited to just attacking or defending a single doorway. Defenders will be spread around the battlements, as the attacks could come from anywhere. Just spamming AoE on a doorway will not work. All told this is much more like those images of sieges we see in the movies and it makes for much more epic feeling battles. Much more epic, simply because we’re spread out more and we have options in how we play. Visually and in layout terms the keeps are quite different, DAoC’s having a much more traditional, but not necessarily better, theme. DAoC’s feel bigger, but I’m not entirely convinced they are. I think it’s a more a case of placement, which is just like real castles being often on hills and raised areas, which makes them quite imposing as you approach. A key point is that you’re not funnelled to the doorways in the same way as WAR, so you will always see much more of the keep and be fighting over a much larger area, which I think gives it a more dramatic ambianceI think it’s time to ask: what if any of this could WAR introduce?
OK this is following on from my previous post and the changes I’ve suggested there regarding the overall environment.
Teleport stones = Flight Masters
Having already removed the zone locking system, opened up tier 4 to be fully RvR and added some more objectives to the former pure PvE sections, it’s time to give the keeps and objectives some real meaning. Flight masters should only work if your realm controls a keep and a certain number of associated objectives. Otherwise you have to fly to the nearest zone (with a controlled flight master) and then ride. Alternatively you could choose to leave your city gates or a lower tier entrance and ride there. A racial pairing will now actually have a feeling of going into enemy territory as you travel from one city to the other. While this will mean it can sometimes take longer to get into a fight (though we have scenarios for instant action still), I think the trade off for a proper campaign with a real tangible feeling of pushing into enemy lands is more than worth it.
Upgrade siege warfare
I gather destructible walls are hard to implement now, as are freely deployable siege weapons. OK, so give us siege towers and ladders that work on inner and outer walls. This will mean both attacking and defending melee has more of a role in sieges, the combat is spread around more, it’s a hell of a lot less boring and it brings an end to the DOORhammer Online era.
As before I think these are feasible changes. I’m not asking for 2 years worth of new artwork, or in fact anything that requires structural changes to the game world (I don’t think?). It’s about moving us away from the too prescriptive campaign and not making everything too easy for us. Actually I think that’s a big contributor to Mythic’s errors (and some of the great things too) with WAR, they have really tried to make everything as accessible as possible. They’ve tried so hard to make it easy for us to take part in anything, that they have actually made it a bit too easy.
Saturday, 29 August 2009
Adapt or wipe
As you probably know, the keeps in WAR now have 2 ramps up to the Lord room. This has totally changed keep defence. No longer can you pile a tank wall at the top of a lone ramp and rain down AoE, to do so is a wipe waiting to happen. You can try putting up 2 tank walls, but quite often when defending you’re going to be outnumbered and even when not, it's difficult to make both walls strong enough.
The old tried and tested methods are null and void. It’s time to adapt.
I’ve seen a few keep defences where a tank wall was built at the main keep door, with mixed results. It’s a lot easier for the attackers to put a lot of AoE down on a front door, since the ranged attackers don't have the same awkward line of sight issues they faced with ramps and it’s more straight forward for the melee DPS to get stuck in. However, if the defenders keep the oil manned, have some ranged fire coming from the walls and most importantly stay organised, then this type of defence can work well.
It’s not the only way mind you. A night or two ago at a keep in Dragonwake I saw Order try out various strategies. Whilst at the time none of them completely worked, there was definitely potential to build on. And btw /salute to the Order involved (think it was Crimson and friends), you kept us on our toes and we were impressed to see you trying stuff out.
Normally when defenders sally forth from a keep, they leave the healers and ranged inside, but that night they appeared to be trying a full warband assault from the front entrance, before we’d got the door down. It was a good scrap and we did kill them, but there was a trickle of players coming out long after the main assault, so I think it didn’t hit with the full force it could have. Seemed to me that they had a lot stragglers not paying attention. I’m used to seeing (or being one of the) melee charging out of keep doors, but that was probably the first time I’ve seen an attempt at such a large scale counter attack from the front door against a greater number of attackers.
They also tried the same thing by coming out of the rear postern door. Luckily for us we had Nulfmatwo the squig herder of doom watching the side of the keep that they moved round. As they were trying to sneakily form up, thanks to Nulf's warning we managed to counter their own counter attack. After a big fight around the side of the keep we pushed them back through their postern. Had they not been spotted, then there was a good chance they would have annihilated our healers before we could stop them.
I’m sure most of us have tried these kinds of tactics before, but perhaps the difference is now they should be the focus of a defence, which will require a bit more organisation than just lining tanks up and spamming AoE. Undoubtedly defending has become harder, but I think potentially it’s got a lot more interesting too.
The old tried and tested methods are null and void. It’s time to adapt.
I’ve seen a few keep defences where a tank wall was built at the main keep door, with mixed results. It’s a lot easier for the attackers to put a lot of AoE down on a front door, since the ranged attackers don't have the same awkward line of sight issues they faced with ramps and it’s more straight forward for the melee DPS to get stuck in. However, if the defenders keep the oil manned, have some ranged fire coming from the walls and most importantly stay organised, then this type of defence can work well.
It’s not the only way mind you. A night or two ago at a keep in Dragonwake I saw Order try out various strategies. Whilst at the time none of them completely worked, there was definitely potential to build on. And btw /salute to the Order involved (think it was Crimson and friends), you kept us on our toes and we were impressed to see you trying stuff out.
Normally when defenders sally forth from a keep, they leave the healers and ranged inside, but that night they appeared to be trying a full warband assault from the front entrance, before we’d got the door down. It was a good scrap and we did kill them, but there was a trickle of players coming out long after the main assault, so I think it didn’t hit with the full force it could have. Seemed to me that they had a lot stragglers not paying attention. I’m used to seeing (or being one of the) melee charging out of keep doors, but that was probably the first time I’ve seen an attempt at such a large scale counter attack from the front door against a greater number of attackers.
They also tried the same thing by coming out of the rear postern door. Luckily for us we had Nulfmatwo the squig herder of doom watching the side of the keep that they moved round. As they were trying to sneakily form up, thanks to Nulf's warning we managed to counter their own counter attack. After a big fight around the side of the keep we pushed them back through their postern. Had they not been spotted, then there was a good chance they would have annihilated our healers before we could stop them.
I’m sure most of us have tried these kinds of tactics before, but perhaps the difference is now they should be the focus of a defence, which will require a bit more organisation than just lining tanks up and spamming AoE. Undoubtedly defending has become harder, but I think potentially it’s got a lot more interesting too.
Tuesday, 28 April 2009
Oi! Mythic! Spread 'em!
No! Not like that you dirty perv :P Or maybe that's just me... Anyways I digress.

There’s always the option Mythic have gone for with the Fortresses. This is where the zone has a limit to the amount of players that can be inside, but in my mind at least this is as much a pain in the arse as it is a benefit. When all the action is in one area, but you’re not allowed in, that’s just no fun. There’s also the new idea to teleport people out if the zone is going to crash, which is fine in that it stops the zone crashing, but rubbish for anyone actually playing the game.

What Mythic need to do is give us much better reasons to fight over multiple zones. If I log on and see Fell Landing is under siege, that shouldn’t effectively cancel out all oRvR because everyone is rammed into one zone and everywhere else is dead or lagged to crap as a side effect. There should be multiple oRvR things we can choose to do at any time. It should be a war on multiple fronts, with multiple goals and not so focused around Inevitable City/Altdorf or when it arrives the Land of the Dead. If we can’t fit everyone into one zone now, are Mythic really confident that Land of the Dead will stand a chance? Keep in mind this zone starts at level 25, so there could potentially be even more players there… I do not want to be all doom and gloom about Land of the Dead, but it does make you wonder.
Obviously we don’t know the details of how LotD will work; perhaps there are things in place that will prevent it being a sandy lag pit from hell or perhaps by it’s very nature it will spread players across the other zones too. However I would suggest that Mythic need to go further and also implement some of their original plans for WAR and put in the 4 missing capital cities. This is something they said could well happen, way back in the early days after launch it was mentioned and again, if I recall correctly anyway...

Think about it, if you could capture a fortress and you then siege it’s relevant city, but without locking down the ENTIRE campaign and focusing every bloody player to one area. So say Order take Fell Landing, then they get to siege the Black Ark, but crucially the Empire/Chaos and Orc/Dwarf campaigns remain open should players prefer to do them instead. Genuine options to push multiple zones, but this time it doesn’t lead to one giant clusterfuck as everyone is rammed into IC or Altdorf.
Extend the city downtime after a successful siege, bring in realm wide buffs for each enemy city you control (say 20% renown/XP bonus per city), sorta like we used to have in Camelot and yay! A proper campaign, that has players fighting over loads of different areas at the same time. And crucially, tangible benefits not just for winning in one zone, but for controlling the campaign as a whole.
Kinda like what WAR was meant to have in the first place.
A little while back I was posting about a time when it felt like the entire Order faction arrived in Caledor’s western keep. One of those “OMFG 10+ warbands!” moments... As previously discussed this crashed the zone big time. Now, I’ve no idea if it really was the mythical 10+ warbands, but it was by far the most Order I’ve ever seen in one keep. As such I don’t think anybody should be surprised the zone crashed. To be honest, I can’t see this type of MMO ever being able to handle that many players in one small area. So assuming there’s an element of truth in that statement, the question is what could be done to stop so many people congregating in one keep?

There’s always the option Mythic have gone for with the Fortresses. This is where the zone has a limit to the amount of players that can be inside, but in my mind at least this is as much a pain in the arse as it is a benefit. When all the action is in one area, but you’re not allowed in, that’s just no fun. There’s also the new idea to teleport people out if the zone is going to crash, which is fine in that it stops the zone crashing, but rubbish for anyone actually playing the game.
In fact this new Winds of Change is worth a few words. Firstly:

I can not stress enough how terrible this is as a main solution to the end game lag and crashing. If I've worked towards a keep or fortress take, only to be teleported out and basically told "Bugger off you can't take part", I will be absolutely bloody livid. I've encountered this in games before and always loathed it. They had similar things in Asheron's Call and even Ultima Online (if you remember the warping when the 2nd age went live and everyone rushed to place new housing) This may mean Mythic can do the whole positive spin bit and say how they've reduced zone crashes, but it will also piss a lot of people off and generate more bad press if this is alone is the solution to zone crashing and lag.
What Mythic need to do is give us much better reasons to fight over multiple zones. If I log on and see Fell Landing is under siege, that shouldn’t effectively cancel out all oRvR because everyone is rammed into one zone and everywhere else is dead or lagged to crap as a side effect. There should be multiple oRvR things we can choose to do at any time. It should be a war on multiple fronts, with multiple goals and not so focused around Inevitable City/Altdorf or when it arrives the Land of the Dead. If we can’t fit everyone into one zone now, are Mythic really confident that Land of the Dead will stand a chance? Keep in mind this zone starts at level 25, so there could potentially be even more players there… I do not want to be all doom and gloom about Land of the Dead, but it does make you wonder.
Obviously we don’t know the details of how LotD will work; perhaps there are things in place that will prevent it being a sandy lag pit from hell or perhaps by it’s very nature it will spread players across the other zones too. However I would suggest that Mythic need to go further and also implement some of their original plans for WAR and put in the 4 missing capital cities. This is something they said could well happen, way back in the early days after launch it was mentioned and again, if I recall correctly anyway...

Think about it, if you could capture a fortress and you then siege it’s relevant city, but without locking down the ENTIRE campaign and focusing every bloody player to one area. So say Order take Fell Landing, then they get to siege the Black Ark, but crucially the Empire/Chaos and Orc/Dwarf campaigns remain open should players prefer to do them instead. Genuine options to push multiple zones, but this time it doesn’t lead to one giant clusterfuck as everyone is rammed into IC or Altdorf.
Extend the city downtime after a successful siege, bring in realm wide buffs for each enemy city you control (say 20% renown/XP bonus per city), sorta like we used to have in Camelot and yay! A proper campaign, that has players fighting over loads of different areas at the same time. And crucially, tangible benefits not just for winning in one zone, but for controlling the campaign as a whole.
Kinda like what WAR was meant to have in the first place.
Saturday, 25 April 2009
One of those moments of RvR awesomeness
So last night there was all sorts of action going on across Tier 4, I was logged in with Gashface my choppa and decided on going to Black Crag with an alliance warband (we're part of The Evil League of Evil). The zone was rapidly turning blue as Order appeared to be pushing for a lock, giving us a lot of options, but since one of the guilds in our alliance had claimed Ironskar keep in the north, we decided we best try and hold it. As we rode through the winding canyons the alarm sounded, 21 enemies were attacking Ironskar. Clearly we'd made the right decision to push for the last Destruction controlled area.
At that point we had around the same number in our warband, so rather than rush inside the keep, we planned on charging the Order from behind. They were like lambs to the slaughter (or is that Slaughtererer? Nornians will get that :P ).
They must have been a PuG not using voice comms, because it was an utter, horrific massacre. We romped through their healer camp, cutting a bloody swathe through their lines and forced the rout in moments. Much cackling was heard on our ventrilo, but we knew we'd been lucky to face unorganised opponents. We withdrew to the keep and waited to see what Order did next.
We didn't have to wait that long, as shortly after roughly half of the same bunch returned. A group of us melee types went out to deal with them, which we were in the middle of doing when we heard yelled from the keep walls (ok ventrilo) something along the lines of "Order! Bleedin' thousaaaands of 'em!".
Those of us outside left the small combat outside and ran like buggery for the keep door. A few of us were cut down, but thankfully in res range.
We were now up to a full warband, there was about 1 group of random Destruction that had just arrived and a shit load of Order had arrived. GAME ON!
From here on there are so many tales of awesome PvP combat I could tell you, but this post would become insanely long. We successfully held the keep against 86 Order with just our warband and six others, almost 3-1 odds and we held. It was truely epic, we dragged the fight out for over and hour by destroying every battering ram they deployed and using coordinated melee assaults to clear the doorway... Their ninja teams were caught and killed everytime, were gave no quarter. We rained death from above and thrust sharp pointy sticks in their squishy bits. I saw some of the most gung ho ressurection missions ever as our brave Disciples of Khaines accompanied by melee fighters rushed into the enemy to retrieve our fallen. In the end as the door respawned, we wiped them to a man and won a monstrous defence bonus (don't remember the numbers, but it was BIG).
I can't do the fight justice, it was the best defence I've been on since the early days on Karak Hirn. I salute all my follow Destruction that earnt their victory and also the Order who didn't give up despite our brutal defence. Wether you were on the winning or losing side, it still provided a long and entertaining battle.
It's nights like this that show how awesome WAR can be.
PS it also meant I got 1.5 more levels of renown and finally got to equip my Annhilator chest and helm ;) Just need the shoulders now. "Woot"! or some other such geeky expression :P

Labels:
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Tuesday, 14 April 2009
Is that a Bloodthirster in your pocket or...?
Ok another of my “wouldn’t it be great if” things… You know the WAR video? That awesome keep siege? Well that also featured a bloody Greater Demon of Tzeentch *cough* and siege towers *cough*.
If you don’t know you’re demons, it was the huge winged bugger that turned up at the end of the video. So why can’t we occasionally summon things like that for keep sieges?
What if we were able to unleash a greater demon of Khorne on people... Imagine seeing this bugger running at you:

I want some funky way of summoning something really bloody nasty to aid in keep attack or defence. There would need to be some kind of restrictive factor to stop them appearing all the time, perhaps it would take 6 players to summon and they would each have to use an ability or items with a week long cool down to do so. Something like that anyway, but whatever, the end result would be a huge great lord mob with serious kick arse power turns up and goes on a rampage! Something that wouldn’t happen all the time, but enough to give everyone some OMFG moments.
Every race has an option for something. Off the top of my head things like:
Dwarf = Anvil of Doom
Empire = Steam Tank
High Elf = Dragon Prince on a dragon
Orcs = A giant or Wyvern riding Black Orc git
Dark Elves = Hydra
Big, horrific, killy stuff to inspire some panic and stir up some epic battles. It could also be a way to make Lairs more relevant, but that’s something for another post.
Keep sieges should be as epic as the into trailer :)
If you don’t know you’re demons, it was the huge winged bugger that turned up at the end of the video. So why can’t we occasionally summon things like that for keep sieges?
What if we were able to unleash a greater demon of Khorne on people... Imagine seeing this bugger running at you:

I want some funky way of summoning something really bloody nasty to aid in keep attack or defence. There would need to be some kind of restrictive factor to stop them appearing all the time, perhaps it would take 6 players to summon and they would each have to use an ability or items with a week long cool down to do so. Something like that anyway, but whatever, the end result would be a huge great lord mob with serious kick arse power turns up and goes on a rampage! Something that wouldn’t happen all the time, but enough to give everyone some OMFG moments.
Every race has an option for something. Off the top of my head things like:
Dwarf = Anvil of Doom
Empire = Steam Tank
High Elf = Dragon Prince on a dragon
Orcs = A giant or Wyvern riding Black Orc git
Dark Elves = Hydra
Big, horrific, killy stuff to inspire some panic and stir up some epic battles. It could also be a way to make Lairs more relevant, but that’s something for another post.
Keep sieges should be as epic as the into trailer :)
Tuesday, 7 April 2009
WAR's siege warfare needs attacking
One thing many others and I would like to see improved in WAR is siege warfare. Within this are a wide range of topics including things like; better access to keep lords, the role of melee, risk vs reward and much more, but I’m going to have a ramble about siege engines and how I think they could dramatically improve keep sieges.
At the moment we have the following siege weapons:
Of these by far the most effective are boiling oil and battering rams. These two are very much the lynch pin of attacking and defending keeps respectively and also highlight one of the main problems with sieges. It’s ALL about the main gateway and getting that door down.
Rams themselves work ok. I think perhaps we could have more options for battering rams, maybe expensive ones that give protection against oil, but in their current state they are still very effective. Also I think the interface and method for using rams is awkward and a bit dull, but generally they work pretty well. It’s not something that needs urgent attention. The same goes for oil.
The ranged weapons however are not so hot. I love the look of them (for what that’s worth), but they’re just not cutting it performance wise. Even after the damage improvements in 1.2, they’re still not effective enough to be important. Very rarely will you see more than a couple deployed by defenders and even less often for attackers. I think they need dramatic improvements in their effectiveness, not just so they can kill players, but more importantly so they become important to players. I want to see both attackers and defenders actually giving a toss about siege engines other than oil and rams. We should be hatching cunning plans and launching sneaky raids to destroy enemy siege engines. If the enemy has deployed cannons we should be living in fear of the bloody things, not ignoring them as irrelevant.
However, if ranged siege engine damage were increased without other changes, we’d just end up complaining about Cannons being the new Bright Wizards/Sorcerers. To prevent this and solve the zerging one doorway bit we need to encourage the battle to spread out a bit and give both attackers and defenders more options. This would benefit keep related RvR generally, as it would reduce the effect of AoE, possibly reduce lag and importantly give melee and tanks a bit more to do. So how do we this?
Easy! Well, easy for me to say anyway... It's not exactly new, but is of course siege towers, ladders and tunnels!

How then could these work? I’m sure there’s loads of different ways of implementing them, but here’s some ideas:
Siege Towers
These should be both expensive and bloody good. Requiring say 12 people carrying a component each to create, so that you would need 2 full groups working together on the battlefield to construct the tower. Then you’d push it towards the walls, with the defenders first challenge being to try and destroy it before it gets in place. It would need loads of hit points and be something to be feared; if it gets deployed then the shit has truly hit the fan. Once in place, attackers could rapidly climb up and onto the walls. Defenders would need to rush to the block off the enemy’s path, clear the walls and destroy the tower, or risk attackers swamping the walls.
Ladders
A simple mechanic for a simple tool, attackers can place them against walls and climb up. Defenders can click the ladder to knock it off the walls with a chance of destroying it totally. This would mean defenders would actually need to properly man the walls, not just if you are a ranged class. Defending melee DPS and tanks could fight to keep the walls clear.
Tunnels
Ideally we would have the option to undermine walls and make them collapse like in medieval sieges. If we can’t have that, then being able to employ some Skaven or Dwarf miners to dig a tunnel into the castle grounds could be cool. To prevent tunnel spam, like the siege tower it would need to be expensive and/or difficult to create. For the defenders, perhaps attacking either entrance to the tunnel with some kind of explosive (purchasable from the Quartermaster NPCs) could destroy it.
I would love to have destructible walls and I’m puzzled why we don’t since Camelot did (not at launch mind you), but I’m assuming that isn’t going to happen anytime soon. However the above suggestions would spread the combat around the walls, making things much more interesting and without needing us to blow walls up. They would also provide real tactical choices for both attackers and defenders. Attackers would be able to get into the keep by multiple methods and from different directions; feints and attacks on multiple fronts really would be possible. Defenders would need to take all this into account and have at least basic defensive plans in place to deal with the various types of attack they could be facing.
Look at the size of tier 4 keeps and their surrounding walls. How much of it do we actually use? If you’re not in tier 4, the answer for you is; bugger all. We’ve got all this space to play with and instead we’re huddling together round a single bloody door. Of course there are melee DPS classes sneaking in postern doors with pick lock, but since they can’t get healers in with them and we’re only talking about 2 pre-set entrances, it’s not proving to be as dramatic an option as I’d hoped for.
Spread the fight around, give us options and make keep sieges the slice of awesome pie we hoped for.
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About Me
- Bootae
- Half man half pixel. Music obsessive, likes a drink, occasional bastard.

