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Posted: Apr 29th 2009 11:39PM (Unverified) said

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Interesting concept, but, I'm still unsure if I'll return.

I found the NPC keep guards to be way, way overpowered, at least in T2 and T3...

Combined with even a small force of PC defenders, claiming small lake keeps was requiring 20+ people to do in any reasonable amount of time, which my server just wasn't able to muster often.

If Destruction wants her keeps, let Destruction send real people, I say. DAOC's keep guards were cool, because they were chumps, and any solid group of 8 players could clear even the highest level of keep guards, including the Keep Lord.

As the previous commenter said, more capture objectives would be cool, too. DAOC eventually added towers throughout the lands for smaller guilds to grab up and hold... and the relics were pretty neat, too. Throw those kinds of things in there, figure out a better scheme for realm balance (to prevent a Destruction heavy server from always being destruction wins/order might as well quit), and I think I'd come back.

Also, a couple of the more dry scenarios could be spiced up with new rulesets. "Everybody get the guy with the flag" gets old, no matter if he's capturing it or running between troll camps, or has become stronger because he holds it. A couple more variations on conquest rules in scenarios would probably be more welcome by most than more convoluted "capture the flag" dynamics. I did enjoy the raw capture the flag scenarios though, just not the others.

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