One of the biggest complaints Warhammer Online players have about RvR is the static nature of keep siege. Usually, attackers zerg the front door and once inside, zerg the main stairway leading up to the keep lord. This provides a slightly (read: very) annoying chokepoint and little room for strategy. To be fair, Mythic's reasoning for the initial design was that keeps are designed as defensive fortifications. Why wouldn't defenders want to funnel attackers into a single chokepoint? Unfortunately, it isn't very fun from a gameplay perspective.
All that is about to change with the new keep designs coming to WAR in patch 1.3.1. The most significant change is that all keeps are getting a bigger footprint and will feature a second set of stairs leading up to the keep lord. They are also making a number of structural tweaks (e.g., more space near the oil pad). Interestingly, it sounds like some of the keep will have their locations moved within the RvR lakes too. Pairing these new changes with the keep upgrade systems and guild claiming bonuses introduced back in April should make sieging a lot more fun and strategic than when the game first launched.
Reader Comments (16)
Posted: Aug 17th 2009 3:14PM Gaugamela said
You guys might want to make a post about the next producer's letter that has already been released:
http://herald.warhammeronline.com/warherald/NewsArticle.war?id=892
Reply
http://herald.warhammeronline.com/warherald/NewsArticle.war?id=892
Posted: Aug 17th 2009 3:56PM (Unverified) said
So with population problems on every server this gives an even bigger advantage to the undermanned realm sounds great...ZZZzzz
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Posted: Aug 17th 2009 4:08PM (Unverified) said
Keep up the WAR reports Brooke! I eagerly wait every bit of news about your return experience to judge if I should come back or not.
The keep redesign sounds excellent. My only issue is this:
1 Ramp or 2 Ramps, if people are still playing keep tag instead of actually fighting each other it's no fun. I think the biggest issue is rewarding players for taking keeps/objectives undefended.
Coming from a DAOC background, you were only rewarded for PvP kills. You receive nothing from guards. You went to towers/keeps/open areas to find PEOPLE to kill so you could get your reward. This system just rewards avoidence :(
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The keep redesign sounds excellent. My only issue is this:
1 Ramp or 2 Ramps, if people are still playing keep tag instead of actually fighting each other it's no fun. I think the biggest issue is rewarding players for taking keeps/objectives undefended.
Coming from a DAOC background, you were only rewarded for PvP kills. You receive nothing from guards. You went to towers/keeps/open areas to find PEOPLE to kill so you could get your reward. This system just rewards avoidence :(
Posted: Aug 17th 2009 4:29PM (Unverified) said
It's nice to see some real improvements going in, but it's still far to little to spark any interest in me.
Overall, at this point, I'll have to see a rather substantial shift in the population (increasing) to want to return to WAR. And I certainly won't consider it unil I see the effects Aion has on the population,
Reply
Overall, at this point, I'll have to see a rather substantial shift in the population (increasing) to want to return to WAR. And I certainly won't consider it unil I see the effects Aion has on the population,
Posted: Aug 17th 2009 4:31PM Keen and Graev said
Keep design is such a minor issue. It's like trying to put out a forest fire with a garden hose at this point. You'll do something... but will it ultimately make any difference at all?
Other areas of the realm war need the attention.
Reply
Other areas of the realm war need the attention.
Posted: Aug 17th 2009 5:21PM (Unverified) said
Have to wonder why they didn't "discover" this with internal play testing, or in the beta. It's so obvious even in tier2 with 2 raid groups.
Which is why I don't play the game anymore, why bother paying for them to discover their game is broken and wait for it to be fixed 6 months later. Minor issues are fine but huge gaping problems (like the ghost town main cities) are just a deterrent.
Reply
Which is why I don't play the game anymore, why bother paying for them to discover their game is broken and wait for it to be fixed 6 months later. Minor issues are fine but huge gaping problems (like the ghost town main cities) are just a deterrent.
Posted: Aug 17th 2009 6:58PM (Unverified) said
still doesn't fix the fact that the few people that *are* on the server spend all their time in Scenarios...that's still the case, correct?
Reply
Posted: Aug 17th 2009 6:00PM Darkstryke said
Fixing the horrible client and netcode performance should be the #1 issue to fix
Reply
Posted: Aug 17th 2009 7:38PM J Brad Hicks said
Of COURSE the existing design gives a huge advantage to the defender! It's SUPPOSED to, because the attacker gets to choose the time of the attack. I can't think how many times I've had to defend keeps with as few as 3 people against as many as 15 or 16. I'm not saying that 3 people should be hold off 15 forever ... and we couldn't have. But if 3 people can't hold off 15 long enough for reinforcements to arrive, which is what the choke points at the front door and at the top of the stairs were for, then keep defense is flatly impossible unless you can get a guild to do nothing but stand around waiting, doing nothing, day after day in hopes that somebody will attack it, and who's going to do that?
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Posted: Aug 18th 2009 11:40AM Dread said
3 players should never be more than a speed bump to 15 players, if they even notice you at all. Including mechanics that let 3 people hold up 15 is why the game has such a problem it does now.
If you cannot defend it you shouldn't have an artificial crutch or bullshit game mechanics to help you hold it.
Reply
If you cannot defend it you shouldn't have an artificial crutch or bullshit game mechanics to help you hold it.
Posted: Aug 18th 2009 1:21PM J Brad Hicks said
Dread, if 3 people are only supposed to be a momentary speed bump to an attacking force of 15 or so, how do you propose that any guild actually hold onto a keep? If the only way to hold onto a keep is for your guild to have no fewer than half a warband of people at all times just standing around inside the keep doing nothing, then nobody will ever defend a keep. And you know what an undefended keep is? PvE. Extraordinarily boring PvE, at that.
I wonder if you've actually played WAR? Because if you had, you'd probably know that one of the longest-running complaints about the game is that since keep defenders never get loot, people already don't do enough keep defense. Instead, roving warbands abandon their keeps as soon as they capture them and set out in hopes of finding another undefended keep to siege for its loot. Sure, playing it that way is loot-efficient, but it's not terribly XP-efficient, and worse than that, it's *boring.*
The 3 versus 15 example I picked wasn't random, it was one of the most-fun fights I was ever in. I was the only one near a friendly keep in Ostland when a smallish warband, probably about 8 or 10 people, decided to PvE it. I yelled for help, and got 2 more people very quickly. From the relative safety of the keep walls, we managed to hold them at bay for a while, and that initial engagement ended with a team wipe on their part, and all but one of us down. By the time the other 2 of us got back, we'd recruited another 2, and I think so had they. They got through the door this time, and the 5 of us *just barely* held them off at the ramp to the Keep Lord's room -- we held them off until the door respawned, and that gave us a chance to return from the respawn points.
The whole time, we were recruiting like mad. The final fight ended up being a very nearly full warband on their part, at least 20 people, probably more, versus something like 17 or 18 of us. The defenders had held out long enough that our friends had had time to log in their tier 2 alts, fly them all the way to Ostland from wherever, and make it into the keep. With closer to matching numbers, the attackers had no chance at all.
But here's the thing: those first two assault waves were won by whisker-thin margins. We could have easily lost either one of those fights, and if we had, that would have been the end of it, period. 3 people held off 15 long enough for reinforcements to arrive thanks to the innate defensive features of the keep, but it also took serious determination, effort, and skill; if that group of 15 attackers hadn't been a poorly coordinated pick-up group, that would have gone quite differently. And I'm absolutely sure that everybody involved had fun.
Was it XP-efficient? Not terribly. It was paying good amounts of renown (PvP XP), way better than swarming undefended keeps, but at the time of that fight, not great leveling XP (I gather they've since increased leveling XP for participating in keep sieges.) Was it loot-efficient? Heck no. But it was the most fun I ever had in an MMO. And it wasn't the only time something like that happened.
I think the existing design for keep sieges (not fortresses, just tier 2, 3, and 4 keeps) is as very nearly perfect as any MMO's PvP system has ever been. I didn't quit because I hated keep sieges; I quit because there were 3 or 4 really huge exploits that people found that ruined keep sieges, and EA laid off all of the GMs who had been in charge of policing for exploits, and it was taking Mythic way, way too long to fix them. If they make it even easier to zerg a lightly-defended keep, that would make me even less likely to come back. What would make me come back would be if instead of adding an extra ramp into the keep lord's room, they made it so that Magus and Engineer turrets can't shoot through floors and ceilings, and if they made it so that the Keep Lord just plain absolutely can NOT leave the room he's in, or if they rehired the GMs and the level of policing against exploits was draconian enough that people were afraid to exploit.
This looks to me like Land of the Dead: another "fix" that's actually making things worse instead of better.
Reply
I wonder if you've actually played WAR? Because if you had, you'd probably know that one of the longest-running complaints about the game is that since keep defenders never get loot, people already don't do enough keep defense. Instead, roving warbands abandon their keeps as soon as they capture them and set out in hopes of finding another undefended keep to siege for its loot. Sure, playing it that way is loot-efficient, but it's not terribly XP-efficient, and worse than that, it's *boring.*
The 3 versus 15 example I picked wasn't random, it was one of the most-fun fights I was ever in. I was the only one near a friendly keep in Ostland when a smallish warband, probably about 8 or 10 people, decided to PvE it. I yelled for help, and got 2 more people very quickly. From the relative safety of the keep walls, we managed to hold them at bay for a while, and that initial engagement ended with a team wipe on their part, and all but one of us down. By the time the other 2 of us got back, we'd recruited another 2, and I think so had they. They got through the door this time, and the 5 of us *just barely* held them off at the ramp to the Keep Lord's room -- we held them off until the door respawned, and that gave us a chance to return from the respawn points.
The whole time, we were recruiting like mad. The final fight ended up being a very nearly full warband on their part, at least 20 people, probably more, versus something like 17 or 18 of us. The defenders had held out long enough that our friends had had time to log in their tier 2 alts, fly them all the way to Ostland from wherever, and make it into the keep. With closer to matching numbers, the attackers had no chance at all.
But here's the thing: those first two assault waves were won by whisker-thin margins. We could have easily lost either one of those fights, and if we had, that would have been the end of it, period. 3 people held off 15 long enough for reinforcements to arrive thanks to the innate defensive features of the keep, but it also took serious determination, effort, and skill; if that group of 15 attackers hadn't been a poorly coordinated pick-up group, that would have gone quite differently. And I'm absolutely sure that everybody involved had fun.
Was it XP-efficient? Not terribly. It was paying good amounts of renown (PvP XP), way better than swarming undefended keeps, but at the time of that fight, not great leveling XP (I gather they've since increased leveling XP for participating in keep sieges.) Was it loot-efficient? Heck no. But it was the most fun I ever had in an MMO. And it wasn't the only time something like that happened.
I think the existing design for keep sieges (not fortresses, just tier 2, 3, and 4 keeps) is as very nearly perfect as any MMO's PvP system has ever been. I didn't quit because I hated keep sieges; I quit because there were 3 or 4 really huge exploits that people found that ruined keep sieges, and EA laid off all of the GMs who had been in charge of policing for exploits, and it was taking Mythic way, way too long to fix them. If they make it even easier to zerg a lightly-defended keep, that would make me even less likely to come back. What would make me come back would be if instead of adding an extra ramp into the keep lord's room, they made it so that Magus and Engineer turrets can't shoot through floors and ceilings, and if they made it so that the Keep Lord just plain absolutely can NOT leave the room he's in, or if they rehired the GMs and the level of policing against exploits was draconian enough that people were afraid to exploit.
This looks to me like Land of the Dead: another "fix" that's actually making things worse instead of better.
Posted: Aug 18th 2009 7:28AM (Unverified) said
I've never played WAR, but WoW's new Isle of Conquest (especially the keep/gate aspect) reminds me of this. Blizzard was certainly, shall we say.....inspired, anyway..
Reply
Posted: Aug 18th 2009 9:42AM (Unverified) said
The problem that will happen is the choke point will now shift from the top of the ramp to the 2nd door.
Defenders...especially outnumbered defenders would be foolish to try and defend both ramps. It just gives the attacking force too much of an advantage.
So instead of hearing "Tank wall the RAMP!" We'll be hearing "Tank wall the DOOR!!"
Joy.
Reply
Defenders...especially outnumbered defenders would be foolish to try and defend both ramps. It just gives the attacking force too much of an advantage.
So instead of hearing "Tank wall the RAMP!" We'll be hearing "Tank wall the DOOR!!"
Joy.
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