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sieges, guilds, and "l33t" players

KienKien Member Posts: 520

I just starting to look into this game. I am most interested in the PvP aspect. The siege element looks especially interesting.

From what I understand, guilds post a time frame in which their keep can be attacked. The larger the time frame, the greater the benefit of owning the keep. I had a concern while reading about this. Do you think guilds composed strictly of 24/7 players will come to dominate the game? Or will casual players have a chance to participate in guild sieges?

If it's a choice between getting up at 2am to defend the keep or leaving the guild, I'm leaving the guild. I have to work for a living.

Comments

  • waverat81waverat81 Member Posts: 287

    There's an option of remaining guildless and being a merc.  Guilds will pay you for your services, attacking, defending.  I think it would a be decent mechanic for casuals to get involved in sieges.

  • nennafirnennafir Member UncommonPosts: 313

    There aren't that many battlekeeps available anyway.  Maybe 8 (I forget) per server?  It's thus strictly a big-guilds kind of warfare, and you can more or less forget about your casual guild having a battlekeep.

    A casual guild can make its own city though, and I don't believe you ever have to worry about it being attacked.

  • MrTumN3sMrTumN3s Member Posts: 439

    Also bear in mind that the guild can be attacked by ALL peoples outside of their clan. And also, the clan that is defending may not have a good group of people defending  at a specific time or something else occurs that distracts them and then bam, they get decimated by the 3 guilds that were planning to take the defenders castle. Also depends on how big the clans are i believe also, clan off 100 vs 240 + attackers = death.

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    Time is a great teacher, but unfortunately it kills all its pupils ... - Louis Hector Berlioz

  • TurnXTurnX Member UncommonPosts: 138

    While there are only 8-9 battlekeeps per server, there are also a very large number of towers. Towers are basically battlekeeps for smaller guilds. They work the same way, however they won't give you the same benefits/buffs you get from a full battlekeep.

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  • KienKien Member Posts: 520

    Thanks for your replies. The merc option sounds very interesting indeed. Also, I like how guilds can join forces to attack (and I assume, defend). Alliances will be important in the game.

  • MrTumN3sMrTumN3s Member Posts: 439

    wait, once a battlekeep is destroyed, does the new clan have to build a new one, or is the keep indestructable and its like that from start?

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    Time is a great teacher, but unfortunately it kills all its pupils ... - Louis Hector Berlioz

  • URMAKERURMAKER Member UncommonPosts: 671
    Originally posted by Kien


    Thanks for your replies. The merc option sounds very interesting indeed. Also, I like how guilds can join forces to attack (and I assume, defend). Alliances will be important in the game.

    I think alliances will prove to be a negative in the long run. with only 8 keep spots open i can see 1 or 2 large clans owning all 8 spots. usually alliances = mergers at some point but even if guilds don't merge you still got 3 or 4 keeps that will attack and defend as one. i think it'll become stagnate after awhile.

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  • KhalathwyrKhalathwyr Member UncommonPosts: 3,133

    There are 9 Battle Keeps per server. Three in each of the 3 regions (Cimmeria, Aquilonia and Stygia). Also, a guild can only hold ONE Battle Keep, so no guild will own all or most of them. Alliances will indeed be key in that those guilds may want to help each other hold their respective keeps.

    "Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..."

    Chavez y Chavez

  • Gamer_17Gamer_17 Member Posts: 202
    Originally posted by URMAKER

    Originally posted by Kien


    Thanks for your replies. The merc option sounds very interesting indeed. Also, I like how guilds can join forces to attack (and I assume, defend). Alliances will be important in the game.

    I think alliances will prove to be a negative in the long run. with only 8 keep spots open i can see 1 or 2 large clans owning all 8 spots. usually alliances = mergers at some point but even if guilds don't merge you still got 3 or 4 keeps that will attack and defend as one. i think it'll become stagnate after awhile.

    You forgot the fact that alliances can be broken with sweet sweet gold.

  • KhalathwyrKhalathwyr Member UncommonPosts: 3,133
    Originally posted by MrTumN3s


    wait, once a battlekeep is destroyed, does the new clan have to build a new one, or is the keep indestructable and its like that from start?

    Yeah, it's gone. You have to build from the ground up. So your guild had better have the resources to starting building it up immediately if you plan to take one.

    "Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..."

    Chavez y Chavez

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