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Keeps in WAR???

Mythic did a pod cast a few months ago about keeps, and what role they play and how do take them, ect. But they only grazed the surface. Im wondering what is it going to take to take a keep?

Comments

  • PheacePheace Member Posts: 2,408

    Break down the door and defeat the Keep Lord (NPC) I think? :)

    image

  • fyerwallfyerwall Member UncommonPosts: 3,240
    Originally posted by Maxim_Hero


    Mythic did a pod cast a few months ago about keeps, and what role they play and how do take them, ect. But they only grazed the surface. Im wondering what is it going to take to take a keep?



     

    You take and defend keeps in RVR. They will basically change to reflect the realm who took it allowing the guild to banner it up and such. Guards (NPCs) will help defend the keep for your guild.

    Basically you will need siege weapons and people to take a keep. Not sure how or what a guild has to do to get ownership of it atm.

    There are 3 types of people in the world.
    1.) Those who make things happen
    2.) Those who watch things happen
    3.) And those who wonder "What the %#*& just happened?!"


  • TheSheikhTheSheikh Member Posts: 804

    The keeps will increase in sheer size and amount of defenses as you move throughout the tiers.

    The process will most likely be similar to taking a keep in DAoC.

    (if it was a higher level keep)

    1. Show up to the keep and set up your trebuchets, catapults, and ballista. Sling some rocks at the keep.

    2. If you are feeling lucky, skip the first step and just grab a ram for the front gate.

    3. After you have either opened a hole in the wall or knocked the front gate in, you can move into the keep area. Higher level keeps may have a second gate and require that you grab another ram (or push the other one) and take that gate out as well.

    4. After you have taken the second gate down, proceed to storm inside the keep until you reach to Lord of the keep and slay him. After he has been killed the keep will be switched over into your possesion.

     

    Pretty simple, but sometimes things may get a little chaotic. (EDIT: Remember there will most likely be both players and NPCs guarding the keep when you assault, as well as defensive siege weapons)

    The lower level battlegrounds may not even have a gate, so just go with the last step there.

     

    STOP WHINING!

  • fyerwallfyerwall Member UncommonPosts: 3,240
    Originally posted by TheSheikh


    The keeps will increase in sheer size and amount of defensed as you move throughout the tiers.
    The process will most likely be similar to taking a keep in DAoC.
    (if it was a higher level keep)
    1. Show up to the keep and set up your trebuchets, catapults, and ballista. Sling some rocks at the keep.
    2. If you are feeling lucky, skip the first step and just grab a ram for the front gate.
    3. After you have either opened a hole in the wall or knocked the front gate in, you can move into the keep area. Higher level keeps may have a second gate and require that you grab another ram (or push the other one) and take that gate out as well.
    4. After you have taken the second gate down, proceed to storm inside the keep until you reach to Lord of the keep and slay him. After he has been killed the keep will be switched over into your possesion.
    Pretty simple, but sometimes things may get a little chaotic.
     
    The lower level battlegrounds may not even have a gate, so just go with the last step there.



     

    Lower level keeps will have those bead curtains as a gate :P

    There are 3 types of people in the world.
    1.) Those who make things happen
    2.) Those who watch things happen
    3.) And those who wonder "What the %#*& just happened?!"


  • Tawn47Tawn47 Member Posts: 512
    Originally posted by TheSheikh



    After he has been killed the keep will be switched over into your possesion.

     

    Unlike DAoC, there will be a 60 sec grace period.. so the defeated defenders can regroup somewhere near to the keep lords room..

  • Maxim_HeroMaxim_Hero Member Posts: 11
    Originally posted by Tawn47 
    Unlike DAoC, there will be a 60 sec grace period.. so the defeated defenders can regroup somewhere near to the keep lords room..



     

    60 sec grace piriod? So does the fighting just stop for 60 sec when the enemy is at the front door of the lords room?

    On a different note, whats going to happen at the beginning of the game? Are the keeps just going to be up for grabs for the first guild that comes by it?

  • RJO_RJO_ Member Posts: 174
    Originally posted by Maxim_Hero

    Originally posted by Tawn47 
    Unlike DAoC, there will be a 60 sec grace period.. so the defeated defenders can regroup somewhere near to the keep lords room..



     

    60 sec grace piriod? So does the fighting just stop for 60 sec when the enemy is at the front door of the lords room?

    On a different note, whats going to happen at the beginning of the game? Are the keeps just going to be up for grabs for the first guild that comes by it?

     

    The 60 seconds is a period of time where there will be no keep lord.  Everything kinda stops.  Obviously the PvP can still continue (the attackers (now the defenders) will want to push out as many of the former owners as they can).  Then when that 60 second period is up ... pop up comes the new keep lord.

    At the beginning of the game keeps have a default state.  If you are in the elven conflict zone the Dark Elfs will have a keep as will their counter parts.  Ultimately keeps have a default realm they belong to.

    Make sense?

  • kintrikkintrik Member Posts: 194
    Originally posted by Maxim_Hero

    Originally posted by Tawn47 
    Unlike DAoC, there will be a 60 sec grace period.. so the defeated defenders can regroup somewhere near to the keep lords room..



     

    60 sec grace piriod? So does the fighting just stop for 60 sec when the enemy is at the front door of the lords room?

    On a different note, whats going to happen at the beginning of the game? Are the keeps just going to be up for grabs for the first guild that comes by it?

    Keeps are controlled by a race, they can be claimed by guilds. So at the start whatever the home race is for a keep is who will control it.

    Anyone can siege keeps, not just guilds, it is open world not an instance. Only guilds can claim keeps however.  Claiming is mainly for bragging rights, they haven't said what all claiming a keep cost and rewards you. They hinted by claiming you get alerted when the keep is attacked.  So looks like they are using some of the same stuff they had in DAoC for keep claiming.

  • cyricsoncyricson Member UncommonPosts: 129

    So, when a destruction guild claims a keep, can another destruction guild siege it? if not, then how many keeps exist in any given tier? Maybe the 3-4 strongest guilds will control all the keeps and the majority of the other lesser powerful guilds will be left out of the loop?

    Is the keep system a privilege of the 3-4 top destruction/order guilds?

    anyone knows?

  • TheSheikhTheSheikh Member Posts: 804
    Originally posted by cyricson


    So, when a destruction guild claims a keep, can another destruction guild siege it? if not, then how many keeps exist in any given tier? Maybe the 3-4 strongest guilds will control all the keeps and the majority of the other lesser powerful guilds will be left out of the loop?
    Is the keep system a privilege of the 3-4 top destruction/order guilds?
    anyone knows?



     

    No, you don't attack your allies.

    There will be more than enough keeps across each tier, but the game is in beta so we can't tell you.

    No

    No

    Maybe

    STOP WHINING!

  • JoliustJoliust Member Posts: 1,329

    Well from what I remember from the POD cast is i got the idea that were wont be a lot of HUGE keeps but there will be plenty of small ones. If I remember right there are even ones that are really just a flag with some light defences around it or am I mistaken. Its been a while since i saw the video.

    Sent me an email if you want me to mail you some pizza rolls.

  • Maxim_HeroMaxim_Hero Member Posts: 11

    I think thoughs arn't "keeps" thoughs are just points. and if im not mistaken, anyone can take a point. I dont think you need to be in a guild to take a point for destc or order.

  • unherdninjaunherdninja Member Posts: 331
    Originally posted by Maxim_Hero


    I think thoughs arn't "keeps" thoughs are just points. and if im not mistaken, anyone can take a point. I dont think you need to be in a guild to take a point for destc or order.



     

    Going by what the pod cast said, all the points your talking about are now keep's because what was happening was people were just waiting until no one was around and then they would just tag the flag. People were just running around the map and there wasnt much pvp as much as there was flag tagging. The keep's were made to acually make people have to fight to take one of these "point's". Allowing guild's to own them further increases pvp by making people acually want to fight to defend them.

  • kintrikkintrik Member Posts: 194

    a guild can only claim 1 keep, not multiple.

    you aren't competing against other destruction guilds for control of keeps, this is not AoC, keeps are open world content that the opposing side attacks. If you are destruction then order attacks the keep.

    You want the larger guilds to claim to the larger more strategic keeps. So there will be more people on to alert the whole that the keep is under attack.

    From some of the maps I've seen tier 4 has a few large keeps, the one huge fortress and then smaller keeps/towers.

    More then likely there will be an upkeep associated with claiming a keep so you can't hold onto it indefinately (if it doesn't get taken by opposing forces). If it does get taken, when it is retaken the original claiming guild does not get it back. It is back up for grabs again.

    So again the basics.

    1)  Keeps are strategic points for your side (destruction/order) to fight over, which count to war effort (city siege)

    2)  At launch the home race will control the keep

    3)  Guild claim keeps and get bonuses, siege alerts on keep

    4)  Destruction/Order fight over keeps not Destruction/Destruction.

    5) There will be more then 1 keep per tier. (tier 1 has no keeps)

  • ManiaCCCManiaCCC Member Posts: 121
    There will be over 15 (actually 18 would make sense) tier 4 keeps + 6 fortresses..
  • kintrikkintrik Member Posts: 194

    15 wouldn't make sense, there are 6 races, one would have to have more keeps then another. PLus there is the neutral  zone for each pairing, which i bet will have at least 2 keeps. So I am thinking either 16 or 20 tier 4 keeps, and 6 fortresses.

  • ofir7786ofir7786 Member Posts: 61

    What will be the point in claiming lower tier keeps if the majority of your guild couldn't defend it?(Chicken system)

  • ManiaCCCManiaCCC Member Posts: 121
    There are 3 major zones in tier 4 withtou capitals.. and each zone should have 2 keeps... so it's 18 keeps :) or something like that.

    Anyway, for capturing lower tier keep.. Remember, this is not AoC. In WAR you are not capturing keeps for your guiold... but for your realm.. and keep will be recaptured pretty offten. So it doesn't matter if your guild can or can't defend it.. your realm-mates will help you defend it in lower tiers, because it will be keep of your realm, not your guild (even if some banners would show your guild heraldy)
  • markoraosmarkoraos Member Posts: 1,593
    Originally posted by ManiaCCC

    There are 3 major zones in tier 4 withtou capitals.. and each zone should have 2 keeps... so it's 18 keeps :) or something like that. Anyway, for capturing lower tier keep.. Remember, this is not AoC. In WAR you are not capturing keeps for your guiold... but for your realm.. and keep will be recaptured pretty offten. So it doesn't matter if your guild can or can't defend it.. your realm-mates will help you defend it in lower tiers, because it will be keep of your realm, not your guild (even if some banners would show your guild heraldy)

     

    QFT

    Possession of keeps is transient in WAR. The whole game is set up to be as dynamic as possible so when your guild claims a keep you can expect to loose it in a few hours or so.

    The important thing is to change the way of thinking about keeps a bit: Your guild will never "own" a keep. It is not "your guild's" keep. What you do is you claim a keep for your realm and get rewarded for it. The whole realm will help you defend it because it is now your realm's keep and your guild is the champion of the realm entrusted with responsibility of defending the keep.

    Your guild will get rewards and perks for holding onto a keep for as long as possible but remember that the keep is not your home. Your home that you should get attached to is your capital city and your guild itself, not some glorified battlefield objective in no-man's land that is expected to change hands regularly.

  • Death1942Death1942 Member UncommonPosts: 2,587

    sounds like a lot of fun.  if i am reading this correctly.  the starting keeps (the ones you get off NPC's) will all be in your own zones?  so the high elf zone will start with dark elf keeps and they expect the high elves to take those over? 

    also i would love to see a hardcore guild stay in control of a keep in the enemy zone...that would be fun to watch

    MMO wish list:

    -Changeable worlds
    -Solid non level based game
    -Sharks with lasers attached to their heads

  • PheacePheace Member Posts: 2,408
    Originally posted by Death1942


    sounds like a lot of fun.  if i am reading this correctly.  the starting keeps (the ones you get off NPC's) will all be in your own zones?  so the high elf zone will start with dark elf keeps and they expect the high elves to take those over? 
    also i would love to see a hardcore guild stay in control of a keep in the enemy zone...that would be fun to watch

     

    Which keeps you can take is pretty much fixed on what Zone the tug of war is currently in if I'm not mistaken, you can't skip a zone or two ahead and take a keep there.

    image

  • Maxim_HeroMaxim_Hero Member Posts: 11

    What about the NPC gaurds? I know they are there just to make it so another guild or the opposing realm cant just tag the keep while you are logged off, but how hard are they going to make it? And can they be leveled up? If keeps are supouse to change hands as often as some of you have said, then perhaps you wont be able to get better gaurds.

  • TheSheikhTheSheikh Member Posts: 804
    Originally posted by Maxim_Hero


    What about the NPC gaurds? I know they are there just to make it so another guild or the opposing realm cant just tag the keep while you are logged off, but how hard are they going to make it? And can they be leveled up? If keeps are supouse to change hands as often as some of you have said, then perhaps you wont be able to get better gaurds.



    It will be difficult enough to require a few groups of players to make it to the Lord and attempt to defeat him. But chances are there will be atleast one person running about the battleground at all hours of the day, so the attack would be reported and players could start heading to the keep to defend before the siege party got too far.

    Remember you also have to knock down some keep walls and gates, which can take some time.

    In DAoC the guards were the max level for the battleground (i.e. Thidranki was levels 20-24, the guards would be level 24). The keep Lord would be atleast 3 levels above max level, and conned purple to the attackers. He would take atleast half of your health in a single blow if you were not built like a tank.

    I am not sure how difficult the guards will be in WAR but I can assure you they will be no less difficult.

    STOP WHINING!

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