I just want to add in a little something that im not sure many people are aware of, but a guild that has a battlekeep cannot attack another guild's battlekeep. I can see why they do this, to allow for the changing of hands every once in a while. Just wanted to give people a heads up as we move forward.
+3
Kazadun
Virgil
Dantos
7 posters
Battlekeep heads up (AOC)
Dantos- Extensive Poster
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- Post n°1
Battlekeep heads up (AOC)
Virgil- Stout Poster
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- Post n°2
Re: Battlekeep heads up (AOC)
Kind of odd, I mean I guess we should be focusing on defense of our own castle but would be nice to crush someone elses hopes and dreams and then use the rubble to expand our kingdom.
Kazadun- Stout Poster
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- Post n°3
Re: Battlekeep heads up (AOC)
Ah well, I'm sure in a casual enviroment just tending to our own Battle Keep will be interesting enough.
There was a lot said about the first known BattleKeep Siege. The balance isn't quite there, hopefully things to be fixed once we get ours.
Kaza
There was a lot said about the first known BattleKeep Siege. The balance isn't quite there, hopefully things to be fixed once we get ours.
Kaza
hsalive- Forum Lord
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- Post n°4
Re: Battlekeep heads up (AOC)
this is also why it would be wise of us to "practice" on other guilds battle keeps so we are not "practicing" defending our own
in other words, lets practice on their dime and not ours
in other words, lets practice on their dime and not ours
Wrothgar- Extensive Poster
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Re: Battlekeep heads up (AOC)
Ya practice makes perfect. I don't really wanna rush out there and build one and then two days later it gets taken because we really don't know how to defend it. I'm not saying that would happen, but it could happen.
I really think that the no attacking if you have a battle keep will change. I don't see why you couldn't. If you had two castle's back in the day, they couldn't attack each other? They'd have to wait until some random small group of guys came by? Nah, this should change.
I really think that the no attacking if you have a battle keep will change. I don't see why you couldn't. If you had two castle's back in the day, they couldn't attack each other? They'd have to wait until some random small group of guys came by? Nah, this should change.
Lucian- Stout Poster
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Re: Battlekeep heads up (AOC)
Wrothgar wrote:Ya practice makes perfect. I don't really wanna rush out there and build one and then two days later it gets taken because we really don't know how to defend it. I'm not saying that would happen, but it could happen.
I really think that the no attacking if you have a battle keep will change. I don't see why you couldn't. If you had two castle's back in the day, they couldn't attack each other? They'd have to wait until some random small group of guys came by? Nah, this should change.
I think it is more a case that since there are a limited number of battlekeep "slots" available they do not want one powerful guild to roll the others and end up with a battlekeep monopoly.
hsalive- Forum Lord
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- Post n°7
Re: Battlekeep heads up (AOC)
no, they will let that happen among the alliance s:)
Virgil- Stout Poster
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- Post n°8
Re: Battlekeep heads up (AOC)
You realize, when you destroy a battlekeep. You receive a ton of resources, enough infact to build your own battlekeep on that spot...
Trained- Forum Camper
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- Post n°9
Re: Battlekeep heads up (AOC)
I think that's Dao with the french accent.
Is this what our first siege will be like?
Last edited by Terrastorm on Thu Jun 19, 2008 3:53 pm; edited 1 time in total
hsalive- Forum Lord
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- Post n°10
Re: Battlekeep heads up (AOC)
Virgil wrote:You realize, when you destroy a battlekeep. You receive a ton of resources, enough infact to build your own battlekeep on that spot...
thats pretty awesome, wonder if it gets implemented that way?
hsalive- Forum Lord
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- Post n°11
Re: Battlekeep heads up (AOC)
more heads up
Message regarding Massive PvP
--------------------------------------------------------------------------------
Thank you for heading over here to the boards to continue the discussion.
We are very serious about our Massive Siege PvP system and we became more aggressive on fixing several issues appearing in that regard. The bulk of the feedback can be summarized within two categories: a) Client performance and b) Content and collision.
I would like to say that most of you – our players – most likely have some time to go before you reach the stage where Siege Battles become a daily activity. It is unfortunate that some of these issues have arisen, but it will not be felt personally for most of our players as they will be addressed before you participate in Massive Siege. Funcom and I have a clear policy on focusing clearly and honestly on problems. This will give you predictability and the hopefully will be what you, our customers, see us as a company – clear and open.
Client Performance
The client performance seems to be the biggest issue. Luckily we already had several improvements of performance styled directly towards the siege battles in the pipeline when we got this feedback. We are confident that we will be able to get these update s to you within a short time. (We hope to get some out as early as on the Monday down-time!)
The improvements will include: a) ways to remove / hide performance impacting particles and sound, b) a more stylized view-distance (shorter and more pvp fitting) in the battle areas to increase framerate c) changes to how certain abilities and spells are being propagated. We are also confident that this fixes will greatly improve the framerate and overall client performance in the Siege Battles.
We will not stop optimizing this until we get to a stage where we are happy that all clients can host / participate in Siege PvP.
Content and collision
There were other problems with the siege battles as well. Luckily these are less severe in scope and it should be doable to address them all. We already have collision bug fixes for the dynamic collision in these areas on their way.
I hope you understand we do not take this lightly and that we are doing a strong push to address all issues immediately.
You can continue the discussion here.
Gaute Godager
Game Director
Message regarding Massive PvP
--------------------------------------------------------------------------------
Thank you for heading over here to the boards to continue the discussion.
We are very serious about our Massive Siege PvP system and we became more aggressive on fixing several issues appearing in that regard. The bulk of the feedback can be summarized within two categories: a) Client performance and b) Content and collision.
I would like to say that most of you – our players – most likely have some time to go before you reach the stage where Siege Battles become a daily activity. It is unfortunate that some of these issues have arisen, but it will not be felt personally for most of our players as they will be addressed before you participate in Massive Siege. Funcom and I have a clear policy on focusing clearly and honestly on problems. This will give you predictability and the hopefully will be what you, our customers, see us as a company – clear and open.
Client Performance
The client performance seems to be the biggest issue. Luckily we already had several improvements of performance styled directly towards the siege battles in the pipeline when we got this feedback. We are confident that we will be able to get these update s to you within a short time. (We hope to get some out as early as on the Monday down-time!)
The improvements will include: a) ways to remove / hide performance impacting particles and sound, b) a more stylized view-distance (shorter and more pvp fitting) in the battle areas to increase framerate c) changes to how certain abilities and spells are being propagated. We are also confident that this fixes will greatly improve the framerate and overall client performance in the Siege Battles.
We will not stop optimizing this until we get to a stage where we are happy that all clients can host / participate in Siege PvP.
Content and collision
There were other problems with the siege battles as well. Luckily these are less severe in scope and it should be doable to address them all. We already have collision bug fixes for the dynamic collision in these areas on their way.
I hope you understand we do not take this lightly and that we are doing a strong push to address all issues immediately.
You can continue the discussion here.
Gaute Godager
Game Director