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Ideas for keep captures

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Ideas for keep captures:


To motivate players in RvR, I was wondering if getting a +X% RP buff after capturing a keep could be interesting (for instance, +5% per keep taken).


Example: you go capture a keep, kill the keep lord, and gain a 1-hour buff that grants +5% RPs.


The idea is that this could motivate 8v8 players to get more involved in taking keeps before heading out to roam. And for other types of players (solos or the zerg), it's still a nice bonus.


A 1-hour +5% RP buff seems interesting to me and won't break RvR in the long run. It would add an extra incentive to capture keeps and properly reward the attackers.
Motivating keep capture (and keep defense) is a goal for the devs, on discord is plenty of such statements.


Your idea seems nice, i would give the given bonus also to the defenders tho.
Well, when you attack a keep, the defenders naturally have the advantage, which is why I suggested giving the bonus/buff reward exclusively to the attackers.


Defenders are already rewarded since they get to farm max RPs, so giving them a buff on top of that feels like overkill—especially if you have the realm perk to TP right into the keep.


The idea here is really to motivate players to push and attack keeps, since defenders are already pretty active in my opinion, despite the low population.
Or maybe a buff that speeds up keep repairs instead: going from 5% per tick to 10% for repairs.
I have to admit, spending 20 minutes repairing a fort is a drag :p


Because when you're chain-defending keeps, it really feels like you spend your entire life repairing doors and walls :D
Player wrote:Ideas for keep captures:


To motivate players in RvR, I was wondering if getting a +X% RP buff after capturing a keep could be interesting (for instance, +5% per keep taken).


Example: you go capture a keep, kill the keep lord, and gain a 1-hour buff that grants +5% RPs.


The idea is that this could motivate 8v8 players to get more involved in taking keeps before heading out to roam. And for other types of players (solos or the zerg), it's still a nice bonus.


A 1-hour +5% RP buff seems interesting to me and won't break RvR in the long run. It would add an extra incentive to capture keeps and properly reward the attackers.

I like the idea, but getting a 5% reward for 1 hr of siege, is too low. In that hour the exp group could have gotten some some lvls. It should be 10% per keep for 12 hrs or more.
-DAoC since 1st of april 2002- and yet never really got any good at it.
Player wrote:
Player wrote:Ideas for keep captures:

To motivate players in RvR, I was wondering if getting a +X% RP buff after capturing a keep could be interesting (for instance, +5% per keep taken).


Example: you go capture a keep, kill the keep lord, and gain a 1-hour buff that grants +5% RPs.


The idea is that this could motivate 8v8 players to get more involved in taking keeps before heading out to roam. And for other types of players (solos or the zerg), it's still a nice bonus.


A 1-hour +5% RP buff seems interesting to me and won't break RvR in the long run. It would add an extra incentive to capture keeps and properly reward the attackers.


I like the idea, but getting a 5% reward for 1 hr of siege, is too low. In that hour the exp group could have gotten some some lvls. It should be 10% per keep for 12 hrs or more.
-DAoC since 1st of april 2002- and yet never really got any good at it.
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