Ruined Keep

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Expand view Topic review: Ruined Keep

Re: Ruined Keep

by Astolfo » Sat Nov 24, 2018 11:50 am

Razhak wrote:a cynic criticaster
I think that's everyone still playing the game after 10 years.

Re: Ruined Keep

by Razhak » Fri Nov 23, 2018 7:07 am

Seems my predictions which were waved away as the ravings of a cynic criticaster, are turning out to be correct after all :P

Re: Ruined Keep

by Elysia » Fri Nov 16, 2018 8:26 am

Rig wrote:sit at the no hide channelable room 1n/s/e/w whatever of the general and nobody will hit you and you just wait for no quit to be gone.
You're mixing up two things:
The rooms adjacent to generals aren't actually no-hide, for good reason.
However, once cleared, people can sit at the no-hide, no-channel general room.

Re: Ruined Keep

by Elysia » Fri Nov 16, 2018 8:24 am

Dimmu wrote:The bank room was changed so DL's could port in/out as I recall, but both the barracks and general are in a different zone to Ruined Keep, so I am guessing they do not follow the rules for the rest of the Keep zone. Seems like an oversight if I am correct.
I think you're talking about something else. The general zone can't be Traveled/Gated/Faded in or out of, however, several rooms in Ruined Keep can be ported/faded/gated in/out of.

Re: Ruined Keep

by Rig » Fri Nov 16, 2018 8:14 am

Seems stupid we can gate into TV to hit the general there as well, but can't change that either I'm sure.

Basically all you have to do is get a group but enough to just sit at the no hide channelable room 1n/s/e/w whatever of the general and nobody will hit you and you just wait for no quit to be gone. Then the other side gets bored and boom you just open a gate and disappear. Only reason we even killed a couple yesterday before the majority just gated out was because we for once had enough DS on to make a stand.

Otherwise they were just chillin there content without making a single effort to kill me and the other 2 trolls and waited out no quit because woah what, I might have to actually pk going inside RK????

Re: Ruined Keep

by Dimmu » Fri Nov 16, 2018 3:13 am

Taziar wrote:Isn't there only one gate room in Keep or are they gating out of the barracks room one room off the general? (if the DS/LS ones are setup the same as others I assume)

I always have thought, from day one, that having a safe room next to the general's room was a bad idea.
The bank room was changed so DL's could port in/out as I recall, but both the barracks and general are in a different zone to Ruined Keep, so I am guessing they do not follow the rules for the rest of the Keep zone. Seems like an oversight if I am correct.

Re: Ruined Keep

by Taziar » Fri Nov 16, 2018 1:53 am

Isn't there only one gate room in Keep or are they gating out of the barracks room one room off the general? (if the DS/LS ones are setup the same as others I assume)

I always have thought, from day one, that having a safe room next to the general's room was a bad idea.

Re: Ruined Keep

by Elysia » Thu Nov 15, 2018 9:05 pm

This change was made so dreadlords and fades can actually port/fade out of RK. Fading is essentially a variety of Travel/Gate.

I'm not sure if it can be changed so LS can't gate out, although I agree that's not intended.

Re: Ruined Keep

by Rig » Thu Nov 15, 2018 8:22 pm

Being able to gate in both sides period is a few crumpets short of a tea party. The same no quit rules don't mean dung when you can just sit in the no hide channelable room with a full group and 2+ channelers.

I also can't tell if Timmee is a fellow taking the scenic route to conclusions or not. No point hitting them General and then sitting General while they wait 1n for no quit to go away and gate out with exactly 0 anything you can do about it.

This whole war system is firetrucking stupid lowrisk/high reward bullshit.

Re: Ruined Keep

by Derick » Thu Nov 15, 2018 8:19 pm

A dreadlord can gate you in and out of tower, so it seams reasonable. Same noquit rules apply.

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