April n of keep changes - feedback

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
Camus
Posts: 131
Joined: Sat Jun 23, 2018 5:07 pm

April n of keep changes - feedback

Post by Camus » Wed May 01, 2019 8:46 am

I just set the zone north of keep back to normal, undoing all of these changes viewtopic.php?f=3&t=10104.

This is the feedback thread for those temp changes. Did you love it? hate it? Say more!

Angri
Posts: 29
Joined: Wed Feb 18, 2015 4:03 pm

Re: April n of keep changes - feedback

Post by Angri » Wed May 01, 2019 10:29 am

It might of been or good change, or indeed a bad change. But from I noticed, it was an irrelevant change that had no bearing on PK.

Razhak
Posts: 1396
Joined: Sun Mar 22, 2015 7:43 am

Re: April n of keep changes - feedback

Post by Razhak » Wed May 01, 2019 10:48 am

I dislike the staticness of the monthly change patty.

For one: if this is supposed to be a fall-back point for DS when blight is overrun and DS has been forced back, then a single static patty is not going to help. Before one could use the chasing patties (there were 2, with a couple loose tree mobs and such so) to one's advantage around those zones. With the monthly change, it was basically turned into a choked down death-funnel for DS if they would try to use it against an overwhelming LS side.

Lea
Posts: 316
Joined: Fri May 04, 2018 6:46 pm

Re: April n of keep changes - feedback

Post by Lea » Wed May 01, 2019 11:00 am

Razhak wrote:With the monthly change, it was basically turned into a choked down death-funnel for DS if they would try to use it against an overwhelming LS side.
I agree. The chokey-ness of the changes seemed more a benefit for LS than DS, though I never saw it play out one way or another because, as Angri said, it didn't get used.

Razhak
Posts: 1396
Joined: Sun Mar 22, 2015 7:43 am

Re: April n of keep changes - feedback

Post by Razhak » Wed May 01, 2019 11:32 am

If you want to make it into a fallback point for DS incase of a Blight overrun: copy paste Kajin (including stupid fast aggro and chase), make it into a multichoke area with atleast one ridable door, and put that in ;)

Kryyg
Posts: 409
Joined: Mon Jul 03, 2017 9:52 am

Re: April n of keep changes - feedback

Post by Kryyg » Wed May 01, 2019 12:34 pm

I died there on LS a few times. Never used it as DS. I think its too chokey, and as it leads to the straight line of all west keep which is another chokey area it does not seem ideal to ever hit there as LS. Maybe make it slightly more open in the rooms just north of the all west keep area, then put a Kajin style area with single rooms in a loop (similar to Burnt/2n2e) and throw mobs in there. Doors are nice.

Iblis
Posts: 100
Joined: Mon Jun 19, 2017 11:56 am

Re: April n of keep changes - feedback

Post by Iblis » Wed May 01, 2019 9:10 pm

Fewer football fields is always good.

isabel
Posts: 1779
Joined: Wed Aug 31, 2016 5:19 am

Re: April n of keep changes - feedback

Post by isabel » Thu May 02, 2019 5:51 am

Also put something there as some incentive to hit? Like maybe - ahem - cash. A ctf might be fun too.

Razhak
Posts: 1396
Joined: Sun Mar 22, 2015 7:43 am

Re: April n of keep changes - feedback

Post by Razhak » Thu May 02, 2019 7:04 am

Seriously...

Seeing as this is basically the last fallback point before Keep and/or TKD, and that the map then actually ENDS for DS, I am not really into entertaining any incentives for LS to set up camp there and farm whatever. A human CTF like on the Dark One's doorstep??

Lets not make the surroundings of the Blight any more LS friendly then it already is with Stedding/Mire/Ragan etc.

If anything needs to happen there, it is a fallback point for DS, and I am not sure we would need it to be anything else then it actually was: 2 chasing/roaming patties in a relative open zone with a couple exits/entrances

guhadin
Posts: 142
Joined: Sun Jan 24, 2016 5:09 pm

Re: April n of keep changes - feedback

Post by guhadin » Thu May 02, 2019 3:45 pm

I'll explain a little bit about why I suggested these changes. First, I wanted a reliable fallback option for DS when they lose in blight. Second, I wanted that fallback option to lead to more kills - for both sides . The basic problem for me with the oakdoor patty and the patties n of keep is that it's very, very difficult for anyone to die in those open zones, regardless of which side they're on. They're zones that are easy to run in and a huge pain in the ass to chase in, which is (in my opinion) about as miserable as PK gets.

The idea of the static patty was having one reliable room in a tight area for easy regroups, and the second patty still roaming for more options. Also, chasing patties are generally terrible for the side using the patty, especially in a wide open zone where its easy to lose track of where the patty went. However annoying it is to be chased by Kajin on DS, I've died way more times on LS from Kajin chasing out of my room. It could work better to have both patties remain roaming.

I like the chokiness and do think it benefits DS, simply because DS are the ones that have the option to go four rooms further into RK if PK there looks like a deathtrap. Or, they can take the risk of keeping things going and turning the fight at a patty, getting more reinforcements to block, etc. By definition, overwhelming odds are going to remain overwhelming. No, a static fade pat won't help from two bonded pairs, but neither will RK.

I was pretty busy this month so only ended up PKing there a handful of times, and all on LS. It definitely felt tighter when I got caught in that little area by Rark and group, and the chokiness meant I had to go through more rooms to escape to the north, rather than just spamming north seven or eight times from Rotten. But I like hearing that Kryyg died there a few times.

I don't think there really needs to be incentive for LS to hit there - the incentive is killing people that remain outside!

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