Reckoning success

Tasu

New member
May 21, 2022
16
7
3
New standing system is really good, but we need more red zones to prevent griefing.
  • Add red zones around keeps, dungeons, and in guild TC.
Combat abilities are a good addition to the game, but make it more smoother
  • Make execute the default option on players in mercy, or make it a seperate keybind. Executing is a vital mechanic in 1vX
  • Sword flurry should be aoe, sword abilities are really lack luster, same with polesword blade dance.
  • Let us activate the shared abilities no matter what. (Weapons away, in an animation, etc) It's very clunky to use the active buffs, they aren't like the weapon ones. They should be like activating a clade ability. Instant no matter what.
  • Rejuvenate ability, the one where you gain HP, should heal 20-30 hp over 10 seconds. Its much more worth if it's that. Brace can mitigate way more same with ward.
Territories is GREAT content, don't mess it up by doing what you did to meteors.
  • Cooldowns are good, and the time for it is fine. They are ment to be fought over constantly and not be big zerg fights with alliances, they are for guild vs guild content that can range depending on guild size.
  • If the attackers have not destroyed the first gate within 15 minutes, the siege ends for the outpost.
  • Ability to lower inner gates and repair front door if a fight is won.
  • Only one territory of a guild can be contested at a time, this prevents alliances from just fuckin a guild and allowing fun gameplay to exist.
  • Allies can't contest allies' territories
  • More rewards like ironfur, blood kua, grain steel, and dungeon loot like mino axes and rubers.
One big issue and worry is zerg fests, esp at outposts
  • Make the cost of alliances be 1k and start after 3 days.
  • Remove guild max capacity or make max capacity 2k (to remove subguilds, and encourage merging rather than just "attaching" the old guild, )
  • Add ability to swap TC guild tags (Encourages guild merges rather than sub guilds to keep old tc up)
  • Remove option to let allies use TC, and let allies build in other peoples TC (Adds in actual alliance depth, building an alliance outpost etc. Rather than just set to alliance accessible)
Keep buffs never made it in, but if they do
  • If you own a keep, every territory you own multiplies the bonuses by how many you got.
  • You can have options for cities in territories you own to: blacklist guilds, let guards not punish wardec debuff, allow murderers in, and set city taxes.
  • Remove ability to logout in keeps if they aren't allied to the guild or in the owning guild
  • Add same ele boost wall blockers on outposts to keep walls
  • Can set taxes in territories you own.
Lastly, if you do decide to change sieging
  • If you own a territory, you can build a "siege outpost." Only one outpost can be built in a territory and have a cooldown of 2 days per territory.
  • Siege outposts can be built anywhere in the territory, and have a priest/bank just like territory outposts.
  • Once a siege outpost is placed, the defending side has 24 hours to fight over the flag
  • Both sides can raise/lower the flag. If the offensive side has the flag raised longer than lowered after 24 hours, then the guild that placed the siege outpost can siege freely in the area for 2 hours. The area should be the size of the current keep circles. (there should be like a indicator in the barracks of whos winning)
  • With the reduced siege window, building health should be lowered by 3x.
  • If a flag is being lowered, there is a fanfare for the offensive guild.
  • A siege outpost should just be a T1 barracks with the bank priest npc's inside and a flag on top of it.
  • Also let people place siege tents on stronghold roofs and increase the ballista damage to players by 3x.
 
Last edited:

Embuscade

Member
Feb 11, 2021
62
11
8
New standing system is really good, but we need more red zones to prevent griefing.
  • Add red zones around keeps, dungeons, and in guild TC.
    - I tend to agree with the concept of the Red Zone (I imagine having the ability to kill anyone for no reason), however, if some guilds have more TC than others, it remains an abuse of power.
Combat abilities are a good addition to the game, but make it more smoother
  • Rejuvenate ability, the one where you gain HP, should heal 20-30 hp over 10 seconds. Its much more worth if it's that. Brace can mitigate way more same with ward.
    - Even though it consumes 7 adrenaline points, it's still very powerful.
Territories is GREAT content, don't mess it up by doing what you did to meteors.
- Allies can't contest allies' territories
-I understand the need for a monopoly when you have the power to monopolize, but let's not get carried away either.

One big issue and worry is zerg fests, esp at outposts

  • Remove option to let allies use TC, and let allies build in other peoples TC (Adds in actual alliance depth, building an alliance outpost etc. Rather than just set to alliance accessible)

    So, I have mixed feelings about this, and here's why:
    - Those who have left the game, left a keep for several years, and would potentially like to come back one day to rebuild their base (I myself made the mistake of leaving resources in a guild that stopped playing due to lack of time, as they are parents and have very demanding jobs IRL). I really regret this, especially since I had farmed an unbelievable amount of resources that are now inaccessible, and that's one of the reasons why I don't want to come back to the game for now, as long as my guild leaders don't come back.
  • Remove option to let allies use TC, and let allies build in other peoples TC (Adds in actual alliance depth, building an alliance outpost etc. Rather than just set to alliance accessible)
    - FUCK YEAH, totally agree !
Keep buffs never made it in, but if they do
  • Can set taxes in territories you own.

  • - You speak like a Alliance-Corporation of Eve Online, so no, there is too much potential for abuse. Guilds that have castles already have enough bonuses.