I come from Lineage2 and there you can only siege 1 time a week.
If you get the keep you can tax that town.
This could be an idea about making keeps intersting instead of pve encounters.
Make keeps siegeable 1 time a day, at a set time and for a certain amount of time, no ninja siegeing at 5am
Make a Zone controlled/contested by the result, ie 1 keep each =contested, 2 keeps = controlled
make BOs give bonuses to keep battle, but leave BOs capturable the whole day.
make it so when BOs are capped, on nonsiege times, give rvr quests that involves killing players/capturing other BOs/holding BOs for a certain time.
Give renown bouns per kill depending on the amount of BOs you controll, instead of a fixed amount at capture.
rework the reward system for keeps, no PQ loot bag for killing the keep lord, but rather for fighting during the siege. Think tier 1 pvp PQ
Do Kill player quests %26quot;in the rvr zone%26quot; for the Set items instead as goldbag drops.
Just some ideas I had to make it easier for players to have a reason to meet the enemy on the field.
The idea is to reward players more for controlling the BOs and Keeps rather then capturing them. Less benefitts of farming them.
The rewards we get now from keeplors drops should be rewards you get for killing player quests.
These ideas will make it more benefitial to fight in the rvr lake all the time rather then recapturing BOs and keeps that the enemy have claimed.
Forcing people to play at certain hours is never a good idea.
Secondly, It would make the open RVR zones to become totally dead at all other hours.
No loot from seiging a keep is just a stupid idea since its a big incentive to some people.
I would rather they gave us more rewards from guarding keeps. Increase the renown when guarding, add a 30 minute timer to keep seiges (like fortress seige) and make the defenders get loot if they manage to fend off the defenders for that time.
Create some open RVR PQs, more quests in the rvr area, that gives renown. Maybe some %26quot;kill players at this spot%26quot;- quests creating some RVR hotmarks on the huge maps (they could change coordinates at intervals, to mix it up).
The more rewards people get for staying in the RVR zone the more people will play there, which will lead to nice fights. BO's and keeps already have their purpose which works fine in My oppinion, the issue is that there is nothing else to do in the RVR zones except flip the keeps and move on.
%26quot;Forcing people to play at certain hours is never a good idea.
Secondly, It would make the open RVR zones to become totally dead at all other hours.
No loot from seiging a keep is just a stupid idea since its a big incentive to some people.%26quot;
all thouse things where stuff I thought off and there are a counter suggested in the post.
I recommend you read it again
Basicly it means, to get what you get now by farming BOs and Keeps, you have to kill players and do quests you get from the BOs.
The keeps will be there to do battle for for them who wishes to try and lockdown a zone to be able to raid the enemy capitol.
And with 3 %26quot;lands%26quot; its still possible to do fake attacks etc.
None of these ideas incurage players to leave the RvR lake, as the way its now.
It will be constant battle during the weeks, by killing players to get your Set items and Realm bonuses.
It will be a huge battle 1 time a day, or I rather have it once a week to take controll over the zone and launch an attack on the enemys capitol.
It will reward everyone in the lake, not just the ones killing the keep lord.
i do like the idea of locked keeps but to be taken once a day is weak gotta change it also mythic should make the keeps worth holding guild wise maybe guilds get a gold income kinda like the tax and the keep should have an influence area same with bo's im just throwing out ideas at this point but something like i said above keeps and bos give inf along with player activity in rvr so lets say order blueball you and wont que for scenarios or wont come out for orvr when near zone lock the zone influence should give vps.
This would be a bad idea. I dont want 500 people rocking up to a keep siege. Theres too many people turnign up to them already. lag anyone?
its bad with that many peoples as it is now yes, you dont need 500 to kill the lord, its more for 2 partyn =P
But what if the entire keep battle was a PQ, no need to have a lord.
Say for instance everyday at 19.00-21.00 the keep is siegeable.
and the PQ runs between thouse hours.
The thing is, now its a farm feast %26acute;cause its the only way to get certain set items.
You take that away, and make thouse rewards come from killing players quests.
The point of winning the keep should be zonecontroll, ie: renown bonus, gold bonus discount at merchant etc etc.
By doing it this way players would be incourage to roam the rvr zones in search for pvp kills and doing the BOs quests, and come siege time the players that are interested in a lockdown will come and fight in the keep siege.
Players that are grinding for gear will be grindning for gear when ever, not just at keep.
There should be no extra rewards for winning the keep then the lockdown.
I usually log on in the off hours so it doesnt seem very fair to me. Lets say they kept this idea but instead its only attackable from 4 am to 5 am would you still want it?
I%26acute;ll continue my ideas for the Keep battles.
So, Basicly the stuff you got from the keep lord are now quest rewards for pvp objectives given out by BO npc, so you have to take controll over them to get the quests.
No need to farm keeps. Players can fight all the time in the rvr zone for their rewards.
The keeps then, why have them?
I%26acute;ll continue to borrow ideas from lineage 2.
Lets toy with this idea.
Siege time, everyday from 19.00-21.00
Only Guildleaders of a guild of some rr can claim a keep.
The rewards are simply, if you controll all keeps you controll the zone and the tier gets that rewards as it is now.
For tier 4, the point of zonecontroll is to lockdown the zone so you can siege a fortress too in the end raid the enemy capitol.
An organized and planed out operation.
The siege.
The keeplord is not there anymore, and no npc. It%26acute;s all player controlled.
To claim a keep the guildleader need to plant his guilds standard at the top of the keep.
Deaths.
During the siege players will die.
The Guild that owns the keep can choose to respawn in the guild or release to warcamp.
All others can release to a realm controlled BO or their warcamp.
Attacking guilds can place a Guild standard on the siege field and respawn there.
This standard is like a normal standard and can be claimed by the enemy like normal, and take away that spawn point for the enemy.
Keepzones.
At certain spots in the keep their will be a banner to take controll over, like in scenarios.
Spot 1 the gate
Spot 2 the tower
Spot 3 etc etc
If the attackers takes controll over these flags the respawn time for the deffending guild will increase.
If a guildleader plants his standard at the top of the guild, plant time 5min or so, the keep has been claimed and all doors are respawned and every player that is not part of that guild is teleported back to the warcamp.
If there are still time left to continue, the other side now has chance to reclaim the keep.
What will you get for claiming a keep then?
well beside the chance to finaly raid the enemy capitol for a well organized alliance, it will give the Keepowning Guild braging rights *Masters of input keepname here*
and a free flightpath to that keep.
These ideas will make it so Keeps will be something fought over by Guilds.
It will make for interesting situations between guilds in alliances, who gets to claim this keep etc etc.
Players that are Guildless and want to take part in a siege can still do so, but the only reward for them would be the zonecontroll and the enriching experience.
In lineage 2 it was very usual for a guild that wanted to claim a castle to pay other guilds to act as guards for their banners.