Vengeance

Vengeance => public => Topic started by: Gueuze on Mar 26, 2002, 12:09 PM

Title: These rp's stink
Post by: Gueuze on Mar 26, 2002, 12:09 PM
If my math is right, only about 120,000 since we claimed Crimm.   And another 120,000 potential if the Hibs don't take it back.  Hardly worth it.  :biggrin:

Go us!

Title: These rp's stink
Post by: Gueuze on Mar 26, 2002, 07:47 PM
Bah, filthy Hibs took it back, guessing around 3-4 pm.
Title: These rp's stink
Post by: Axecleaver on Mar 28, 2002, 11:28 AM
Fortunately, we held it pretty cheaply. The way the upgrades work right now, you're charged guild bounty points once an hour based on the upgrade level, and at that time you're also credited guild RPs.

You get charged once when you upgrade, and once per hour. So it's bad to twiddle the settings between low and high upgrade levels (like I did at our first keep) because you're charged once up front.

The RPs you get are 1000 * KeepDifficulty per hour. Homeland keeps are all diff 1 except merchant keep, which is diff 2. Enemy keeps are diff 2 for merchant, 3 for the two nearest keeps to portal, 4 for the two further away, and 5 for the keeps in the relic fort zones. The keep we held was a diff 3, and I chose that because I figured it would be among the last to go down.

I upgraded it to level 3 and left it there. The GBPs you spend are (50 * upgrade) per hour. In my experience the upgrades to level 10 are noticeable for the lord and patrols, but not the front gate guards that get pulled before a siege.