I just really hate the map.
I'm not asking for a new map, just a serious shakeup. It shouldn't take 2minutes to get back to fights.
It's extremely boring. Fights aren't cantered to any nice places. 90% of the map is ignorred. You can spend ages searching for fights like kids lost in a shop, both parties looking and missing each other as they run past.
While I agree there are lots of other issues and lots of other solutions to different issues. I'm having my biggest hate of the map. After 15 years of basically the same thing (ignorring one oddity) I can't be the only one completely bored with it.
This is a bunch of major shakeup ideas. Some hopefully easy to achive. Some likely impossible because of spaghetti. But I want to show somthing different to give ideas.
Change 1: Remove Freep/Creep NPCs from EC/OC and Outputs in Delving and allow faster travels inside.
Every NPC that stands at an outpost/camp entrance bar 1 that should be buffed incredibly should be removed.
The delving should be a fast travel underground and NPCs ruin it. Creeps should be able to use there travel and freeps use there goats.
Ganks in the delving should be easily possible. It's a very fun fight location. Both sides should feel unprotected in a fight, unable to exit if it gets rough.
Change 2: Delving entrances should be from Grams & GV, One-shotters inside, not from DG and OR.
The long straights to those entrances will be the only freindly NPCs in there for players. This gives a route out and a fast travel around the map.
Change 3: Grams & GV Forward Camp
Outside of both grams and GV will be a few more freindly NPCs to support the faction that has been pushed all the way back.
It's an extremely barren land outside of GV and Grams. Your unable to push to anything nicely. If all fails, there needs to be a real "here, have some help".
Change 3: Lesser Keep Flags.
This is aimed at rewarding players for attack and defend of keeps. Pushing and pulling in and out. Newer players who struggle getting ganked outside can focus on these flags
All keeps have a flag for attackers outside, and a flag inside for defenders.
This must be "Built" by the relevent attacker/defender
This is a daily quest to build / destory for 100 infamy/renown/comm.
It has a 5minute cooldown on death.
If the flag is taken by an attacking force, they grant 5m buffs if within the area for 5seconds. The defending force can not receive these buffs.
Change 4: More respawns.
Lug:
This is roughly a 30s-1m respawn time to get back to the fights with options to go around, and causing the crossroads to get messy.

Tol:
There will be a new bridge on the waterfall and a slow pathway down the rocks.
This is a very fast respawn to the keep however, that keep is huge. Ambushes to people coming into the keep would be popular and they can not get back easily once in the river.
This then acts as a good assault for lug and TR. If players are taking optimal route to them, they may find a counter attack on tol to not be defended.

TR:
Similar to lug.

Entire map changes...
There will be a swift travel From Grams to DG, LC Spiders, and Goblin town. Only Grams and DG will be 2 way, all others will be 1 way.
There will be a swift travel from GV to OR, Isen eagle, and hobbit village. Only GV and OR will be 2 way, all others will be 1 way.
For example, if you go from Grams to Goblin village you will not be able to go back to grams. There is no swift travel back.
These swift travel locations need to be protected by more NPCs, however, I wouldn't want 1shotters there. An ambush should be viable.
Here are the respawns and swift travels visualised.
It's messy, sorry for crayons, but hopefully you get the idea. A busy maps with lots of focus points and ease to get around without defaulting too "maps and when can spiders ride wargs".
Last edited by bohbashum; May 05 2022 at 12:32 PM.
Level 140: Burg, Captain, Guard, Brawler, Hunter, Lore-Master, Minstrel, Champ, Warden, Rune-Keeper, Beorning