Dark Age of Camelot: New Frontiers Preview
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Frontier Keeps and Relics are how the score is kept in RvR. If your Realm controls the most keeps, you get access to the special RvR dungeon, and loot gold mine, called Darkness Falls. If you control a Relic, everyone in your realm might get an increase to their xp earned the actual mechanics of capturing a Relic and what bonuses you get is lengthy, so we won't get into it here. The Frontier Keeps have gone through the most significant change, from both functionality and graphics changes. In the current system, there's no difference between keeps and the only way to take a keep is to break down the front door and storm inside. Now, they are upgradeable by the guilds that control them, up to a maximum level of 10. Each level brings about some improvements, such as stronger and higher walls, larger structures and the ability to mount defensive weapons like boiling oil to pour on your enemies. The Frontier Keeps also have three outlying towers that need to be captured before it can be taken. Once captured, you can use these towers to mount siege weapons and attack the main keep. Keep walls now pass the (can I poke a hole in it?) test, where you can now break through the walls, eliminating the bottleneck caused by only being able to enter through the front gate. Relic Keeps have undergone a hefty redesign as well. They are being removed from their current keeps and placed in a tower behind a locked (mile gate), which unlocks after you've captured specific keeps.