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WAR Design flaws?

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  • VyethVyeth Member UncommonPosts: 1,461
    Originally posted by mrw0lf

    Originally posted by markoraos

    Originally posted by Vyeth


    Besides the population, I think Keep Warfare is not done that well...  I honestly think that Keep warfare should be alot more epic... It should not take a 10 person "PQ" team... There should be an endless spawning of NPC drone guys that come out and at least attack (not champion mobs), and I also think that NPC's should start using defensive equipment, so that players can have time to actually GET there and help before the damned keep lord is so quickly killed..
    However, my BIGGEST gripe is that since this game is based on sorta a "set" population that taking over tier 1 zones when alot of people start leveling up. This will uneven the balance of the tiers causing tiers to be completely ineffective and unable to be reached.. Basically the population will outlevel T1 completely and leave maybe a few dozen to fight over each.
    I seriously think instead of a chicken, that they add a debuff (like bolster, but debuffs your stats to the LOWEST in the zone so if you were 40 and wanted to help capture a zone in T1, your stats and skill levels would be set to a lvl 1 stats but you would keep your skills and tactic slots of course)
    Hell, we cant even plan decisive campaigns across the map because the game basically becomes locked..
    So its kinda silly that, the MORE I level the more content I lose.. So when I get to lvl 40, I will have lost most of the actual areas of the game.. Even lvl 40's should be able to go back toa  zone and defend or attack it without being a chicken.. They should just debuff "out of tier" guys to the lowest rank allowable in the tier.. This would At LEAST give them a role...

     

    I agree with the second gripe (content being locked) and imo something should be done about this. Atm the only way to help out / re-experience lower tiers is to roll alts. I hope Mythic does something ingenious about this..

    About the first gripe I don't agree at all. I take it you play Destruction? Imo keeps are too hard to take for underpopulated faction which leads to static world dynamics. Order has fewer players and they simply don't have the time to take an undefended keep by surprise before they are overzerged by Destros desperate for some RvR action.

    Imo keeps should be much easier to take when undefended by players. This would lead to keeps changing hands more often which will give everybody more things to do in open RvR.



     

    This could be part of the 'incentives' package they will need to help even the realms. Higher or lower NPC guards. Not ideal an what is essentially a pvp game, RvRvR would have been a better solution but NPC grading would be an esy step to allieviate somewhat.

     

    They DEFINITELY should have had a third faction to alleviate some of the massive zerg vs band type stuff... Skill is not a factor when you are outnumbered 4:1... The reason i suggested more guards (or an endless zerg of non-champion gaurds) is to help keep a "zerg" busy.. All i have seen is zerg, no "real" tactics, just get your boys and i'll get my boys and we'll take this... It REALLY seems like this keep stuff is nothing more than a PQ, kill the gaurd mobs, pull the boss keep lord and kill him.. No opposition, no bombardment from defending forces even if they are NPCs.

    All thats happening is the zerg will take one keep at a time.... The only way the other faction gets a crack at the keep is when the zerg is off taking another keep..

    There needs to be an imbalance bonus like planetside, or this zerg tactic will be all this game is good for..

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