Yes, unfortunately this is a problem that cannot be solved by simple means, and the solution decisions require careful preparation and a very long and difficult setting in the future, about which no one will be involved. From simple solutions, it is possible to propose that it would be more motivating people to move around the zone, to capture and hold the ВO - these are various bonuses. For example, increased renown gained by killing a player, or increased damage, or increased heal. it is also possible to give resources only from two factions that are as far away as possible from their own keep, and to make a return of resources not as a separate player but as a NPC, so that they can be escorted and protected by the players. thus, at least one or two warbangs of the pug will be occupied by the NPС guard all the time up to 2 keep,s stars and the subsequent siege.BeautfulToad wrote: ↑Sun May 12, 2019 5:16 pmYes, I think it's a problem if both sides know that sitting in your keep and waiting for players to log off is a viable strategy. That's why I proposed this, just give a side a tactical reason to play aggressively.Alfa1986 wrote: ↑Sun May 12, 2019 12:25 pmso it often happens when there are a lot of players in the zone, an equal fight takes place (2-3-4-5 hours), then people start to go offline and the side where there is more people to play wins.BeautfulToad wrote: ↑Sun May 12, 2019 11:36 am
I agree, my only point is that currently in big RVR battles, there is not a big tactical incentive to attack if a game is tight, and order and destro have roughly the same number of warbands. This means RvR can run into a stalemate for hours, until one side gets bored and seiges.
As others have said there is a number of possible things that could be done to make seiges a bit more competitve in large cases (and probably most importantly not be exploited), and remain largely the same in smaller scale seiges.
Yesterday, in the dragon's wake, they showed in the chat that the orler was 243 people, while the destro was only 150 or 170, that's what to do with this imbalance ...
Ps
I note a few more reasons that introduce some imbalance. during the siege of the keep, only those who managed to run into it before the first gate breaks are protected; for the rest of them, the gank of the attacking group is cut off. behind that, the attackers are outside the stems of a keep in open space and even if someone is killed, then they will be resurrected from the outside, the defenders have a big problem to resurrect the deceased, since where exactly on what floor did the player die it is very difficult, let alone if the player died out the keep. here I even agree with those above who wrote that it might be worth banning resurrecting people altogether when the first gate is broken, or at least when the lord of the fortress is under attack, such as when killing a boss in pv ?! so it would be even more honest ...