I've also noticed this. Seems there is a sweet spot in numbers on the defending side for actually have a shot at taking the fort somewhere between 150-200. Over 200 defenders, it is pretty much impossible to take a fort no matter how many attackers there are. There is just only so many people you can try to squeeze through 2 small doors.
FORTRESS: population limit problem and proposal
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Structured class balance suggestions belong in the Balance Proposal subforum. Class-related discussion in this section are considered as ongoing debates and ARE NOT reviewed for balance changes.
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Re: FORTRESS: population limit problem and proposal
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Re: FORTRESS: population limit problem and proposal
On the other hand, it's been a week since RvR is boring to die, the order to decide to defend in mass in the fortresses and keep them in general, even in numerical superiority, when they could very well go out and twist the area for them.
The only ones I see taking risks to go out and fight destruction outside keep is Seventh Legion (in organized guild) and some random people who try to move the area a little
Sorry for my english.
The only ones I see taking risks to go out and fight destruction outside keep is Seventh Legion (in organized guild) and some random people who try to move the area a little
Sorry for my english.
Re: FORTRESS: population limit problem and proposal
I'd say - git gud, zerging zones shouldn't give you city. They are happening way too often anyway.
City is supposed to happen like once a week, not twice a day.
City is supposed to happen like once a week, not twice a day.
Re: FORTRESS: population limit problem and proposal
Sorry for the noob question, but isn't in everyone's interest to have a city siege? I don't understand what is the motivation to defend and stop the siege.
Re: FORTRESS: population limit problem and proposal
Currently, you’re correct, on live there were more benefits for holding a higher level keep. These haven’t been implemented so technically it is in people’s best interest to get to cities as fast as possible.
That being said, we play the game for fun, and ‘realm pride’ I.E Destro > Chaos or vice versa, takes over.
Waaaaaaagh!
Re: FORTRESS: population limit problem and proposal
Kaelang wrote: ↑Mon Apr 06, 2020 11:50 amCurrently, you’re correct, on live there were more benefits for holding a higher level keep. These haven’t been implemented so technically it is in people’s best interest to get to cities as fast as possible.
That being said, we play the game for fun, and ‘realm pride’ I.E Destro > Chaos or vice versa, takes over.
Waaaaaaagh!
I can fully understand that, just in my experience the majority is reward driven so I was wondering how it works but great to hear this
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