Hargrim wrote: Mon Oct 01, 2018 5:54 am
Zxul wrote: Sun Sep 30, 2018 10:57 pm
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From my PoV stuff you propose is just stuff we could add to RvR campaign, additional mechanics and systems. However, it doesn't really answer the question of what kind of progression add to the game, because the small stuff shown as an example is just small. It can't stretch for weeks and months, we tried it with PvE and playerbase feedback was generally 'meh, too much hassle, I don't want this because it is at beast comparable to the stuff I already got'.
I think it's linked to the core of your playerbase Hagrim and what they truly could use as stuff around here. RoR is a clash between 2 factions, a war that not only never ends but never should end. It's a rince and repeat while beating the crap out of each other.
One issue I see with forts and city sieges is that one faction is losing, badly outnumbered, and being pushed to forts or has to "defend" their capital. In this case, during forts or city pushes, you have a lack, deficit, of players on the losing side. All attempts made by Mythic didn't end well as we know. Empty instances as there weren't enough players on one side, and so on and so on.
Then there's the bullcrap that we fought as one faction, push or defend, and suddenly had to switch to a split up instanced mode. That's wrong in my book and against the entire "spirit of the lakes", the essence of AoR/RoR T2+ oRvR. I repeat again but it's a clash between order and destruction and we do with what we have online at one point in time. It's not always great, I know, but when it works (especially in defense) that's when the magic happens and tides turn around.
Forts and cities aren't adapted for a true double faction clash. Forts just suck by design and don't let me start about Aldorf or IC. The idea, for an end-game playground, is already ingame I think with T2 push/lock -> T3 push lock -> T4 double lock. What you need now is a T2->T3->T4 system in one zone, with every milestone defendable by the outnumbered faction. And maybe in the end a central final battle with Emperor, King pointy ears, Super Dorf and their court as Hero's for the defenders.
Mythic 2nd attempt to city siege had some good ideas in it, but it wasn't greatly implemented, not al all.