It is intended to split if multiple zones are open at once. Splitting zones reduces the stress on the server.HeyImRadee wrote: ↑Mon Mar 04, 2019 6:35 pm
The lag is something the devs have been working on and trying to fix.
If it happens in primetime, I think we just need to accept it.
Letting 1 group or faction dictate which zones we need to switch to because things aren't working out makes it a little more one-sided too, at least from what I've seen. I think this is just a lousy situation on a Sunday that will be fixed through dev work in the future.
This is also the reason why you see campaigns fade out and follow up zone not opening up when population declines at different timezones and vice versa.
Preparing a siege in a different zone should force the opposing faction to make a move, this is a two pronged attack.
After a certain number of defenders keeps get increasingly harder due to funnel and positional advantage (given both sides have decent setups). Splitting to a different zone should be the counterstrategy to punish keep turtle defenses.
Attackers take the risk of becoming the underpowered faction by splitting and giving a greater opportunity for the defenders to turn the zone arround. If the defenders can't counterpush in time or are unable to send enough reinforcements to the splitzone why should the attacking force be punished for defenders not wanting to or being able to fend off the threat on a different front.
Currently there is low incentive to go into the split zone and helping your realm to further the campaign.
On a different note, defending forts is more of a reward than a punishment for the defending force.
(my personal opinion after 4 fort fights 2x attacker 2x defender)
Stage 2 has no visible impact, Defenders often wait this stage out after one fight.
Defenders also don't have any way to preemptively fend off the attackers. If the defending force outmatches the attackers this becomes a boring waiting game. This could also provide a way to make the defenders actually work for their loot. Simply running out the clock shouldnt reward you with a win but with a tie (a couple emblems) the defending realm didn't progress the campaign after all.