Post#9 » Fri May 01, 2020 3:45 pm
boomcat wrote: ↑Fri May 01, 2020 3:25 pm
Detangler wrote: ↑Fri May 01, 2020 3:12 pm
It was bound to happen. Maybe this is why devs resisted putting in this change for so long?
think your right, im just abit scared of people leaving due to this, either it being to "easy" or that you wont see citys anymore.. because what to do after entire server farmed all invaders :/ ? will all just sit afk in WC and wait for forts and city
I like the change, especially getting invaders till you finish the set.
As was to be expected new defence mechanism was bound to attract zone throwers and easier defence option is sure to overtake forts, especially when you get same amount of medallions for fort and zone - and all one has to do to get end zone reward is to log in / flag in orvr.
I think some tweaking is bound to come rather sooner than later - it'd be easier to reduce the number of inv from end zone to make forts more attractive. I couldn't help myself and thought about such a system:
Defending last zone - 1 inv
Defending last zone in 4 start keep - 2inv
Defending last zone in 5 start keep - 3inv
Defending fort - 4inv, no changes
Taking last zone - 1 inv
Taking last enemy 4star zone - 3inv
Taking last enemy 5star zone - 4inv
Taking fort - as is now, no changes
I think it gives incentive to fight for both attackers and defenders and keeps forts and city the biggest source of inv income.
As you can see there are more rewards for attacking side since easier to defend so it pays to attack and 4-5 stars bracket keeps both sides from simply trading empty zones - you actually have to spend time and effort to get there and it still pays more to do fort after. But if you want to farm opposition and let them rank up keep to get more rewards you might loose it - sometimes it pays to take minimal reward end zone and go to fort.
Food for thought
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