City Recovery
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
Before posting on this forum, be sure to read the Terms of Use
In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
City Recovery
I would suggest increasing time required for city to recover to 36 hours, as with current campaign is too short. By too short I mean, EU pushes to late T4 and NA reaps rewards nearly everyday. With 36 hour timer each side of globe would have its turn to meet already advanced campaign with City unlocked and prepared to siege, as it would bounce between time zones, which seems to be fair both sides of globe. Also, it would give more time for other faction to counter push not locked City.
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Re: City Recovery
People push forts while IC is still on cooldown, this won't really help.
Re: City Recovery
as someone who has full sovereign already i fully agree with you 110%
Re: City Recovery
This wont fix the problem.
Forts are pushed even with cities on 2+ hr lockdown and giving a longer lockout on city wont fix campain being pushed one side or another. Right now id rather have 4-5 forts than 2 cities, especially since having a city siege doesnt mean you will actually enter it, while participating in campaign almost guarantees fort.
At certain point of a day in EU, campaign will still stalemate even if its 'our time' for a city. Forts and keeps are 'doable' until you reach a critical mass of defenders. after certain point, outnumbering an enemy does not mean you succeed.
Keeps have limited number of entries, and these have a flow limit. Suddenly you try to push a watermelon through a nosestril in the inner courtyard , with at least few warbands melting each entry.
Forts are pushed even with cities on 2+ hr lockdown and giving a longer lockout on city wont fix campain being pushed one side or another. Right now id rather have 4-5 forts than 2 cities, especially since having a city siege doesnt mean you will actually enter it, while participating in campaign almost guarantees fort.
At certain point of a day in EU, campaign will still stalemate even if its 'our time' for a city. Forts and keeps are 'doable' until you reach a critical mass of defenders. after certain point, outnumbering an enemy does not mean you succeed.
Keeps have limited number of entries, and these have a flow limit. Suddenly you try to push a watermelon through a nosestril in the inner courtyard , with at least few warbands melting each entry.
Re: City Recovery
While it still would be close to impossible to get City in prime time due to numbers, it still could happen in EU middle day or early evening, which is still better for many people than middle of the night. Lets be honest, with current state of game City Siege could be completly removed from the game, and majority of playerbase wouldn't notice any difference.
Re: City Recovery
This is so, if you see the city once a week (not a fact) or just do not see - any difference, except that in the first case, all the lucky ones have already collected 3 sets of sets
- Spellbound
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Re: City Recovery
EU chooses to bash it out and stalemate to prevent other realm. NA prime just switch Order and boom, city. Perfect example right now Black Crag and Caledor are open. Rather than let Fort happen Destro will defend and play the game for 10 hours then NA will finish it off. Why bother defending for 10 hours. Just get your fort/city now to fix the problem and let it reset. Not gonna happen because everyone just wants to kill and not go to Fort and be smart, then come on here to complain.M0rw47h wrote: ↑Tue Jun 23, 2020 9:45 pm I would suggest increasing time required for city to recover to 36 hours, as with current campaign is too short. By too short I mean, EU pushes to late T4 and NA reaps rewards nearly everyday. With 36 hour timer each side of globe would have its turn to meet already advanced campaign with City unlocked and prepared to siege, as it would bounce between time zones, which seems to be fair both sides of globe. Also, it would give more time for other faction to counter push not locked City.

Re: City Recovery
Traitors, deserters, collaborators show their essence...Spellbound wrote: ↑Wed Jun 24, 2020 3:07 pm EU chooses to bash it out and stalemate to prevent other realm. NA prime just switch Order and boom, city. Perfect example right now Black Crag and Caledor are open. Rather than let Fort happen Destro will defend and play the game for 10 hours then NA will finish it off. Why bother defending for 10 hours. Just get your fort/city now to fix the problem and let it reset. Not gonna happen because everyone just wants to kill and not go to Fort and be smart, then come on here to complain.
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Re: City Recovery
Throwing forts to get city should never be the answerSpellbound wrote: ↑Wed Jun 24, 2020 3:07 pmEU chooses to bash it out and stalemate to prevent other realm. NA prime just switch Order and boom, city. Perfect example right now Black Crag and Caledor are open. Rather than let Fort happen Destro will defend and play the game for 10 hours then NA will finish it off. Why bother defending for 10 hours. Just get your fort/city now to fix the problem and let it reset. Not gonna happen because everyone just wants to kill and not go to Fort and be smart, then come on here to complain.M0rw47h wrote: ↑Tue Jun 23, 2020 9:45 pm I would suggest increasing time required for city to recover to 36 hours, as with current campaign is too short. By too short I mean, EU pushes to late T4 and NA reaps rewards nearly everyday. With 36 hour timer each side of globe would have its turn to meet already advanced campaign with City unlocked and prepared to siege, as it would bounce between time zones, which seems to be fair both sides of globe. Also, it would give more time for other faction to counter push not locked City.
- wargrimnir
- Head Game Master
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Re: City Recovery
It should also be reported, screenshotted, and sent to a GM to followup. We are not friendly towards people who think organizing throws is acceptable in any form. Even making jokes about it can end up in a report and sanction as we have a pretty low bar for taking action on stuff like that. We don't want the game to devolve to who can lose the fastest. If the only thing you care about is getting your gear the fastest way possible, even if that means clearly abusing game systems, GM's will be your deterrent.Jesden wrote: ↑Thu Jun 25, 2020 11:27 amThrowing forts to get city should never be the answerSpellbound wrote: ↑Wed Jun 24, 2020 3:07 pmEU chooses to bash it out and stalemate to prevent other realm. NA prime just switch Order and boom, city. Perfect example right now Black Crag and Caledor are open. Rather than let Fort happen Destro will defend and play the game for 10 hours then NA will finish it off. Why bother defending for 10 hours. Just get your fort/city now to fix the problem and let it reset. Not gonna happen because everyone just wants to kill and not go to Fort and be smart, then come on here to complain.M0rw47h wrote: ↑Tue Jun 23, 2020 9:45 pm I would suggest increasing time required for city to recover to 36 hours, as with current campaign is too short. By too short I mean, EU pushes to late T4 and NA reaps rewards nearly everyday. With 36 hour timer each side of globe would have its turn to meet already advanced campaign with City unlocked and prepared to siege, as it would bounce between time zones, which seems to be fair both sides of globe. Also, it would give more time for other faction to counter push not locked City.
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