gyps wrote: ↑Wed Apr 24, 2024 5:16 pm
If we have discrepancies in populations at any given time, focus on providing some tools to enrich the playstile, zergs are boring for BOTH parties to be honest, try to split it by adding mechanics, I did propose as well the Champion scheme for the underdog realm up to a full party of random champs reaching 400% AAO or something like that.
Who knows perhaps 6 champs can hold a whole 24 wb and it could be an EPIC gameplay if they managed to hold 48! Or perhaps random champs that day are just healers and 3 of them can keep up a whole pug wb...
Even if the champions cannot successfully defend their keep, as long as they can get kills, players would stick around because there is a chance they'll be the champion and there exists a chance to get a good fight on defense.
If I know there will be fight, I'll stay. If it's going to be a blowout with no semblance of resistance then I'll book out. The game does not reward a player, no matter how much effort they put in, if they do not get a kill. It's the reason so many scenarios end in .surrender. If there are no kills, you're getting a pitiful reward. But if you can get just a handful of kills it is worth it to stick around.
Either make the keep defense possible, even while heavily outnumbered, or give rewards for those who try to defend but do not manage to get kills.
Edit: As a thought, there could be additional objectives added inside of each keep that activate upon the start of the keep siege (similar to fort objectives). Each objective would give a bonus to the defenders, scaling based on population balance.