In this topic please behave and keep the tone civil. If you are going to contribute, then attempt to do so coming in willing to listen to other posters argumentation and have a mindset willing to be convinced, dont just come in to drop your hot-topic of the day such as "buhu SW op plz nerf"

The topic I wanna debate, is that Fortress defences argubly have something that is appealing.
Now why is that(?)
If we compare an endzone (Chaos waste, Reikland, Kadrin, BC, Cale, Eatain) and if there is a situation of attacking realm is about to siege, how come there might be 60% aao for the defenders but then when a fortress in the following zone opens up then defenders appear out of nowhere. If I can ask anyone who is following this far, remember, dont just drop your hate comments such as "buhu fortloggers". lets instead think about what the reasoning might be, and if we figure that out, maybe we can provide feedback for the developers about playerbase behaviour and direction changes could be made in. ok?
First of all lets mention some of the heated topics related to this:
a) Why are we as attackers pushing zones and noone comes out to fight us, but then the moment its a fortress we are suddenly even numbers or outnumbered

b) Why are the defenders not coming out to defend the endzone keep but instead building warbands for the fortress zone
c) After a fortress has concluded why are some of the players that showed up for the fortress, not coming out into rvr again afterwards
Most of these I would like to cover under the system of a frotress.
The way fortress mechanics work are quite good for providing a fight for the following reasons:
a) You know there will be a good amount of attackers (defenders in case of Order realm generally speaking)
b) The stages provide for a natural recruiting phase. When theres garenteed fight + time to build its easier to put something together to fight back.
c) The objectives matter, and the stages are required so people will generally focus on captureing BOs and push the door open.
So if we compare those last three points to oRvR zone mechanics there is no ganrenteed fight, those fights are playerdriven it depends on who is online and playing in the rvr zones. You can build something fight the enemy once and they can disappear because they lost or because their playtime is up. There are not stages which makes for natural end-of-play-sessions, outside of finished keepsieges. But the Box/BO stage is everlasting for as long as the zone is open, and only decreasing in value as keeps get to two stars.
Since the devs seem to be in experimental mood with Scenario barrier, spawncamp and other mechanics, and we are also testing lower aao cap on 9 atm.
Would it be an idea to have 3 open pairrings as a test. And then zones having a "phase" each of the realms pushing to get 1star first to get a renown tick zonewide based on kill/bos contribution. but only one of the realms can get it per star. So if Destro is first realm to get a star they get the tick even if order later on get the 1star. Then gradually as the Stars are unlocked the ticks are bigger in base value + contribution.