While im sure these topics have been brought up countless times I simply wanted to add my voice to the pile. I'll just jump right into the obvious ones like breakable walls to allow for more entrance points, tunnels that can be opened to undermine the walls and enter specific forts, and additional Siege weapons specifically artillery that may do little damage but enough to force players to leave forts if they are turtling for too long (yes defense is already hard I understand but these ideas are simply to help make it more engaging), and a defender's horn that can be blown once every 3 minutes when a keep is being defended that boosts all players stats by 15%~ for 3 minutes to help them push out attackers.
Also, allow us to actively spend supply points as players inside the zone instead of it being an automated thing (unsure if this is fully how it works as guilds since they can "own" the forts). Let us buy things such as potions, zone-wide buffs for our faction like mount speed and toughness for everyone, WB leader abilities that let them activate different abilities like a volley of arrows in a zone or perhaps more thematic based on their class to help break up massive blob fights that don't break apart (limit it to WBs with 24 players or more though to keep everyone from having these abilities) and siege upgrades that increase siege damage or range.
For marketing purposes add all this into a siege update and I'm sure it would spark plenty of interest back into the game. But these are just my thoughts on the subject! Hopefully, we see changes soon.
Siege update ideas
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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.
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