Tesq wrote:i dont get why you propose to totaly make impossible keep siege, i dont think that something that totaly block a siege it's something good for a rvr game.
If you wanna hit something hit the zerg not the keep siege.
I disagree. Getting through a good defended keep can be near impossible with all the lag, bodyblocking and bombing.
Tesq wrote:Keep siege are fine you do not need to rework them. The problem it's population itself, find a way to break zerg without touch keep meccanic please.
If the BOs have a value, you need to defend them WHILE you are attacking the keep. It's brilliant actually.
Tesq wrote:The only results to make flags heal keep door would be more zerg to the offensive side to fastly crush before any flag get captured, or as def 1 BIG zerg that take 1 flag by 1 and cos it cannot be countered the attackers would not even able to win the regen rate. It's not even right that when 1 side totally outnumber the other one the last one is able to totaly BLOCK the siege. This is an extreme solution that do not fit well in the game.
No, it wouldn't. Don't you get it? If you can't take a keep unless you control all BOs then controlling all BOs suddenly becomes your top priority. I love it. If you, in such a system, still stayed in one big zerg, you're an idiot.
Tesq wrote:The solution must be found around how rewards are give, via scaling vp value, via meccanic that avoid afk from fight or punish zerg itself. Also yea a double system would be better than a single one, also 2 keep to capture are better than 1 = lock.
I disagree. Rewards should guide players, not force them. We all saw how that went with the infamous 80:20 night.