Suggestion: Revert to multiple active zones
Posted: Thu Mar 09, 2017 11:41 pm
Any chance you would reconsider the current single-front system and possibly open up the other contested zones? If nothing else, then maybe at least during primetime?
I know the current system is there to force the opposite forces to clash, but battling in the same narrow zone for 8-12 hours or sometimes days gets both boring and tedious quite fast.
It also gets very zergy during primetime, which really isn't that much of a hoot either. And with only one zone to fight in, most tactical issues narrows down to having the biggest zerg and the stortest distance to run from your warcamp spawn to the keep you're defending.
The old version, with three active fronts, actually made the game somewhat tactical by giving the underdog an opportunity to do a counter-strike in another zone (or fake one) - which again helped splitting up a zerg.
It would also give more push and pull between the pairings and a more fluid feel to the game in general.
The counter-argument is of course that some players will avoid fights and go for empty keeps - even for greatly dimished rewards. Compared to the current primetime zerg-fest I personally see that as the lesser of two evils. And a lot of small scale premades loves to hunt AAO - and would undoubtedly give most keep-ninjas a run for their money.
I know the current system is there to force the opposite forces to clash, but battling in the same narrow zone for 8-12 hours or sometimes days gets both boring and tedious quite fast.
It also gets very zergy during primetime, which really isn't that much of a hoot either. And with only one zone to fight in, most tactical issues narrows down to having the biggest zerg and the stortest distance to run from your warcamp spawn to the keep you're defending.
The old version, with three active fronts, actually made the game somewhat tactical by giving the underdog an opportunity to do a counter-strike in another zone (or fake one) - which again helped splitting up a zerg.
It would also give more push and pull between the pairings and a more fluid feel to the game in general.
The counter-argument is of course that some players will avoid fights and go for empty keeps - even for greatly dimished rewards. Compared to the current primetime zerg-fest I personally see that as the lesser of two evils. And a lot of small scale premades loves to hunt AAO - and would undoubtedly give most keep-ninjas a run for their money.