Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
Well that's also a way to deal with it, though I'm not sure if any interference is allowed during a siege, seriously a guess though
I honestly think that realism is a bad term and more like stagnation or flawed feature is the bigger concern. So far reading their take on how sieges might actually play it it really doesn't bode well in my opinion as it brings up tons of issues that already makes this feature stale at best.
Attackers already seem to have a a major disadvantage as zerging is more common with defense then it is with attacking (Eve Online). Sounds like they are trying to artificially control how sieges work by gating the districts. It also sounds like their answer to siege mechanics is instanced arenas.
I honestly think that if they actually incorporated strategy into the mix it would alleviate a lot of the issues in regards to zerging and make the system not sound so clunky.
A zerg should be avoided on both sides. Technically the node under siege could have more civilians ready to do battle, but the side that initiated the siege should have had a large number of it's citizens readied. Not all citizens will participate on both sides, some due to timing and some that don't care (likely others for other reasons).
From what I understand/remember, but I can't claim 100% on this;
-Citizens under siege will re-spawn at predetermined points in town, and those will change as the city is "taken."
-Those performing the siege will spawn close to the battle, and be able to spawn in the city if they take strategic sections.
-Taking strategic city sections will be of direct benefit to those performing the siege and hurt those under siege. Although this implies that the siege could be pre-mapped and straight lined by IS, I don't think that is the way they are going to go.
That said, I don't know if they are going to gate certain districts and force sieges to move in a singular direction every time. That would obviously benefit the defenders.
I thought maybe the attackers could run rampant wherever/whenever (during a siege) in the city, but just randomly killing NPC's and PC's alike might not be as effective as taking major sections by killing section bosses.
I think you bring up some valid points, but I think overall from my understanding the system seems well thought out.
I am not a fan of the spawning mechanics as it pretty much sounds instanced and sounds no different then a battleground. I feel the better option is through player exhaustion of resources (i.e namely equipment being worn out & siege equipment being destroyed). I do agree with their take on objectives as it does put a goal to strive for. I feel that the spawning should be outside of the citadels or in another zone if they are doing a siege on a guild castle. This makes it where planning is crucial as failure is significant and all but guranteed if you aren't coordinated.
Sadly, the only title I wished I played was Warhammer, as I heard their mechanics was pretty good and it wasn't instanced and 100% open world.
And if you want realism than physical classes (muscular, fit, build for physical combat) should last longer, and gain fatique slower then "mind classes" like mages, healers and bards.
Mages, healers, summoners and bards should be getting tired (while running around) quickest, warriors and tanks having heavier armor, but being physically fit, at medium rate, and rangers and rogues, being fit, but lighter armor, should remain tireless the longest.
EDIT: Ah I finally got it... If they move out the node will delevel anyway.
With cool down times on castles that guilds should want, I would hope maintaining a "take turns at the castle" allegiance would fail. Hopefully there is no loot share options for alliances making them more armistice agreements than anything else.
Is should also be hard to zerg since there is no fast travel and the world is supposedly big, amassing 2000k (2,000,000?) players that quick should be difficult.
My view is very biased as I actually have a group mentality and look down on individuals. This is why I have my criticisms in regards to city management as described so far and the bits I have heard from city sieges. I think guilds should be a heavy focus in this mmo to achieve goals bigger then yourself.