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What do you want to see in Sieges? Community help please!

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Comments

  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    akabear wrote: »
    • There there is the issue where years of work does not always equate to years of experience.
    • There are those workers that graduate, start working and within gain sufficient knowledge to achieve their work load and only slowly advance thereafter.
    • Then you have those workers that graduate, sieze every opportunity to improve their skills and knowledge and the value they can provide.
    • Compare the two after 5, 10, 15 or 20 years and just like compound interest, the personal investment return difference is staggering.
    • Couple that with those that turn up to work at 9 go home at 5 or 6, compared to someone who puts in the extra time every day and/or weekend: 35hr week (100%), 70hrs week (200%), 105hr week (300%)

    Indeed, there are a lot of factors that make up how valuable an employee is.

    Their extra curricular activities while studying (unless directly related to the field they are attempting to find work in) are not one of those factors.

    As such, and bringing it back to the reason we went off on this tangent, extra curricular activities are nothing more than a students choice of how to use up some of the free time that they have.

    Literally the only time I can see this not being the case is if you study somewhere and then attempt to get a job locally, under a boss that studied at the same institition. The misplaced sense of loyalty that some people have to tertiary institutions may - in that edge case - slightly improve your odds at getting a job. However, since this is all local, there are probably better ways you could have spent that time, like getting to know that company and that boss while still studying.
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Back on topic.. I guess what I do not want to see in sieges is singular breach places on a castle.
    Stylized siege weapons that are incongerous to the overall game concept (so not how New World did theirs)
  • As long as there are mechanics to place siege weapons, Arrow carts & Catapults, and repair walls. It should be entertaining. So long as the balance is there.
  • akabear wrote: »
    Back on topic.. I guess what I do not want to see in sieges is singular breach places on a castle.

    I agree, there needs to be multiple ways into the castle otherwise the siege becomes a linear defense (=dull meat grinder). I would like to see multiple attack vectors which need work to set up, where any one of them can lead to victory.

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  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    To me, there are three main ways I would want to be able to enter a city or castle.

    I would want to be able to tunnel under a wall to collapse it. I would want to be able to break a wall or gate with a projectile or ram, and I would want to be able to go over it with a ladder or tower (even though that isn't what siege towers actually were).

    Largely, sieges involved a lot of earthworks in the past. Whether digging, making ramps or filling in trenches/moats. I am unsure how this aspect of a siege can be translated to an activity that is supposed to only take a few hours.
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Ah.. you remind me now of the first time I did a seige in Mount and Blade and then ESO.. ah the joy.

    Definately.

    And a rock, paper, sissors for each method with good and bad points to engage strategy
  • maouwmaouw Member, Alpha One, Alpha Two, Early Alpha Two
    edited February 2021
    Destructible environment.
    layered upgrade systems.
    Intuitive Combat.
    Interdependencies.

    It doesn't exist.
    Ashes gets pretty close tho, so I'm hyped!!


    Totally posted in the wrong thread! HAHAHA
    move along, nothing to see here.
    I wish I were deep and tragic
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