tautau wrote: » Sounds to me like you are suggesting that a successful defense should be punished for being successful.
Sathrago wrote: » tautau wrote: » Sounds to me like you are suggesting that a successful defense should be punished for being successful. Well not exactly. I just want more flexibility in the back and forth fighting instead of yes you win or no you suck at choke-point fights. This is my suggestion to reduce the absolute advantage that defense has after a period of working at a choke point. It is a reduction, not a complete removal of said advantage.
Taleof2Cities wrote: » Sathrago wrote: » tautau wrote: » Sounds to me like you are suggesting that a successful defense should be punished for being successful. Well not exactly. I just want more flexibility in the back and forth fighting instead of yes you win or no you suck at choke-point fights. This is my suggestion to reduce the absolute advantage that defense has after a period of working at a choke point. It is a reduction, not a complete removal of said advantage. From the Alpha testing done so far, @Sathrago, have you or anyone else encountered choke point issues with terrain exactly as you describe? They’ve done a lot of testing on the sieges and other PvP aspects … sadly I have not bought the Alpha pack yet to test it myself.
Dygz wrote: » I will add - kind of non-sequitter - I was trying to click on or tab on @mcstackerson while he and his Turtle were hovering around the Throne and nothing seemed to work. Switching between AC and TTC didn't seem to be reliable either. (Targeting people in my group was noticeably better than trying to target people solo.)
Sathrago wrote: » Hey guys I really appreciate all the feedback. Like I said, sudden thought hit me and thought id throw it out to stir up a discussion. Now, for what seems to be the case with the current siege design the outer walls are too easy and the inner gate is too difficult. So let me try and think of a few things real quick. For the outer wall defense I like the idea of adding in ladders, scalable debris created through partial destruction to create more "entrances" and all that. The issue with this is how to increase the defensive effectiveness of a group of players manning this scalable wall throughout its wide range. There need to be tools to interact with that help defend the wall or maybe even magical nodes that enhance a ranged character on them, allowing the player to extend their attack range and aoe capabilities. Kind of like a living ballistae as one example. The goal with these tower defense tools would be to have staying on your wall to defend it be the standard. If players want to get fancy and send out war parties to hunt down backline supports then that is fine. However it shouldn't be considered as part of the walls actual defense otherwise the wall will always be in a weak position. As for the inner gate, with its singular choke point, I honestly can only think of one thing that could help balance it out. Allowing the attacking group to create new entry points via digging, explosives, or some sort of earth magic related tunneling. An example of this I could use for simplicity would be the destroyable barracades/rocks in Starcraft 2. You can destroy them to open up a path, or break down a nearby terrain piece and have it block the path. Same concept but on an attacker/defender template where Attackers are constantly fighting to blow multiple holes through to the inner sanctum and the Defense are using outside attacks, defensive destruction of walls to cause cave ins, and all sorts of fun stuff like that. So that's the basic concept, how do you guys feel this would help with the sieges?