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.
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.
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.
[Feedback] Siege Balance suggestion
Ruerik
Member, Alpha One, Alpha Two, Early Alpha Two
It was fun to do the sieges with 50-50 ish players. I dont want to talk about the gear imbalance that was present due to the loss of the siege vendors, but another issue.
I saw two things from doing both sides a few times that take a bit of the fun away.
1) Attackers can just mount up and run into the throne room once the gate is down. They same few people can just die, run back, channel the throne for one second, and continue this until they complete the channeling time. Maybe this wont be an issue if snares, knockdowns and stuff work later on mounted players, or taking a certain % of damage knocks players off the mount.
But I do think there is a easy fix to this. Either of the following would be my suggestion.
a) Have a 2-3 second timer before channeling actually starts, so just rushing into a zerg of people and instant dying doesnt actually grant any real channel time. Because these players died just as soon as they touch the throne with only a few exceptioons.
b) give the defenders a way to rechannel the throne back. Maybe channel for 30 seconds to remove one second of attacker time.
2) Defenders spawn and are immediately in the throne room. I think there might be a clever fix for this that also makes sense from a siege perspective. My suggestion is as the attackers push the defenders back into the throne room, the attackers should decide to capture the two courtyard control points instead of ignoring them. So the defender ressurection point should have three exits.
a) Throne room left
b) throne room right
c) underground tunnel
Have each control point shut a gate between the res point and the control room. In this way as the attackers push the defenders back, and kill them in the throne room, they are forced out of the throne room and have to fight their way back in. They can get their gates opened again by recapturing the control points if they want.
My 2c
I saw two things from doing both sides a few times that take a bit of the fun away.
1) Attackers can just mount up and run into the throne room once the gate is down. They same few people can just die, run back, channel the throne for one second, and continue this until they complete the channeling time. Maybe this wont be an issue if snares, knockdowns and stuff work later on mounted players, or taking a certain % of damage knocks players off the mount.
But I do think there is a easy fix to this. Either of the following would be my suggestion.
a) Have a 2-3 second timer before channeling actually starts, so just rushing into a zerg of people and instant dying doesnt actually grant any real channel time. Because these players died just as soon as they touch the throne with only a few exceptioons.
b) give the defenders a way to rechannel the throne back. Maybe channel for 30 seconds to remove one second of attacker time.
2) Defenders spawn and are immediately in the throne room. I think there might be a clever fix for this that also makes sense from a siege perspective. My suggestion is as the attackers push the defenders back into the throne room, the attackers should decide to capture the two courtyard control points instead of ignoring them. So the defender ressurection point should have three exits.
a) Throne room left
b) throne room right
c) underground tunnel
Have each control point shut a gate between the res point and the control room. In this way as the attackers push the defenders back, and kill them in the throne room, they are forced out of the throne room and have to fight their way back in. They can get their gates opened again by recapturing the control points if they want.
My 2c
0
Comments
I actually like the idea of players rushing in to capture the throne otherwise it's very difficult to take it unless they absolutely wipe everyone there, in which case the defenders have been stomped anyway.