Specifically, how would you feel about a similar mechanic for the actual released game?
Basically, in A1, we had 3 worldboss level dragons placed on the map a ways away from the castle. Both attackers and defenders could attempt to kill them and the team that managed it would get buffs for the remainder of the siege, as well as epic and legendary level loot.
For A1 I was ok with them. It was a way for the devs to test some mechanics on worldbosses with two competing teams. Like a two birds with one stone kind of thing. I also felt they were a distraction from the actual siege testing.
However, I am worried they might try to incorporate something like that for the released game, and I am dead set against that. When a siege happens, everything should be 100% focused on the siege objectives. Having people run off to do a dragon for loot, and perhaps a buff, is bad design IMO.
From start to finish, I want people focused on destroying or repairing walls and gates. On capturing specific locations, and obviously killing the enemy players. I want resource management to be a thing, with finite stockpiles of wood and stone having to be managed for both sides. (Thanks
@Simurgh for bringing this up during todays episode of
Ashes Pathfinders).
If there are going to be any sort of monsters involved in sieges, I want them to start as guards on the defenders or attackers side from the start, for the opposing team to take out. But honestly, I would prefer minimal involvement of monsters in sieges.