In this thread Please list any posts that we should kudo for.
Revision to Tier 4
http://forums.warhammeronline.com/warhammer/board/message?board.id=pts_ff&thread.id=32274&jump=true
A while ago i posted an idea about how to make tier 4 more interesting. I have revised the plan a bit below in 2 different ways. Please Kudo/ give feedback as you see fit.
Problem:
Warhammer Online introduces itself as a face paced action oriented oRvR game. In tiers 1 - 3 everything fast, hit and move, no waiting required. When you ding 32 however the world comes crashing down. You end up waiting for timers to flip for hours on end. In the past week I have played tier 4 i can say i stood guard at a BO longer than i did actually doing anything. My playtime has now become sit and chat with my friends until to zone locks. If that wasn't bad enough if i only have a warband in a zone and were looking to progress, I have to put 1 group on each BO. Which could easily be taken by a force half my warbands size. This tactic is quite common and is really freaking annoying. They wait till theres 5 minutes left then Ninja a BO by the time we recap it we have to wait 3 minutes to secure, 15 minutes for guards to spawn, then 15 minutes till that new timer runs out. So by one 2 group party coming to the zone for 5 minutes to steal a single bo and run we end up having to sit and chat another 40 minutes. The game has shifted in Tier 4 from sieging castles to stopping the little ninjas from preventing your zone lock. The zone will be empty for 1 hour 45 minutes and then 15 minutes left they come and steal a bo and leave. It's really really really annoying. You literally need to sit a warband on each BO to ever cap a zone now which is insane.
Solution A:
- Cut Citadel Timers in Half (Make them 1 Hour)
- Remove Battlefield Objective Timers all together, Instead make each BO owned add/subtract 10% to all attributes on the NPC's that guard the keep. Make BO's 2/2 be normal where as if Defense owns all 4 the guards sit at 20% more damage, health, etc. however if offense holds all 4 all guards will sit at -20% damage, health, armor. Thus making them important yet not required for zone lock.
or
Solution B:
- Make all 3 zones available, Players can take any Citadel at any time. Make it required to have all 6 keeps under control for 2 hours to lock the zone and advance to the fortress. This way you have to secure 6 keeps to advance and BO's can become a supportive role like mentioned above.
- Remove Battlefield Objective Timers all together, Instead make each BO owned add/subtract 10% to all attributes on the NPC's that guard the keep. Make BO's 2/2 be normal where as if Defense owns all 4 the guards sit at 20% more damage, health, etc. however if offense holds all 4 all guards will sit at -20% damage, health, armor. Thus making them important yet not required for zone lock.
Ben