From a personal perspective, the keep siege at DW last night was fun, seeing 3-4 WBs going at each other constantly, up to the point where Destruction split off to take KV as an organised warband kept luring Order outside to get farmed.drmordread wrote:I am going to cry when there are no more large scale battles of three to four WB on one side and three to four wb on the other side, smashing them down the lake to their keep and then taking that away from them too.
If we wanted small scale skirmishes only, we'd simply remove the warband option and force everyone to form six man groups. This game's about war indeed, but given the lore itself has artillery, why not use it against the growing problem of massing zergs?drmordread wrote:I am sorry, I am a fan of WARHAMMER a mmo about war. You want to turn it into small scale multiple skirmishes, and grudgingly I admit your system would work to do just that. There are though some problems you have not thought of.
Not every guild needs to be of a highly capable, coordinated caliber. But playing with just your guild, not even being a part of an alliance, makes your battlefield presence a lot less severe. In my opinion, it is thus much more beneficial to fight a smaller scale enemy that's being split up by artillery.drmordread wrote: 1- The average player joins a guild for the perks of banners, horses and just friends to have fun with. NOT to form highly trained/competitive small groups that will work together with other guilds/alliances to effectively fight small separate skirmishes that can beat an enemy back to their keep.
Then we'll destroy the ability to leech. Introduce a proper contribution mechanic that persists beyond log-out, for every aspect that contributes to a zone lock.drmordread wrote: 2- The average player will sit on the sidelines or back on live, do SC's till the WB's reached the enemy keep. (when SC's were worth doing for medallions and emblems, a high rr reward and in the real old days INF as well)
Then, they would ride down, join one of the pug wb's, take keep, leave wb, and go on to next zone.
In war, there are always those who lead, and those who are led. Why should this be any different from a game centered around war? Simply because our current system does not support it, doesn't mean we don't plan on making it so.drmordread wrote: 3. The average player is not interested in tactics, guild groups, or anything like that.
"Development first, player experience second."drmordread wrote: All of your changes, while actually pretty good, are not changes that take the average player into consideration. So, why should the average player invest more time into this game that you are working so hard to resurrect and I am thankful to play?