To those arguing NPC's as defense...
NPC's are a joke.
I guess an alternative proposal would be to BUFF NPC's big time. I can solo the NPC's. That's not defense at all. To consider NPC's anything other that cosmetic decorations around a keep is a stretch.
VaranisArano wrote: »Keeps already have NPCs.
The NPCs aren't designed to keep out determined attackers or large groups, but they certainly do slow down small groups. And they do assist defenders - as any attacking raid who's eaten a guard-thrown negate on the ram or on the flag can testify.
That being said, this is a player vs player game. The NPCs are there to back up the defenders, not do their job for them. If enough defenders don't show up in time, that keep is lost.
I'm afraid I dont see the appeal of built in defensive siege. If I'm a lone defender of a keep or in a small group defending, my job is simple: slow down the enemy as much as possible and yell in zone chat for reinforcements.
I can accomplish the first with reasonable effectiveness with the siege already available to me. My siege alone won't save the keep, but when a small group plays smart and uses siege effectively, they and the NPCs can sometimes slow the enemy enough for player reinforcements to arrive. Which IMO, is how it should be. Keep defense should rely primarily on player action, and the current system where players have to use defensive siege intelligently to defend and slow the enemy is a good system for that, and where saving a keep with outnumbered defenders requires reinforcements.
I don't see how giving keeps "turrets" where players can hole up and fire extra powerful siege helps promote a player vs player gameplay.
TBH, the best way ZOS can get more defenders to show up is to increase AP for defenses. The patch where we got big ticks at defenses? Everyone rushed to defend.
Korah_Eaglecry wrote: »VaranisArano wrote: »Keeps already have NPCs.
The NPCs aren't designed to keep out determined attackers or large groups, but they certainly do slow down small groups. And they do assist defenders - as any attacking raid who's eaten a guard-thrown negate on the ram or on the flag can testify.
That being said, this is a player vs player game. The NPCs are there to back up the defenders, not do their job for them. If enough defenders don't show up in time, that keep is lost.
I'm afraid I dont see the appeal of built in defensive siege. If I'm a lone defender of a keep or in a small group defending, my job is simple: slow down the enemy as much as possible and yell in zone chat for reinforcements.
I can accomplish the first with reasonable effectiveness with the siege already available to me. My siege alone won't save the keep, but when a small group plays smart and uses siege effectively, they and the NPCs can sometimes slow the enemy enough for player reinforcements to arrive. Which IMO, is how it should be. Keep defense should rely primarily on player action, and the current system where players have to use defensive siege intelligently to defend and slow the enemy is a good system for that, and where saving a keep with outnumbered defenders requires reinforcements.
I don't see how giving keeps "turrets" where players can hole up and fire extra powerful siege helps promote a player vs player gameplay.
TBH, the best way ZOS can get more defenders to show up is to increase AP for defenses. The patch where we got big ticks at defenses? Everyone rushed to defend.
The only attackers being slowed down by NPCs are those running past the keep on to the next target. Small groups are just as if not more effective at breaching keeps than larger ones. They almost always get into the inner keep before someone notices and can respond because no ones on the look out for small groups.
Temeraire507 wrote: »Those nice defenses won't help you though if none of your allies show up because they simply don't care. So maybe increase AP ticks for defending to a point where players actually want to work hard to defend.