Sypherpkub17_ESO wrote: »In my opinion.
The flag shouldn't flip if there is a person on top of the flag defending it.
If they have more numbers than you the flag will flip even if the flag guards are alive. Then the enemy guards spawn and it's game over.
If 5 people can hold off a Zerg on the flag. Then that flag should not flip until either side gets wiped out.
ezareth_ESO wrote: »Sypherpkub17_ESO wrote: »In my opinion.
The flag shouldn't flip if there is a person on top of the flag defending it.
If they have more numbers than you the flag will flip even if the flag guards are alive. Then the enemy guards spawn and it's game over.
If 5 people can hold off a Zerg on the flag. Then that flag should not flip until either side gets wiped out.
I think the number should be 2 defenders. It is too easy for people to just keep sending in solo suicides to delay a capture otherwise.
MiyaTheUnbroken wrote: »I think the entire mechanic for taking a keep should be changed. You shouldn't be able to take a keep when there are 50 defenders in it just because you stood near a flag. That's stupid.
MiyaTheUnbroken wrote: »I think the entire mechanic for taking a keep should be changed. You shouldn't be able to take a keep when there are 50 defenders in it just because you stood near a flag. That's stupid.
Not at all. If that 50 people can't come to flag to actually, uh, defend (what the !@#$^ are they doing there?), they deserve to lose it.
MiyaTheUnbroken wrote: »MiyaTheUnbroken wrote: »I think the entire mechanic for taking a keep should be changed. You shouldn't be able to take a keep when there are 50 defenders in it just because you stood near a flag. That's stupid.
Not at all. If that 50 people can't come to flag to actually, uh, defend (what the !@#$^ are they doing there?), they deserve to lose it.
I don't really know how to reply to that since it doesn't really make sense to me. How is being in the keep and fighting not defending the keep? How is killing opponents not defending the keep? You could kill 100 invaders inside the keep, but if they aren't the ones standing on the flag it doesn't matter. My point is that it should. There should be more to taking a keep than where you stand inside it.
Are you saying that if the 50 people defending the keep don't all stand in the same spot they deserve to lose the keep? If so then you are entitled to that opinion, but I clearly disagree.
MiyaTheUnbroken wrote: »MiyaTheUnbroken wrote: »I think the entire mechanic for taking a keep should be changed. You shouldn't be able to take a keep when there are 50 defenders in it just because you stood near a flag. That's stupid.
Not at all. If that 50 people can't come to flag to actually, uh, defend (what the !@#$^ are they doing there?), they deserve to lose it.
I don't really know how to reply to that since it doesn't really make sense to me. How is being in the keep and fighting not defending the keep? How is killing opponents not defending the keep? You could kill 100 invaders inside the keep, but if they aren't the ones standing on the flag it doesn't matter. My point is that it should. There should be more to taking a keep than where you stand inside it.
Are you saying that if the 50 people defending the keep don't all stand in the same spot they deserve to lose the keep? If so then you are entitled to that opinion, but I clearly disagree.
It's not defending the keep because they lost track of what is the goal and what is a mean. The goal is to prevent being outnumbered at the flag by means of killing enemies. Inside, outside, along the way, but point is still to prevent them reach the flag. If they give priority to killing enemies everywhere else but at the flag to the extent there is 50 people doing so, they are not defending, period.
MiyaTheUnbroken wrote: »MiyaTheUnbroken wrote: »MiyaTheUnbroken wrote: »I think the entire mechanic for taking a keep should be changed. You shouldn't be able to take a keep when there are 50 defenders in it just because you stood near a flag. That's stupid.
Not at all. If that 50 people can't come to flag to actually, uh, defend (what the !@#$^ are they doing there?), they deserve to lose it.
I don't really know how to reply to that since it doesn't really make sense to me. How is being in the keep and fighting not defending the keep? How is killing opponents not defending the keep? You could kill 100 invaders inside the keep, but if they aren't the ones standing on the flag it doesn't matter. My point is that it should. There should be more to taking a keep than where you stand inside it.
Are you saying that if the 50 people defending the keep don't all stand in the same spot they deserve to lose the keep? If so then you are entitled to that opinion, but I clearly disagree.
It's not defending the keep because they lost track of what is the goal and what is a mean. The goal is to prevent being outnumbered at the flag by means of killing enemies. Inside, outside, along the way, but point is still to prevent them reach the flag. If they give priority to killing enemies everywhere else but at the flag to the extent there is 50 people doing so, they are not defending, period.
Well this is exactly my point. Standing on a flag should not be the priority. There should be more to taking a keep than simply standing in one spot the longest. This is supposed to be a war of alliances, not a game of capture the flag. If they want the point to be capturing flags and nothing else, that's fine, but don't tell me I get to participate in a massive war, and then give me a child's game.
We also had to decide how attackers would claim a keep. We considered having a powerful NPC that invaders would need to defeat, but found that this took focus away from fighting enemy players—the assailants would group up and rush to the NPC, sometimes forgoing combat with other players in a mad dash to kill the keep’s lord and gain control. A few iterations later, we came to our current system, where the attackers need to bust into the keep and occupy two flagged locations for a period of time to gain control of it, all the while facing down the defenders trying to drive them out.
We also had to decide how attackers would claim a keep. We considered having a powerful NPC that invaders would need to defeat, but found that this took focus away from fighting enemy players—the assailants would group up and rush to the NPC, sometimes forgoing combat with other players in a mad dash to kill the keep’s lord and gain control. A few iterations later, we came to our current system, where the attackers need to bust into the keep and occupy two flagged locations for a period of time to gain control of it, all the while facing down the defenders trying to drive them out.
MiyaTheUnbroken wrote: »We also had to decide how attackers would claim a keep. We considered having a powerful NPC that invaders would need to defeat, but found that this took focus away from fighting enemy players—the assailants would group up and rush to the NPC, sometimes forgoing combat with other players in a mad dash to kill the keep’s lord and gain control. A few iterations later, we came to our current system, where the attackers need to bust into the keep and occupy two flagged locations for a period of time to gain control of it, all the while facing down the defenders trying to drive them out.
No one ever tries to drive the defenders out, they just try to capture the flag, and essentially ignore every thing else.
As it stands, 50 people can flip a flag with sheer numbers, even though 5 people can hold them off and stay alive.
So we're faced with no AOE ability to kill 50 people fast enough to defend a flag when they can simply flip the flag in the interim.
Can we have a flag capture cap, please? To make the fight even? So people can't just out-zerg a defending force and flip the flag with brute force.
Ya walls def need more hp; you can flip a keep in like a minute and a half 50/50 at this point. The oil change i agree is ridiculous, but hopefully they at least change them when they remove aoe caps.Again, a few people managed to get to a flag, and were holding it and wiping the attackers, but because the attackers had superior numbers, the keep simply flipped.
It's already too easy to zerg down and flip a keep. Walls drop too easily and the flags are flipping despite the fact that there are defenders. And now we're gonna lose our oils?
Why not just take numbers and if the zerg is big enough, just give them the keep. What a joke.
If those 5 are some of the best players in the game (not saying they are, js as an example), and those 50 players suck....yes they should.Insurrektion wrote: »As it stands, 50 people can flip a flag with sheer numbers, even though 5 people can hold them off and stay alive.
So we're faced with no AOE ability to kill 50 people fast enough to defend a flag when they can simply flip the flag in the interim.
Can we have a flag capture cap, please? To make the fight even? So people can't just out-zerg a defending force and flip the flag with brute force.
5 should not beat 50
Insurrektion wrote: »As it stands, 50 people can flip a flag with sheer numbers, even though 5 people can hold them off and stay alive.
So we're faced with no AOE ability to kill 50 people fast enough to defend a flag when they can simply flip the flag in the interim.
Can we have a flag capture cap, please? To make the fight even? So people can't just out-zerg a defending force and flip the flag with brute force.
5 should not beat 50