Uh, so basically, ur saying dont fix this siege abuse and let other guilds walk inside forts. Seems legit. Thing I wanted to say was, u can only enter to forts with recall cuz of this mass siege gear abuse, yet cuz of slow load u cant act at all. Problem with woe is not really recall at this point, when every fort owner are doing this
No, I said something else!
Let's face the truth: As long as Urgent Recall exists, the only strategy will be to teleport near the emp, to 'zer'g it and then die, just to repeat this over and over again.
Fixing the stacking issue is necessary, but it won't stop this sillyness (and the lag issues). So I'd rather remove Urgent Recall (which helps to fix the stacking issues) and nerf the Siege Weapons instead. But it's also about whether you want PvP or not? And good PvP only exists, if one side has to bypass defending players or if they have a time-consuming task that can be interrupted by players.
(Just imagine, if you couldn't attack the emp, but have to 'deconstruct' it by clicking on it several times, just like gathering mats => zerging the emp via UR would be impossible)..
And I already gave a few hints, how to remove/lower the stacking issue:
- Add a casting time or 10sec cooldown to build siege weapons
This might at least limit the abuse to one siege weapon per teleported player.
- Restrict the number of siege weapons
Fewer siege weapons = shorter lag = less opportunities to exploit it
- Silence players for a few seconds right after the teleport
Add a damage reduction as a compensation... just a bit like entering a new map. This reduces the issue even further.
And if you include the emps/orbs in the check where to place siege weapons, you eliminated that problem as well.
The best thing is, every idea I mentioned here is easy to implement! We could even have them within a week or two!
(Much easier than to actually fix the synchronization issues)
But all these 'fixes' won't help with the Urgent Recall sillyness. Beside avoiding entrance camping, I haven't heard a reasonable argument for that skill. And if it helps to remove the stacking issue as well, why not remove it and focus on the remaining issues instead? THAT might eventually lead towards an enjoyable WoE.
Now you are making sense! I can get on board with all of that, except the /remove, just relocate the orb to.... BOA!!!!! Wow, so BoA would actually have some meaning!
I say relocate because simply breaking the gate might not be feasible if the defending guilds act fast enough, you can put up an impenetrable layer of defense above the gate, there needs to be an alternative method to bring it down.
The reason why I want to remove the orb is to prevent that the owner of the south fortress can easily open the gate. The gate should be the main tool to separate forces during the first minutes of WoE, so noone should be able to bypass it easily. If the gate is such an issue, I'd rather give the ram a high damage reduction against ranged/magical/siege weapon attacks (see goblin leader). (... or further improve the defense stone statues).
Beside that, it's also important to prevent that the largest guild holds the south fortress, rushes towards the normal entrances right after WoE starts and camps there, so I'm not that confortable about that fort in general.
Edited by Greven79, 05 February 2015 - 09:18 AM.