- City sieges a frustrating letdown
- Defending your city is difficult
- Battle for Altdorf: Part 1, Part 2
- Invasion Is Inevitable: Sacking The City
When I retired a few months ago I stated that the RVR capture-the-fort-rinse-repeat game seemed too repetitive, that city sieges would take a bigger time investment than I was ready give, and that the game overall lacked depth. Even with all the changes announced lately I'm not really sure where that has improved, or even if it will improve in the near future. It still appears that city sieges are primarily PVE encounters, and the mechanics can be frustrating. Defending is painful, and attacking a city is an ordeal in itself. My gripes about PQ rewards and contribution for healers seem to still be around, or at least still not understood. Regardless, healing in WAR did not turn out to be fun for me and I don't think I was alone, so my return as a Slayer might work out better.
Right now I'm watching and waiting. In just a few short weeks the Call to Arms event will begin, and I'll be Slayering with thousands of others no doubt. I just hope it doesn't turn out to be another SWG moment, a great game with a good IP that doesn't fix its problems properly and fails to live up to its outstanding potential.

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6 comments:
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Helik
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February 9, 2009 10:47 AM
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Werit
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February 9, 2009 11:16 AM
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Stephen
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February 10, 2009 6:57 AM
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Stephen
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February 10, 2009 6:57 AM
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Wisizai
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February 10, 2009 1:12 PM
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ThinkTank
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February 10, 2009 5:40 PM
blog comments powered by DisqusSadly, I think the biggest flaw in cities these days is that a city instance does not close when one side leaves. Problem being, with no 'phat lewtz' to incentify the defenders, all the games would simply shut down and the defenders could defend via not participating.
I dont know what the solution is here... However, I rather enjoy the fortress caps, especially when defending. We can hold off an attacking unit with the 125 vs 175, or with even worse odds than that!
Mythic is crafting their game and pushing their players in appropriate directions by incentifying them initially. However, after a few weeks of incentives, players eventually decide that its better and more fun anyway, and stay.
For instance, It took awhile for Dark Crag to see "Tank Lines". This was actually developed after players finally started putting up REAL defense numbers because of influence.
It took influence to get players out of scenarios. But now, even capped on influence, they stay!
Players are now fighting from the walls, because they want to complete their live event tasks now. Imagine if this continues!
Now, we must pray mythic can do something similar to encourage city defense... and pray that result is long-lasting. Other than cities, defending is now fully viable as well as in the best interest of even the most greedy players. Even those who have all of the loot have found themselves having much more fun putting up a real defense and worrying less about what's in it for them.
Keep holding our hand through the content, Mythic! God knows we need it.
They do really need to discourage the empty instances. When a city siege instance is full, it is a lot of fun.
dont worry too much about gold bags. the city siege PQs are 48 man affairs in different instances. Chances are, most of your guild will be in the instance. Mythic put in a master looter option. This means that your party has a master looter that can distribute all the bags accordingly. If the bright wizard has already gotten his full invasion set (which he probably has, the bastards =P ) then the master looter can give the gold bag to the healers. Its still random what piece of gear will be in the bag, but its a much better system now.
dont worry too much about gold bags. the city siege PQs are 48 man affairs in different instances. Chances are, most of your guild will be in the instance. Mythic put in a master looter option. This means that your party has a master looter that can distribute all the bags accordingly. If the bright wizard has already gotten his full invasion set (which he probably has, the bastards =P ) then the master looter can give the gold bag to the healers. Its still random what piece of gear will be in the bag, but its a much better system now.
I think game concept works against them in some way. All this scenarios and sieges might be fun for the first time but how many times you can do this before getting bored? If its the only thing you can actually do...
Adding more classes won't do it for me.
A fundamental re-work of T4 is in order - but I think they understand that, and hopefully the new RVR dungeons they're proposing will do the trick.
I promised myself I would get up to rank 40 before I decided my future in the game - but at 38 I pulled the plug.
Like most people, I have faith in the potential of the game, and Mythic's commitment to improving it.
Well, I should say - after watching two server pops dissolve under my feet - I see this as a foot race. Either Mythic wins back the community, or the game dies. One of these things will happen fairly soon I think...