Hopefully the TCS stuff fixes the no show siege issue. Shard carriers with the shard carrier dc'ing not ending the siege would be cool too.
I wouldn't mind the shard carrier mechanic for hamlets. Those can change hands often it would be fun. No showing is a lame strategy but it's not that hard to take down stones and get a little gold for your trouble.
so instead of noone showing up when siege goes live, you have 1 alt with a shard show up? its still wasting everybodys time, unless theres a part of shard carriers i dont understand you can still noshow during prime time and it doesnt matter when sieges cost next to nothing to drop
The shard would also have to have a beam indicating where it is when dropped otherwise it could be hidden inside or around geometry. The challenge would have to announce the day before and some handling system of what to do if the shard carrier never logs on/selecting who is the shard carrier at the time the siege goes live (the original system announced the siege when it was dropped and was over within 4 hours). This part sounds like the deal breaker, think about dropping a siege and then no shard carrier logs on. Same problem.
How to Address the no-show siege issue: Stop wasting 40+ peoples time and learn how to lead a clan. --- Post updated --- ^ THIS GUY SAYS THERES NO PROBLEM. HELLO? --- Post updated --- For the most part... can still drop within the window and not show
I'm personally torn on the issue, it's a legitimate tactic within the confines of the current rule set but can be abused. Overall, for the health of the game this type of game play should have some extra restrictions but shouldn't be eliminated completely imo. My ideas: building / wall strength stronger during off-hours (take twice or three times as many shots) increase the costs of dropping a siege at off-hours by x2 or x3 shorten the clan / siege stone phase of a siege to 10 minutes (add gui indicators about siege stone live / clan stone live) each additional siege on a single clan within a certain time period will have multipliers added to costs
its 30 minutes now, and about the shard carrier instead of waiting a full hour thing, we can destroy the siege stone the second the siege goes live, but were still wasting like an hour of our time preparing for said siege to then have nothing happen except some battlespiking, it would be the same outcome with a shard carrier except it would be 1 kid having fun trying to out-bunnyhop our siegeforce and make videos / troll us
Agreed. Lets not make it easier for certain clans to keep large amounts of holdings for minimal investment. There needs to be mechanics in place to combat large clans from owning so many holdings and in turn give the smaller clans a chance to own holdings. Of course people will still abuse this and just make placement holder clans that are allied to their main clan. Perhaps certain amount of holdings and then member requirement has to be met. Say entity A has 5 holdings. Three cities and two hamlets. Assign a point value to hamlets and cities. Once entity goes over X amount of points additional holdings require certain amount of members and increased 'taxes'. People will always find ways to game the system. It does not matter which side were talking about. Ive been out for quite a while. I was quite disappointed, but not surprised, to see several entities with 10+ holdings.
What was the main problem with shard carriers? I can't remember why they removed them. Might of been for dcs. But they were by far some of the best sieges.
I heard that dc was the issue , I know that with only 8 gig of ram I would crash halfway done a trade route.
It's a questionable tactic but it's part of the game. Siege windows might help, but the most obvious nerf to it would be a wager increase. It'd not only increase the cost for the attacking force, it'd also increase the gold gained by defenders.
I have an idea that might need some work. Make all the buildings inside a holding invulnerable to damage. Add a Raid system so that any clan can declare war for free by dropping a raid token. When a holding is being raided the buildings are vulnerable to all forms of damage and give off explosions of "scrap" when they take damage. When a siege is dropped siege stones are still used but will spawn a limited amount of Shards that disappear when killed or leaving the area. Anyone who pick up these shards gets a boost to the damage they can do to buildings. When any buildings takes 90% damage it becomes immune to all but impact damage types. Walls and other buildings should provide damage protections to the Bindstone so if you destroy 50% of the walls the Bindstone takes 100% more damage (Impact Only) But destroying the walls is not necessary. This would make raiding a holding a lot more fun, give BPG an option to sell another Token in the game store, make a siege feel more like a Defense against an attacking group and remove the need to drop No show attacks, because a larger army would just spank a smaller clan so hard that their holdings would become literately unplayable. Honestly when it comes to running the game as a business the changes that benefit the majority always win.