Hello everyone! As always, thanks for your continued support and feedback as we all try to mold Rise of Agon into the best game it can be. In light of recent player discussions on discord, we are planning to take a look at how to improve the siege experience. This includes such topics as city buff protection radius, city tower dps and crits, asset damage, activity windows, holding value, and so on. Anything you wish to discuss pertaining to sieges is open for discussion. We kindly ask that you try to structure your posts in a productive and healthy manner to facilitate a smooth discussion and arrive at the best conclusions together. To follow up this conversation will be a series of polls to gauge which adjustments should potentially be made
The only window that should really matter is active window. You can ONLY be sieged during active window. Losing a city when you cant be there is trash. Anything outside active window is just normal darkfall, no invuln etc. Tower dmg needs to be slightly nerfed. City buffs slightly nerfed. When a building is destroyed (once siege is live, not during the waiting phase) it shouldnt be repairable. Force people to actually defend if they want towers/city buffs. Also helps attackers due to you kill 1 building, going to the next they just repaired the 1 you killed lol.
First thing to discuses is the huge advantages that defenders of a city have, bindstone/bank/towers/buffs, and being able to load insanely quick after a death, First thing is first, I feel taking out the randomness of tower crits should be the first priority. Second, City buff should not go past the city. Third, I think there should be a feature in place where if a structure hits 0 or is already at 0 hitpoints when the city bindstone goes live that structure is unrepairable Reason I'm suggesting this 3rd idea, is to give the attacker something to do for the 30min that they are defending their stone if they choose to. 3rd idea would mean that if all the city buff building and towers were at 0 hp when the bindstone went live, they would be unrepairable
I just want to start out by saying thanks for taking a look at siege mechanics....however, a large problem that occurs with sieges is directly related to the amount of people aying the game. I think a bigger focus should be spent on player recruitment and retention, players need a reason to play and a reason to want to play. Most of us hardcores have no end game or a reason to really log in currently, whether thats due to lack of content, fighting the same people we have beem fighting for the last 3 or more years, or pve juat not engaging enough. If we can find a way to attract players and keep players ultimately i think you'll find less things to tweak when it comes to sieges.
The timers should be revised for city activity stages, sieges should only be allowed during the Active timers - Which should be increased, to encourage sieges to have maximum attendance. Alt clans/other clans joining a siege at the last possible moment should be tweaked - a siege takes a lot of preperation when defending or attacking and having an alt clan or third party joining at the last possible moment should not be possible as now the defenders are going to be at an extreme disadvantage with extra siege stones to take care of and another unknown number of players causing a siege defence plan to go out the window. Allow clans to join in a siege in a much shorter window after the initial siege was dropped. Clan guard towers, They provide sometimes a much needed advantage for the defensive side, but sometimes the randomness of added crit damage can become too much, it is possible in some cities when being hit by multiple towers for players to be cross healing and hit a net loss in healing, add to that the defenders advantage of a bind spot, Bank, City buffs it can become too much. Remove crits from guard towers and let them do a set amount of damage. Holding value, this was pretty much killed off due to a few factors, Including rare resources, instant teleports, billboards Holdings connected should give some kind of bonus to farming in the surrounding area/territory and some kind of tax from villages.
active window should give u a 10 hours protection, remove other windows like asset towers: they should do no damage, only show where the raiders are inside city even if u LOS towers. city buff: they should be remove. siege cost: the more city/hamlet u own the more gold it should cost to siege. (so lets say u have 10 holdings, the drop cost should be around 2m) platinum: remove it cause sieging should cost way more when u own more holdings
Question, what do getting rid of city buff and tower achieve beside, making holdings only teleport location, you have no defensive benefit to be in them anymore
the way i always see holdings value is where they are located. lets say u own seruk on cairn, well u should get a bonus from farming on cairn. it can be something like getting 1 more leen ore from killing the golem or it can be something else, +5% damage on cairn pve. --- Post updated --- get the new relic ) i think it take 30sec or 1 min before u are detected, it should work whit towers also
UI improvements and depth outside of sieges, module cost, building hp, warhulk/cannons mats etc all drastically lowered to encourage attrition wars and organic pvp
The #1 thing for me that makes me hate sieges is not have alliance tags. Clan tags should also be toggleable Last ally’s of the clan should get city buffs of their ally’s including wonders
Nerf tower damage nerf city buffs buff the use of your city like crafting bonuses, gathering bonuses and pve bonuses in that area exponential increase of cost per holding owned(plat and gold cost for next holding siege) connect villages and sea/land tower to holding AOI causing your bonuses to go up the more area you control but the more expensive it will become and the more thin your forces will be spread trying to control your area. fix the huge system when a siege is dropped causing everyone who walks 10 miles near the city knows about it. fix so you can’t just search in clan tab to see when a siege is. make bonuses for racial clans add ally tags/toggle clan tags add clan market buildings can’t be repaired during siege do away with clan timers other than active like others have said.
I would also suggest some sort of "revive sickness" implementation. The idea has been used in many other games. Basically something like a 60second timer where the character has a debuff rendering them useless until the timer wears off, applied by reviving at bindstone/house. Helps with the bindstone zerging/regearing back into the fight within 15-30seconds issue.
Thanks for the feedback so far, everyone One thing that nobody has mentioned here but came up on discord was the topic of not being allowed to bind runestones in player cities and how that affects the tactical preparation element of the game. It would be nice to see more discussion on that. Aside from that, there has been a lot of very interesting points brought up so any further discussion to elaborate would be nice, it would be good to get some extra voices in here too. Don't be shy!
This is an issue b/c loading times are so fast, one easy solution is to force a loading screen for however long you want the revive sickness to be. Tie it into the lore and have it only apply for player related deaths to avoid punishing noobs for dying to mobs. Something like how your spirit has to recover after being killed by another player.
I don't really like the village system but I think it could be good for a city siege. You could have control points that give advantages to people who capture them, (it should take longer than village timers to take these control points. But you could have a siege encampment area that you can capture and it gives you a spawn point and towers, a gate capture area that allows you control of gates, a tower control tower that allows you control of city towers, a buff capture area that gives u control of buffs, then a keep capture area that gives your control of city spawn points. The defenders should start off with all the control points and the attacks should have to capture each control point in order, destroying walls could lower the time it takes for the defenders to capture the control points.
Not sure about most of these, but if you do implement some of that stuff, please consider creative solutions, like paying some Thieves Guild NPC to find out what sieges are live, etc.