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    Elixor

    @Elixor

    TF#6 - DIPLOMAT

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    Elixor Follow
    TF#7 - AMBASSADOR TF#6 - DIPLOMAT TF#5 - LEGATE TF#4 - EMISSARY TF#3 - ENVOY TF#2 - MESSENGER TF#1 - WHISPERER

    Best posts made by Elixor

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    Latest posts made by Elixor

    • Siege feature is too punitive and should be a multi-stage siege

      Some feedback I gather/wrote in different formats, which I wanted to capture on the forum to avoid it being lost.
      The context here is to come back to the siege feature that has multiple stages.

      We want towns to be something that is hard to acquire, manage and maintain. This is not something that should be easy for sure and in my view, sieging a town should be proportionally harder (or as hard) as building a town.

      For context purpose here is my experience so far:

      Building:

      1. You need to get 20 people to form a settler's group
      2. You have to raise 50k gold (2,500 gold per person, it's not that much when you know the game)
      3. You have to build the town's basic structure (this is a few hours only)
      4. Then you need to organize your citizen as you want to ensure new citizens are not destroying the farms as they settle (but here people are not clear about citizen vs resident to be fair)
      5. You have to level up the town to get access to better knowledge to attract residents to sustain the growth of your town
      6. You aim for stage 5 minimum within 7 days, to build the wooden walls at least before being attacked

      Sieging

      1. Attackers need to start a siege for 50k, 100k, 200k depending on the type of town (money seems to not be a problem for big towns according to ingame feedback)
      2. <here I do not know the steps after that as I believe you have to put a siege tent and flags> (might all be automatic?)
      3. You break the wall of the town as part of the raid event and capture the flag (destroying it)
      4. You now own the town

      The reason I wanted to share a multi-stage siege solution is to:

      • All people who have built the town can all be involved in its defense at some point (i.e: you cannot play on a specific day or not part of the 30 people selected or are simply not all PvP players)
      • You see it coming and can adapt your strategy/relationship/manpower/geopolitics in the area to counter the attack
      • Only have the attacker to battle on one front and not able to multi-siege unless they spread themselves thin and take the risk of not winning

      A multi-stage siege solution could take this format (can easily be changed/adapted of course)

      Stage 1 - Preparing the attack to be allowed to siege a town

      • Attacker needs to destroy 3 flags outside of the town in 3 separate events/raids. Raids can only be once every X day with advance notice. This could include some roaming PvP and some PvE too.
      • Flags can be "respawned" every Y days (longer than the X days from attackers) by the defenders with PvE/Farming for example
      • When a town is attacking another town they would have to concentrate all their effort against this town but they can attack multiple towns at the same time if they have the army to do so
      • Residents may have a role here to help out as they may not want to risk having a new owner that changes the tax from low to extreme. Although the new owner may promise lower tax, meaning the residents may actually take the side of helping the attackers with resources.

      Stage 2 - Siege

      • Once the flags are down the town can enter the siege phase at a specific time/event as it is now. (the same concept as now potentially, catapult to break the wall, etc... That could keep the current format arguably but maybe multiple flags to down at different places within the town to spread the fight a bit)

      Stage 3 - Raidback or potentially the "moving out" phase

      • Now the new owner needs to keep the town, right after phase 2 the defender has a last chance to take the town back but instead they could have an opportunity over a few days to reclaim their town. Again the resident can play a role here (not sure how but this would force the new owner to actually have to take care of their newly acquired town).
      • This could also be a phase instead where they have lost but they have a number of days to re-settle somewhere, make new friends and come back stronger (or just leave and accept defeat).

      I'd love to know if this is something that would work for both attackers and defenders

      posted in Discussions & Feedback
      Elixor
      Elixor
    • RE: Patch Log - v.b.0.0.l8

      Thank you for the update, great work to be fair with many issues fixed that are key to the fun part of the experience.

      A few questions/comments.

      • As THH asked, it would be great to get more info on the challenges level. I get that a Troll will be higher than a Goblin but for people who have been farming all mobs and are close to 60 talents points, farming mob to test out which are which is not going to be fun. Also would legends part of this list?
      • For the Catapult fix, it's great, I also heard that defenders were not able to defend (as they can't create the group in-game to do so), is this something that is also part of the fix?
      • And last but not least for me, the Evil change, I'd love to read more about what's the aim for Evil players, what is their gameplay expected. (i.e: I was imagining Evil players would be city-less bandits traveling the world for opportunities). But from this change, I feel, you'd like the Evil players to create their city and stay in/around one area to target very specific targets.

      Can't wait for the patch to go live though, thanks!

      posted in Discussions & Feedback
      Elixor
      Elixor