I think everyone can agree on that the campaign currently is moving faster than prior to patch 1.4. The new changes to Orvr was supposed to slow down the campaign. Unfortunately it feels like the fast forward button is stuck down.
Yesterday on Gorfang I know we hit the city at least five times. I know the new campaign is designed to even let a small group flip a zone, but you need something to slow it down. Something needs to be added to at least make the faction defending have a chance to keep the zone from flipping.
I have heard many players suggesting to slow down the resources, and adding a keep lord back into the keeps. I don't think either will solve the problem. By adding a keep lord it will just be forts all over again. Everyone will not fight, and just hole up into the keep. I think we all know what happens after that. Can you say zone crashes, and supply lines?
I think they need to implement stage 1 of the city into the Orvr zone. I would change the objectives to how they work in the city. Why not add siege weapons like in the city to destroy to be able to take the BO? I would also add the Battle of Praag scenario mechanics into the campaign.
Basically both sides work towards the other factions warcamp taking each bo, and protecting it. It can go back and forth like a tug of war. Each BO taken ranks up your keep. If you lose a BO than your keep deranks.
You must keep control of all four BO's before you can take the keep. At any time the BO's can be pushed back the other way. I think this would really slow down the campaign, and ensure that players are fighting each other.
You could also add another twist from the city stage 2, and make each BO have one Warlord, or resource carrier that must make it to your keep. Each Warlord has the ability to attack the keep door on top of players using a ram.
What is your idea on how to slow down the campaign in Warhammer Online after patch 1.4?
Yesterday on Gorfang I know we hit the city at least five times. I know the new campaign is designed to even let a small group flip a zone, but you need something to slow it down. Something needs to be added to at least make the faction defending have a chance to keep the zone from flipping.
I have heard many players suggesting to slow down the resources, and adding a keep lord back into the keeps. I don't think either will solve the problem. By adding a keep lord it will just be forts all over again. Everyone will not fight, and just hole up into the keep. I think we all know what happens after that. Can you say zone crashes, and supply lines?
I think they need to implement stage 1 of the city into the Orvr zone. I would change the objectives to how they work in the city. Why not add siege weapons like in the city to destroy to be able to take the BO? I would also add the Battle of Praag scenario mechanics into the campaign.
Basically both sides work towards the other factions warcamp taking each bo, and protecting it. It can go back and forth like a tug of war. Each BO taken ranks up your keep. If you lose a BO than your keep deranks.
You must keep control of all four BO's before you can take the keep. At any time the BO's can be pushed back the other way. I think this would really slow down the campaign, and ensure that players are fighting each other.
You could also add another twist from the city stage 2, and make each BO have one Warlord, or resource carrier that must make it to your keep. Each Warlord has the ability to attack the keep door on top of players using a ram.
What is your idea on how to slow down the campaign in Warhammer Online after patch 1.4?
