Add an azoth reward for actively being at and controlling a fort, and make it scale based on numbers

As the title says, I think right now for the average player the interesting gameplay that can happen when trying to take or hold a zone fort is pointless to them and they’ll not engage with it because after the first few minutes everybody has died at least once and will not return any rewards for anybody, and for the smaller average player they probably care about rewards for themselves more so then the controlling company. This leads to fort being widely empty outside of when an enemy faction is attempting to push the zone, with the occasional random fight. That feels pretty weird so a small azoth incentive would go a long way to keeping people at the fort regularly to fight each other.

Using the power of existing game systems we already know how many of each faction member is currently near the fort as the game tracks this and only allows up to 50 per faction nearby so determining who should be getting an azoth reward would be easy. We also know how much income each respective zone gets, players can even see via the town hall, so based on the total income of the zone, we create a pool of azoth that’s size seems appropriate and then that is distributed to all the players currently near the fort whos faction currently controls the fort at regular intervals, be it 1, 5, or 10 minutes per distribution.

We also should put a maximum azoth per player as well incase only a few players are in the area. The amount of azoth per hour you receive should NOT be better then other sources, but it should be something to incentive people to actively defend their forts creating constant small battles at every single fort on the map making it feel like an actual “strong point” that must be defended and not just ignored until a magical message pops up telling you someone is attacking. This would be great for gameplay as people who are looking for PvP will actually have places to go in the open world that has a reason for them to PvP there, faction missions do not cut it since unless a large group is coordinated pushing a zone there are usually not enough people at those areas to warrent being at them for PvP.

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