Kibu - APAC (Sydney) server.
The current structure on Territory Influence needs to be reworked. We lost 80 plus per cent on First Light’s territory without losing the Fort purely based on overwhelming numbers from the Covenant Faction just doing PVP quests in one big group.
Not only that but myself & Syndicate has strong accusations against both Covenant & Marauder for teaming only our claimed territories & targeting Syndicate members only.
It needs to be changed that a faction needs to claim the Fort first before gaining influence not just having 50+ players taking over most of the influence before starting a war…
Edit: I have no problem if you guys planned this attack. I’m just shocked how we’ll planned & efficient it went. I can say though, yes our faction were uncoordinated at the start but just gaining influence first, fort later with sheer numbers to door camp towns & quest locations is broken.
Also people will throw the “they are teaming against us” when they see multiple people in both factions only targeting us & not fighting each other…
Sorry for this Amazon, syndicate got beat at their own game by the lowest pop faction and they cant handle this, don’t waste the time on this, thanks for the game.
There’s nothing wrong with this situation - if your faction mates from other companies refused to help you hold influence in the face of an effort to flip influence then that’s on them.
Bottle-necking the flip to conflict at a choke point doesn’t help the game.
PS, just watched your video: looks like their faction showed up to fight and yours didn’t.
Then why have the Fort in the first place when everyone camps at influence quest locations & door camps at the settlements?
You get no XP for defending the Fort while you take back influence…
Mate i was one of the ones that whacked your bottoms in first light, it amazes me you blame anything but your factions sheer disorganization, and lack of communication.
you need to claim the fort to actually declare war. so if you guys actually defended it we wouldn’t of been able to declare war after getting 100 percent and given yourself time to fight back. as a faction we planned our attack and my guild in particular are familiar with sandbox mmo’s such as Albion, Crowfall, Guildwars ect. what we call ZvZ is standard and normal practice in these games and is a big part of the end game. This will be no different in this game as it rewards organized play and that’s exactly what we did. most of us chose covenant for the challenge of being the underdog and will continue to take over territories by being more organized than you. in response to the claim that we had organized a dual attack with the marauders is false. it was a throw away comment in the global chat because we already managed to declare war against one of your settlements and wanted you to lose another and were ready to continue the fight.
Praise Be Big T, BOX ROCK LIVES. Fight for your faction, not with gold but with action!
I agree with you, organised play should be rewarded but now using organised play to exploit territory influence while a town dealing with a corrupted invasion is a scum move…
Another reason why territory influence needs to be reworked on…
You realised that owning a territory gives you no advantage in defending it, why spend a lot of time & coin on fort & settlement upgrades when you get no benefits out of it…
This game will lose PVP players if they are not rewarded for defending their own territories!