There is no incentive to stop an influence push

The endgame risk vs reward is so bad, PVP flagging is already a net loss, couple this in with the fact that without enemies pushing influence in your territory, you CANNOT partake in a siege fight, and CANNOT get the rewards from winning/participating in those fights (which are quite decent tbh)

Yall really didn’t think these mechanics and systems through, seriously.

1 Like

This concerns me when only a very small percentage of a servers population gets the opportunity to earn those rewards.

For 30 minutes (if you’re defense) or less you get around 720 gold, 350-400 azoth, tokens and a loot chest. I’ve gotten purples outta that, they’re BOP, and I think they have a chance to drop legos?

I was wondering when this take would come up.

Personally I think its worth maintaining your factions control if just for azoth costs but I registered the “I want wars to happen because the participation reward even if we lose is more important to me than ownership benefits” as a valid and reasonable perspective.

…Not to mention the inevitable premise of people wilfully letting the enemy declare a war, signing up for the war in hopes to let the enemy win, and hoping the enemy wins whether the get chosen or not, all in the name of then taking the town back from the enemy so they can own it instead of the other company in their faction that already does.

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.