Obvious Glitch...
Posted: Sun 24. Nov 2013, 23:41
So the Guild Territory battles....
There has to be some sort of glitch in the Combat Model as I am watching guild which can not even win an arena fight against anyone, be able to wrest territories from much more powerful guilds.
SO the quest is, how is this possible?
WHat is the benchmarks for Territory Combat? Is the sytem biased against the defender ( which in "real Life" is not the case, as any siegeing force needs at least twice the resources to overcome an entrenched foe)?
Is it Ferocity Points? Honor points? HP and DEF AND ATK points? Combination of being out on a portal raid, so that "in theory" there would be no-one left at the castle to defend it? I would accept that as an answer.
But there is no reason for anything in the territory.
I have seen a superior guild defending a territory, with 500 ferocity, 100% HP and morale lose to an attacker with less than 1/2 the army point. Guild armies who can't even win one Guild Arena fight are winning territory fights. HOW can this be?
Common sense and the rest of the FIghts in DOE are all based on points - The arena, Dungeons, Raids are all based on how many points you have versus your opponents. There is nothing to indicate in the rules, that Territory fights would be different. IF they are different, that means that the system is "fixed". or "not fair".
SO if it is "fixed Fight" that would be nice to know..... Because that would explain why it is so lopsided.
Also, It would give better planning for future fights.
If it is fixed so that an attacker will have the advantage ( which is not correct), then there also needs to be an abandoned button, so that real hardworking guilds can take advantage of this "bug" the same way weak guilds are now.
This has been being asked for the last week or so and no-one wishes to explain.
There has to be some sort of glitch in the Combat Model as I am watching guild which can not even win an arena fight against anyone, be able to wrest territories from much more powerful guilds.
SO the quest is, how is this possible?
WHat is the benchmarks for Territory Combat? Is the sytem biased against the defender ( which in "real Life" is not the case, as any siegeing force needs at least twice the resources to overcome an entrenched foe)?
Is it Ferocity Points? Honor points? HP and DEF AND ATK points? Combination of being out on a portal raid, so that "in theory" there would be no-one left at the castle to defend it? I would accept that as an answer.
But there is no reason for anything in the territory.
I have seen a superior guild defending a territory, with 500 ferocity, 100% HP and morale lose to an attacker with less than 1/2 the army point. Guild armies who can't even win one Guild Arena fight are winning territory fights. HOW can this be?
Common sense and the rest of the FIghts in DOE are all based on points - The arena, Dungeons, Raids are all based on how many points you have versus your opponents. There is nothing to indicate in the rules, that Territory fights would be different. IF they are different, that means that the system is "fixed". or "not fair".
SO if it is "fixed Fight" that would be nice to know..... Because that would explain why it is so lopsided.
Also, It would give better planning for future fights.
If it is fixed so that an attacker will have the advantage ( which is not correct), then there also needs to be an abandoned button, so that real hardworking guilds can take advantage of this "bug" the same way weak guilds are now.
This has been being asked for the last week or so and no-one wishes to explain.