Dulrik wrote:
We want to promote people logging into the game, not logging out of the game. Most proposals to "make the system better" over the years have not taken that into consideration. Any system that makes it easier to defend your relic by logging out rather than actually defending is a total fail in my view. If we need to make it tougher to take the relic when people are logged out, that's fine. But it has to be careful not to cross the line into NOT being better than when opposing players are actually present.
Here's the issue, Dulrik.
Right now, the system is actually keyed to encourage SOME people to log out, and SOME to stay online. Why? Because when you add one or two defending PCs (especially if they have allies that are not in the same faction, because those don't seem to be counted correctly by the system as defenders) ON TOP of the system-loaded delays is a major nuisance to try to overcome. You can't chase down a couple of quickly-moving, ranged- or spell-capable defenders, especially if they have room effect cabal abilities (which, has already been pointed out, is the case in all but one instance) because you're constantly being delayed by the guard groups. It's not that the guard groups are particularly hard, it's just that they're time consuming, and all the while happy little defender guy is sitting a room or two away, chuckling with amusement as he plinks away at a distracted group.
If there's a full group of defenders on? The one or two NPCs that spawn are a joke and mowed down with barely a pause. Yeah, sometimes that results in a decent PvP battle, but if the group of raiders is prepared and experienced enough, they can often get in and out before defenders have a chance to actually, you know, defend. And even if there are one or two at the HQ at the time of attack, they're just going to get steamrolled or ignored while the guardian gets steamrolled.
If there's NO defenders on (and let's face it, at some point there will always be a time when there are no defenders on), you can just take your time and work through the guard spawns, take a breather to refresh your casters between guardians, and take a nice leisurely stroll through the park to grief your enemies.
And, yes, CRS is largely used to grief enemies. Whether it be farming coin on the guard NPCs (lol@some of those amounts dropped; why sell gear for three hours when you can just sit outside the front door of an HQ and make twice as much in half an hour?), or just straight "curb stomping" (as you once put it to me, D) your enemies and taking their toys away over and over again, it's not fulfilling its intent. Oh, and let us not forget occassions when factions have been literally kicked when they're down again and again because the option of RPing defeat is not even presented by the relic-holder (Adepts V Fist, anyone?). The system as it stands sure doesn't incline anyone to admit defeat in a war, either, since all a losing side has to do to get its relic back is get a healer, a dps, and maybe an offensive caster if they want to get through it a bit faster and go when there's no one on to defend.