1. Each capped flag should spawn some guards around the area to defend the flag. It is too easy to cap the flag just by hiding nearby as a solo or run around with speed and cap each point.
2. If #1 implemented, it will be tougher to cap the flag and will take longer but to allow solos and duos to still be able to do it, have task span across whole frontier not just center zone.
3. Player needs to make a difference, cap or fight near the flags to get RPs. This pertains not just to dominate task but to all tasks. People getting insane rps just by being in a zone and/or going afk.
4. I would give rps for each flag capped to players who were in the area at that time, instead of giving rps at the end of the task. You cap a flag - you get some rps.
Above suggestions are similar to what ESO has in pvp zone. The zone is huge and even a solo player can go to some remote place and kill guards and cap a flag.
5. In fact, make this task - perma task like in ESO. Those flag points will always generate action and even during slow rvr time, people will have something to do.
thoughts?
2. If #1 implemented, it will be tougher to cap the flag and will take longer but to allow solos and duos to still be able to do it, have task span across whole frontier not just center zone.
3. Player needs to make a difference, cap or fight near the flags to get RPs. This pertains not just to dominate task but to all tasks. People getting insane rps just by being in a zone and/or going afk.
4. I would give rps for each flag capped to players who were in the area at that time, instead of giving rps at the end of the task. You cap a flag - you get some rps.
Above suggestions are similar to what ESO has in pvp zone. The zone is huge and even a solo player can go to some remote place and kill guards and cap a flag.
5. In fact, make this task - perma task like in ESO. Those flag points will always generate action and even during slow rvr time, people will have something to do.
thoughts?