Why did this get changed, yet again? The adversarial alerts were fluid, always different. Going back to the old, arbitrary timer based alerts is horrid. They're fixed, they're uninteresting, and they just turn into a massive zergfest. The adversarial alerts actually allowed you to DO something. You could drive through enemy territory to deliberately trigger one if you wanted a specific unlock. You could keep alerts rolling until the continent you actually want unlocks. You could deliberately create diversionary alerts to draw zerglings elsewhere, then actually lock the continent you really want. This old timer based system is dull, completely uninteractive, pure numbers, and caters solely to the lowest common denominator that didn't have half a brain to utilise the adversarial alert system.
I'm not sure exactly why but apparently they weren't happy with the pace of them. I kinda liked them but I didn't play enough the last couple of week to be a really good judge of that honestly...
As far as i know they did it because you could have 4 alerts overlapping each other and people complaining that Indarside is back. No idea why that is a problem with Esamir, Amerish and Hossin having fights all over the place... I guess if only 1 person is on indar that is reason enough to complain.
Well that problem started when they idiotically lowered the thresholds of initiating an Alert and also lowered the thresholds for capturing (and therefore locking) the continent. I'm still not sure they they though having a threshold of 51% was good. The initial thresholds were great and allowed the alerts to be player driven and not happen all the time. It allowed you to actually capture/lock a continent for a while and receive those benefits for a greater amount of time. It also gave a feeling of "Ownership" over a continent and over a benefit. That's completely lost with them reverting back to the old alerts. Adversarial alerts were what this game needed and was a step in the right direction.
things are the way it is, adept and accept. soe do what they do, and we play by these rules. have fun
Good changes. 2hrs is the right length. The adverserial alerts were rubbish. 1hr is too short and nobody cared about playing them. The old alerts - people actually care about them and will play them.
I like the old system, the new system will be better once it's more fleshed out but the adversarial system just didn't quite cut it I think. Something else entirely is the rewards for winning. Yesterday we managed to win the Hossin Alert with 41%. Result was that Hossin got locked, then unlocked instantly. Warpgates were instantly rotated and we got an XP reward. 20 XP for winning the alert with 41% during a double XP weekend we got 20 XP. What the hell?
^^^ Hasn't the locking mechanic been broken for a little while now? Where it doesn't actually lock the cont...