Vavaud wrote:
Don't forget that Nasomi also introduced custom math when it comes to conquest results, based on the active population in each city. Because of our lower population, we actually get an advantage to winning any given region. However, I feel that the problem seems to be twofold:
1. Conquest results *seem* to be heavily influenced in the final minutes/hour of tally. Meaning most, if not all, of the work done up to that point would be worthless.
2. Zero is still zero: if literally zero people from Windurst is active in any given region in that final hour, it doesn't matter if we get an advantage, we're still getting zero points.
So even if we have a population-related boost, if more people jump ship from Windurst and change nations, you're not solving the problem, you're only adding to it. If you picked Windurst because you actually LIKED the city, story, aesthetics, nostalgia because it was your retail city, location due to crafting guilds, etc. then you might be motivated to stay and help create a solution.
Yes, the population (and general disposition towards the city) on Nasomi is lopsided in favor against Windurst, but all it takes is a little bit of planning for the hour before conquest and you can score just about anything you need, as others have said.
You also have to account for the psychological effect of being in last place consistently even if you improve the situation by some creative math people will still feel they are wasting their time thus not participate in conquest. The only way to fix the situation is a handicap, just like in golf. You don't buff the nation that is demoralized. You handicap the nation that is on top. As I recommended to Nasomi a
30 min timer on 1st place signet or if that is not sufficient, some similar alteration.