That’s why I think it should take 5-10% of a door or wall to take damage before contesting. This gives an advantage to attackers, but why should the enemy know where you are at just by breathing on a keep? If they don’t have scouts, then it should take time to find out. It’s the “Fog of War” 5-10% won’t make enough of a difference in defending. If you have good scouts, you can get closer. if this is stonemist, you can get inside. A castle is big…noone should expect to take a castle out of ease. If respawning by “zerging with no worry of death between 0-10% dmg”, then add respawn timers if on the defending force of Stonemist. Easy, if in event, must wait 15-30 seconds before respawn or until Stonemist Waypoint is contested. If some lolthief works that hard to get a wall 5-10% down, it’s not just a, “Why is this contested?” You know that there really is something you might want to be checking out. Someone would actually have to work hard at doing that, instead of wearing vit-toughness gear and lolling around with a lolbow.
Edit: Oh, and yes, I agree. If someone remains a scout (as long as not abused by “keep campers” or afkers), then they should receive high awards…but not so high so that people would rather stand at a keep for hours instead of getting out. or upleveled players getting free xp.
Contesting a keep (especially one with a waypoint) is as simple as playing tag with the door..a door. any door. underwater doors. and walking away, only to return in 5 minutes. Sounds boring, right? People do it, sadly. I believe there should be at least 5-10% damage done to any wall or door of a keep, tower, or castle before being flagged as contested. If you have good scouts, you may be alerted and arrive before the flagging, and you won’t have people putting others at a disadvantage from a pesky thief only to run and hide for 5 minutes and return the same.