The whole point of having a PvP system with captured land and territories is to spark interesting PvP battles between players. If you can just waltz in and capture an empty fort on the regular, it’s not interesting, is it? But that wasn’t the only problem that the designers were noticing with Crowfall’s existing siege system, which was concurrently requiring every player to log in every night and be ready to defend keeps at the same intervals, regardless of overall activity. So what happens when you notice these issues in testing? You start building a better siege window system.
The new system will have all major control points on a window schedule, ensuring that keeps and forts alike have structured vulnerability. There’s also more detail available on the in-game schedule, and the schedule itself prioritizes times of high player activity so that the major points are up to be defended more often when lots of people are already playing. It should help push most of the battles to be, well, actual battles instead of one-sided affairs against empty structures, so that should be more fun all around.