Honestly...
Me and possibly many others who understand how the whole thing works think that OP is right and because of this don't care until the last 2 turns.
We play matches but don't deploy, the system will deploy for us evenly distributed among all options without a bonus.
This result on us being on the losing end but we will bounce back once our border shrinks enough so we don't have to deploy in so many slots as to compared to the other 2 factions with their now huge borders.
Once the last 2 turns come around we start paying attention and start deploying our assets in key positions.
OP is right in the fact that only the last 2 turns truly count and for the rest of the turns you can just ignore the war and have it auto distribute for you.
Whats the point of pushing another faction to it's fort if they now only have to cover 3 or so slots while you now have to defend 10 or so against the third faction and an additional 3 against the small guy? There is no way you can manage that. So there is no point in paying attention until the last 2 turns, make that 3 or 4 depending on how hard you are being pushed back.
This is what OP is trying to say incase you still don't understand and I fully agree.
In both beta's I didn't bother deploying until the last round because the pattern was: Less territory = easier to push back. More territory = harder to hold on to it.
I'm not saying this is horrible but it is kind of a problem? I don't really know what to think about it...
Just seems pointless...
Thinking about it we could change it...
Rounds consist of 10 or so turns and each round will give the amount of controlled slots as points to the factions until the end of the season. At which point the faction with most points wins?
I don't know... For now the whole thing seems pointless until the last 2 turns of a round.
Edit: and yes I know this would kinda screw up the reward per round thing if that is a thing. (I don't know lol)
What we need an official source on or at least I do is how contribution is measured for the rewards.
What's the difference between the guy who only plays 2 hours a day and actively deploys his assets and the guy who plays 8 hours a day but rarely deploys his assets?
What's the difference between the 2 if they play the same amount of hours?
We need official source info on that before we can continue this discussion properly.
So far the rewards are the only thing giving this war meaning.
The issue here isn't rewards. I am sure Ubisoft is going to do a great job rewarding players accordingly for their contributions of assets drops.
I am trying to point out the fact that 13 days out of the 14 days of a round the war assets you accumulate have no meaning other then for collecting rewards.
For example:
It is February 14, For Honor just released, and Samurai Jack goes absolute ham. In every sense that the term ham can be applied in this scenario. I'm talking straight no life 12-14 hours a day for 13 days straight. micro managing every war asset jack gets making sure to accumulate every 20% he can get. For simplicity lets say Samurai Jack collected 1 million assets which is definitely reasonable in 13 days.
Now it is the final day of the round and we are going into the final 3 turn stretch. Unfortunately for our friend jack here, he has real life obligations on this day and Is unable to play any For Honor that day. So he contributes 0 war assets on the 14th day of the round.
Now here is Pete. Pete is a viking of course; like his father and his father's father. Being a viking has been a tradition in Pete's family for generations, and Pete doesn't plan to let his viking brethren down on this day. Going into the 14th day of the round Pete here has been a filthy casual and placed a dismal 60k war assets, but it turns out today Viking Pete has the day off, and he is going to enjoy it chopping heads off for Odin.
On the final day of the round Pete manages to place 50k war assets.
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In this example we can see that Samurai Jack placed 1 million war assets over the course of the round. Viking Pete on the other hand placed 110k war assets.
The question I ask you is who here contributed more to helping their faction win? Keep in mind I am not talking about rewards in any way, shape, or form. Jack will be rewarded more for his contributions. That is not the point of all this..
The point is Pete did more to help his faction win by playing a lot on 1 day then Samurai Jack did playing almost non stop all the way to the end of the round.
In this example jack effectively contributed 0 war assets to helping his faction win while Pete here contributed 50k for the vikings.
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Is this the system that you want? Once you come to this realization, you realize that war assets is nothing more then a chore done so you get rewards at the end of a round/season. If you have any care for the faction war then the best thing you can do is show up to play on the last day of the round. If you cannot play that day ohh well maybe you can help your faction 2 weeks from now at the end of the next round.
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I don't have a solution to this problem. I do think a scoring system where every tile held a point value would be cool and fix the effective war assets issues, but would probably introduce new problems like snow balling. I personally think the Faction War is awesome! which is why I am trying to point out a major problem in it. So maybe one day in a future update it can be reworked.
This thread is full of ignorance. Did anyone even read my post? The last 2 rounds are NOT the only thing that matters. If you push a faction to their fort, and you let your border shrink, YOU WOULD HAVE 0 TERRITORIES while the other 2 factions had close to 30 each. You could NEVER recover in the last 2 rounds and win the faction war if you are losing for 90% of the time.
Your scenario is not a realistic scenario. That is why it is disregarded.
This game always attempts to auto balance the assets. It does this by tiles not starting at 50/50 split assets. If you pay attention you will notice losing faction starting off with 5% advantages and so on.
Also if your faction only has 10 tiles you have a much smaller front to have to defend thus you it is easier for the faction to focus their assets.
THUS, your scenario is extremely rare. as in like next to impossible to happen. Think about it for one moment please. Do you really think any faction is going to get wiped off the board so that all they have is their home tile? That is completely ludicrous.
Instead you will see exactly what happened in the beta. Where the lowest a faction will go is roughly 10 tiles and the highest you will really see a faction is around 30 tiles.
Which means in 2 turns the faction with 10 tiles because they will have loosers advantage 2 turns in a row can easily sweep their fronts 2 times in a row and go from 10 tiles to 25 tiles *Cough* Knights *Cough*