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IsilithTehroth

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  1. What if there is a main campaign that lasts for YEARS and allows all the players on it, but its a time gated server where taking control of keeps/land requires months and many more resources to craft things. - People winning in "Mini Campaigns" can bring over either an item or structure(Outpost) as well as cosmetic rewards from that mini campaign. Also winning rewards gives some kind of global advantage called a (War Relic) to the main campaign that grants an effect like: 10% more stone yeilds. -Each mini campaign will offer a unique War Relic to the winners. -Significantly more players are allowed on the main campaign. --------------------- Cosmetic rewards and titles can be used on any other campaign including main or mini campaigns. --------------------- -What if almost all of the main campaign territory allowed building placements. -Players can make outposts that act like a smaller version of in game fortresses and are required to help sustain resources for building and upgrading the main fortresses in game. -Clans or players that own outposts recieve rewards everytime a caravan from their outpost reaches a Fortress. -Outposts will be like a livable city for players with activities and if upgraded; quest givers; where players are encourages to live out of and defend. -Outposts can be destroyed by opposing factions through direct action like sieging or indirect such as raiding caravans. -Outposts slowly degrade over time unless a steady stream of supplies reaches it through the caravan system. -Outposts can be upgraded through players donation resources directly to that outpost. -Fortresses can be upgraded and supported through caravans that transverse from Outposts. -Outposts are significantly harder to construct and require a longer time than on the Main Campaign than on the mini campaigns. -Outposts will act as a player holding or city and are upgradable and cosmetic building skins, trophies and banners can be placed here. Players can place vendors and play mini games like poker here. -Upon destruction outposts will give a portion 1/6 of the resources to build/upgrade split between all enemies who siege or kill the caravans supporting the outpost. -Upon winning a mini campaign a player has the option to port over to the main campaign a piece of their gear or if that player owns an outpost they can port that. -Clans owning an outpost automatically port (1) outpost over, however if the clan owns multiple outposts a player can opt to choose to port that as well rather than a piece of gear. -Winners of mini campaigns can port over a piece of their gear to the main campaign and can equip and use their titles and cosmetic skins won on all the other campaigns including the main one. ------------------- -The main campaign would be brutally harder than the mini campaign requiring more resources for contructions, much much harder pve mobs, but balanced in a way that people bringing over their rewards from other mini campaigns wont completely unbalance everything but winning mini campaigns will drastically help the main campaign faction's war efforts.
  2. What if there is a main campaign that lasts litterally YEARS and allows all the players on it, but its a time gated server where taking control of keeps/land requires months and much more resources to craft things. - People winning in "Mini Campaigns" can bring over either an item or structure(Outpost) as well as cosmetic rewards from that mini campaign. Also winning rewards gives some kind of global advantage called a (War Relic) to the main campaign that grants an effect like: 10% more stone yeilds. -Each mini campaign will offer a unique War Relic to the winners. -Signficantly more players are allowed on the main campaign. 1000v1000v1000 battles. --------------------- Cosmetic rewards and titles can be used on any other campaign including main or mini campaigns. --------------------- -What if almost all of the main campaign territory allowed building placements. -Players can make outposts that act like a smaller version of in game fortresses and are required to help sustain resources for building and upgrading the main fortresses in game. -Clans or players that own outposts recieve rewards everytime a caravan from their outpost reaches a Fortress. -Outposts will be like a livable city for players with activities and if upgraded; quest givers; where players are encourages to live out of and defend. -Outposts can be destroyed by opposing factions through direct action like sieging or indirect such as raiding caravans. -Outposts slowly degrade over time unless a steady stream of supplies reaches it through the caravan system. -Outposts can be upgraded through players donation resources directly to that outpost. -Fortresses can be upgraded and supported through caravans that transverse from Outposts. -Outposts are significantly harder to construct and require a longer time than on the Main Campaign than on the mini campaigns. -Outposts will act as a player holding or city and are upgradable and cosmetic building skins, trophies and banners can be placed here. Players can place vendors and play mini games like poker here. -Upon destruction outposts will give a portion 1/6 of the resources to build/upgrade split between all enemies who siege or kill the caravans supporting the outpost. -Upon winning a mini campaign a player has the option to port over to the main campaign a piece of their gear or if that player owns an outpost they can port that. -Clans owning an outpost automatically port (1) outpost over, however if the clan owns multiple outposts a player can opt to choose to port that as well rather than a piece of gear. -Winners of mini campaigns can port over a piece of their gear to the main campaign and can equip and use their titles and cosmetic skins won on all the other campaigns including the main one. ------------------- -The main campaign would be brutally harder than the mini campaign requiring more resources for contructions, much much harder pve mobs, but balanced in a way that people bringing over their rewards from other mini campaigns wont completely unbalance everything but winning mini campaigns will drastically help the main campaign faction's war efforts. ---------- Imagine being on the main campaign seeing various mini campaign conqueror's unqiue titles and skins relevant to the side campaigns they won and thanking each other for their victories towards the main campaign war efforts.
  3. The fact that he thinks its because of tool durability leaves me to think he feels the game revolves around him. No one is making a problem out of the tool durability except people that don't want to put forth effort to play the game the way it is meant. Are you going to complain that you are forced to upgrade your weapon/gear too or get smashed in pvp? Yes a minigame would be nice, but you are missing the point to durability on tools. It is to force you to upgrade and risk better tools in the game world and as a resource sink so lower end materials aren't worthless; its for the economy. Risk vs Reward. Darkfall online did this and it wasn't a problem at all and we couldn't even upgrade our tools(Unholy wars allowed you to). You are confusing weapon durability/resource sink with the concept of harvesting not being boring and having better yeilds for player skill.
  4. No what he is asking for is to take out the concept of tools degrading over time which is pivital to a economy in the game. Of course you use GW2 where there is no grind and no meaning in that game; you know the reason everyone quit. Why are you using real life concepts for a video game? That is reaching hardcore. The point is he wants the game to be completely easy mode without having to put effort into the game(the whole point to mmorpgs) when there are numerous games(mobas) and mmorpgs(Gw2) that cater to that playstyle. Just because the mmolite players deem having to craft tools as redundant doesn't infer that they are meaningless; it serves a purpose in game. The topic creator even had his arguement countered with a solution(using better material to make a stronger tool), but apparently progression in game is too hard. Maybe this game isn't for you because it has progression with risk and rewards. Gw2 has all the mmolite instant gratification your player type needs.
  5. That notion is a fallacy anyways. Generally the pve crowd claim pvp players are toxic no matter what because in a game like this it interferes with their playstyle. I am sure they would consider someone killing them, stopping resources towards their faction's develop, as ganking and dishonorable. I mean being upset about pvp a pvp based mmorpg is just asinine. If you wanted a toxic pvp community; you should have seen Darkfall online back in its prelaunch/prime. Now that was bad. Epeen will always be a thing in a territory control mmo, but I think it adds fuel to rivalries
  6. He is part of the mmolite group that scream ME! These people want the whole experience to be about them and what they want; not what is good for the game or makes sense logistically. If you don't want to put any effort into your character and playing the game then why even play mmorpgs? These are the people that plagued the genre for so long since WoW hit the market; non mmorpg players that want instant gratification.
  7. Yeah I'd like to see less CC and move aim extensive player skill be a driving factor of winning. Also lowering the bloom and over the top effects. Mass battles look like a jumbled mess.
  8. There needs to be substantial items for winning even if just cosmetic. For instance a cape with a special logo pertaining to that campaign type that is just a skin that you apply to the cape item. Full loot campaign win would have a skull and bones over a treasure chest emblem. Winning 5 of those campaigns(full loot) you get a full set skin of that particular campaign type and so on and so forth. There would be different cosmetic items/skins for various wins. Winning 1000 campaigns would result in a really hard to achieve campaign cosmetic item/skin. They would be portable across all campaign and EKs to show your contribution to the war efforts. Imagine joining a new campaign that you aren't use to and see some guy sporting a 25 campaign win full set skin equipped; you'd know that guy is a badass veteran. The same cosmetic rewards could be applied to all playstyles...exploring, crafting, pvp ect. Also a Battleranking system similar to Planetside would be amazing for setting up war efforts and allowing veterans to communicate with others. ----- EK items and crafting rewards are great and all but really aren't something that rewards you that you can showcase to other players. So cosmetic skins/items would be awesome.
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