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Adjusting Content For Better Small Scale PvP


ACE-Tiggs
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Summary
The game has several issues as we try to accommodate groups of players at different sizes, and the small guilds get especially outclassed by the large guilds. This can be seen as the large guilds dominate all the “bases” (keeps), and the “material suppliers for the bases” (forts) are also controlled by the large guilds. 

We would like for the forts to have some of the services of the home base and migrate the “material suppliers for the bases” aspect over to “mines” (mines/quarries/timber mill parcels). This combined with the new per zone caps on player amounts from a single alliance(defined in a separate GDD) should make the world, in general more interesting for smaller guilds.

Below is a list of current contested content and what “guild size” buckets they should exist in:

5 or less player group content 

  • Small Outposts (wilderness)
  • Large Outposts (Road)
  • Group Boss Parcel
  • Small Forts
  • Caravans
  • Mines

15 or less player group content

  • Large Outposts
  • Small Forts
  • Large Forts
  • Hot Zones
  • Group Boss Parcel
  • Daemons Parcel
  • Raid Boss Parcel
  • Caravans
  • Mines

50 or less player group content

  • Large Forts
  • Small Keeps
  • Large Keeps
  • Hot Zones
  • Daemon Parcel
  • Raid Boss Parcel
  • Caravans
  • Mines

100 or less player group content

  • Large Keeps
  • Castle
  • Hot Zones
  • Daemon Parcel
  • Raid Boss Parcel
  • Caravans
  • Mines

Adjusting Content

Update the Forts

  • Replace Building Materials For Small Group Content
    • Remove the building materials from the forts. Place them into their stand-a-lone mine parcels. Details on the mine are listed below.
  • Add a couple competitive crafting stations
  • Have leveling up the stronghold provide parcel based buffs instead of additional guards (Basically don’t add 20 new guards to Forts)
  • Add NPC vendors back (they were pulled because forts generated materials that could be sold)
  • Crank up the conquest points to be competitive
    • Explore some methods of diminishing returns on structures like forts/keeps. (ie each one past the first owned reduces how much others owned produce, this helps prevent run away scores)
  • Adjust Fort Siege Schedules To Only Last 30 Minutes And They Happen More Frequently
    • Forts should be triggering a lot more frequently. We should also reduce their duration to 30 minutes to prevent standing around issues. Forts are not customizable home bases like keeps, but with all the services they are adding, will be pretty close.
  • Make Fort Them More Easy Come Easy Go
    • Cheaper wall and building costs. 
    • Make the walls a bit easier to destroy as well. (Since no siege equipment can be used against forts, players need to use class powers to damage them)
  • Add Walls To The Small Fort / Maybe even remove this type of Fort
    • Add walls to the small forts or remove them. No one wants to own them. They’re not fun as it stands and will need to have some of the benefits added to them from the previous list. 
  • Small Forts and Large Forts Give Different Conquest Values
    • Need to do more calculations, but basically, follow the same model all the way through.

Create Dedicated Mines and Put Them On The Siege Schedule

  • Mines are 1x1 parcels that now host the building materials that were present in forts. 
  • Mines are hooked up to the siege schedule so you can see when the mine is going to trigger. 
    • When the mine goes active, it starts to fill up the chests and this generates PvP activity as players fight over this.
  • There are three mine types:
    • Boulder, Ingot, Timber
    • Each type activates at the same time across the entire map. For example, all timber would activate at once. 
    • Each event lasts one hour long spawning materials every 3 minutes (as it currently does). This will generate lots of PvP over that one hour as players fight over it.
    • Spread these out into the Adventure zones. (no need to keep them exclusively in Siege zones)

Small and Large Keep Costs

  • It can be expensive in time/resources to build up a Keep
    • Since we want to move the “material” generators out of the siege zones we will reduce the overall costs.
    • Start with a 25% reduction. 

Rotate Hotzones More Frequently

  • Hotzones are a great place to find PvP action, but sometimes it gets dominated by a group and the PvP dies off for a bit. Rotating the hotzone each hour draws different groups each time and keeps the people going to a location fresh rather than stale. 
    • Messaging
      • Investigate if we add login toasts to direct people to the current hotzone. (separate GDD coming on messaging)

Phase 2 

Breaking out outposts into 2 distinct categories of small and large

  • The wilderness outposts are small outposts. 
    • These are awarded the least amount of conquest points in the game. 1, 2, 3, 4 conquest points.
    • These will keep the same chest contents as previously done. 
  • The road outposts are always large double wide outposts.
    • These are awarded the most conquest points for an outpost. 3, 4, 5, 6 conquest points.
    • These should change to spawn much larger loot chests than what the wilderness outposts use.
  • The God and respawn outposts will use the small outpost values. 
  • Increase the range that players can see the event notifications for capturing outposts. 

Introduce Group Boss Parcels

  • Small groups of players cannot compete with Daemons or Raid Bosses. Instead, let's introduce some group bosses in a similar fashion to give them some additional PvE as well as PvP moments

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I think you are on the right track here.  I have a couple questions/comments/suggestions.

Are there currently Small forts and large forts and I didn't know it or is that something that will be added?  Not sure I ever noticed these existing in the dregs/shadows.

How frequently is "more frequently" for the fort siege timers?

Is there a way to dis-incentivize large groups who the forts aren't designed for from attempting to take them for the conquest points? Part of the problem with forts as they stand now is that small groups can  take them but then 5 minutes before the timer ends the large guilds roll in, capture them and the smaller group gets swarmed.  A potential suggestion would be to not allow a guild that owns a keep, to cap a fort.  Since with the 7.2 patch the points roll up to them anyways it could place the fort capping duties on the smaller members of the alliance.

With the addition of mines, can caravan's be made more impactful?  this would require the pig AI to be improved, but i think instead of just spawning the resources that can then be stealthed out of the mine once collected, it would be a better, more meaningful experience if you had to escort the caravan pigs to the refinery before you could collect the resources from the mines.  And it would be even more impactful if the mines were all in the non-siege zones and the refineries all in the siege zones to extend the fight for the resources by spreading it out across multiple zones.

Is it possible to change the point spawn timers on the outposts? make them tick for score every 5-10 minutes? As it stands there's no reason not to just spread out and cap them moments before the tick, and then ignore them for the next hour.  Could be a tech limitation I'm not sure.  And while I'm talking about them, is it possible to make the guards stronger as the seasons move on and they become more valuable or potentially stronger based on owning the nearby forts? TLDR its too easy for 1 person to cap even an 8 guard outpost. Not saying it shouldn't be possible, it just shouldn't be as effortless as it is. 

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I had this thought last night at work to help smaller/medium guilds. What if conquest points earned for control points was based on active alliance members. So we see activity of members by saying if they have more than 10 kills or 20 assists for spring 20 kills or 40 assists for summer and so on this should mean were only counting active combatants and not alts or crafters in the calculations.

This will affect conquest points earned each ticks where smaller alliances with less active players will gain slightly more value per outpost than say a zerg. So we set the base reward value for say 100 active players (Can be any number just using that as an example) so every alliance (I say alliance cause i think score should be alliance based not guild based) will score 1 point for every outpost if they have 100 members active however every member above that drops it by like 1% so 110 active members for the season will reduce ur capture point generation by 10% making you only get 0.9 points per tick on that outpost instead, However if you have less than 100 it goes the other way so say 90 members you would get 1.1 conquest each tick with that outpost or if you only run around with a group of super small guild you would get 1.9 capture points per outpost.

You will still have a gread deal more advantage being larger since more players easier to hold and defend points especially keeps however you might have to work a little more to stay ontop however on the flip side it also means smaller/mid size guild might feel there more able to compete since they will require to hold less Control points overall to stay equal with the zergs so the scores will stay closer together which will put more guilds in competing range thoughout the season which should maske more activity as the campaign goes on since more people feel they can still win

Veeshan Midst of UXA

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It doesn't look terrible.  I also have an issue with timers though.  Timers aren't fun.  I don't want a clock telling me its time to go do something. 

 

I played Eve for many years.  There was a significant portion of that game population (contrary to popular belief apparently lol  ) who resided in high sec and basically didn't PVP but there was a significant number of us who lived in low sec, wormholes, etc and engaged daily in PVP.  The only timer that i remember that game having was if someone attacked your POS and they beat down your shields, the thing would go into a mode and have a timer where it would come off timer so you knew to be ready to defend it then.

 

I may be butchering an accurate description because its been awhile since I played and the details are a little fuzzy,  you understand. 

 

I was ok with that timer because 1, someone had to actually attack you and 2, they had to actually get through your shields and you were then given an opportunity to rally a defense but as far as ANYTHING else goes,  no timers. 

 

Jump into a system, anyone running missions??  D-scan,  Anyone mining?? D-scan, etc etc.  gate camping, no timers, station camping, no timers, etc etc.  You get the point. 

 

Why are you people so hung up on this timer BS??  Its just terrible and I'm really starting to agree wit those rallying against timers.   

 

That said, there is a slew of basic stuff people are actively complaining of and advocating a change on.  Basic game play and QL, etc but ya'll keep posting things talking about new stuff.  Why?? 

 

This is why with each of these posts, my heart sinks a little lower with the thought "these people really don't get it.  Don't put in new stuff until the basic stuff is resolved and better." 

 

But hay, maybe I'm a moron and am clueless lol :)

 

Rock on folks :)  When is new world releasing again????  lol

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47 minutes ago, Nichivo said:

So adding something else we can't interact with outside a set timer?  I will think about how I feel about timers, while playing something with less timers.

 

13 minutes ago, Drizzzt said:

I also have an issue with timers though.  Timers aren't fun.  I don't want a clock telling me its time to go do something. 

Would it be fair to say that timers are being used to give players some semblance of permanency; perhaps as a means to not get burnt out, feeling like you can't ignore a keep for a second or you'll lose it?

What about the rotating Hot Zones?  Would it be better if they were random and the timer's weren't player-facing?

Do timers favor a particular type of player/group?

If there were no timers, what would be improved (or harmed) with the curent meta?

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3 hours ago, ACE-Tiggs said:

Adjusting Content

Update the Forts

  • Replace Building Materials For Small Group Content
    • Remove the building materials from the forts. Place them into their stand-a-lone mine parcels. Details on the mine are listed below.
  • Add a couple competitive crafting stations 
  • Have leveling up the stronghold provide parcel based buffs instead of additional guards (Basically don’t add 20 new guards to Forts) (Kinda need to be larger than a single parcel in size imo should be like a 1000m radius around the fort so it become beneficial for farming around keep not just defending the keep)
  • Crank up the conquest points to be competitive
    • Explore some methods of diminishing returns on structures like forts/keeps. (ie each one past the first owned reduces how much others owned produce, this helps prevent run away scores) (I would also like to see defence conquest point bonus, so if you hold the keep through the entire vunerability duration the you get a bonus of some kind maybe like a point modifier so 10% extra conquest point each time you hold it or a straight up bonus say 100 conquest points paid out each time you hold a fort through the entire vulnerability timer, you need something that promote defending forts instead capping then running off to the next one this would promote a bit priority on hom forts and more likely to see long lasting defence fights atm most people cap and move on to the next one which kinda sucks)
  • Adjust Fort Siege Schedules To Only Last 30 Minutes And They Happen More Frequently
    • Forts should be triggering a lot more frequently. We should also reduce their duration to 30 minutes to prevent standing around issues. Forts are not customizable home bases like keeps, but with all the services they are adding, will be pretty close. (I kinda want to see all forts go live at once or alot more at once so large forces need to split up more to capture more points which will allow smaller factions to compete on forts, like if all 3 forts go live in a zone at once it makes it harder for a group of 60 to hold them all they then need to split into 3 groups of 20 if they wanna try and hold them all which allows for smaller alliances to snag one, Risk vs reward there which is what CF was aimed at, its riskier to split up to hold all 3 however there a much larger reward, Having a whole map fort go live at once also brings all the conflict to a couple of zones so it becomes a battle field of muiltipul skirmishes which is nice throughout the zone i dont think zonecap would be an issue here with current pop especialy if 2 maps go live at once with all there forts but overall i think this would be much better system)
  • Add Walls To The Small Fort / Maybe even remove this type of Fort
    • Add walls to the small forts or remove them. No one wants to own them. They’re not fun as it stands and will need to have some of the benefits added to them from the previous list. (The problem with walls are is there no reason for them because no one defends there forts however if you use my early suggestion by adding a defence bonus reward for defending forts consecutively vulnerability timers those walls feel alot more important, imo keep the walls however add a small reward for defending forts)


      Also can we get forts in more parcel types for example the spiral 1x1 parcel would be cool to have a fort sitting ontop fighting up the ramp instead of all forts sitting on flat land with same layout, kinda wanna see a fort inside a cave or something too would be cool in a mountain biome

Create Dedicated Mines and Put Them On The Siege Schedule

  • Mines are 1x1 parcels that now host the building materials that were present in forts. 
  • Mines are hooked up to the siege schedule so you can see when the mine is going to trigger. 
    • When the mine goes active, it starts to fill up the chests and this generates PvP activity as players fight over this.
  • There are three mine types:
    • Boulder, Ingot, Timber
    • Each type activates at the same time across the entire map. For example, all timber would activate at once. 
    • Each event lasts one hour long spawning materials every 3 minutes (as it currently does). This will generate lots of PvP over that one hour as players fight over it.
    • Spread these out into the Adventure zones. (no need to keep them exclusively in Siege zones)

      For mines i would consider bring biomes into it aswell and have say the woodlands biome would have 2 timber mines and 1 stone mine but no ingot mines (Harvestable resource in biomes should work similiary one common type, 1 uncommon 1 rare and 1 doesnt appear at all) This promotes expedition to other biomes to get there missing resource or promotes trading with other alliances in that biome, promoting interactions with other alliances go a long way outside of just combat. Personally if it was me i would make woodlands only have 3 wood mines in and none of the other to completly promote trade with other maps however that might be a little to restrictive/specilised hence the 2/1/0 Mine i first mentioned would be ideal.
       

Small and Large Keep Costs

  • It can be expensive in time/resources to build up a Keep
    • Since we want to move the “material” generators out of the siege zones we will reduce the overall costs.
    • Start with a 25% reduction. 

      You will probaly need something that keeps timber/ingots/boulder relevant after its fully built to keep mines contested during whole campaign, could even be something like sacrafice 100 building materials to the statue grants a guild/alliance wide buff for a duration buff should be pretty decent not over the top though could be non combat buffs to like increased harvesting crit rate or experimentation difficulty reduction buff or what not thats last an hour. This can also allow guilds to do guild events too so they can proc it say every saturday at x time for a guild event

Rotate Hotzones More Frequently

  • Hotzones are a great place to find PvP action, but sometimes it gets dominated by a group and the PvP dies off for a bit. Rotating the hotzone each hour draws different groups each time and keeps the people going to a location fresh rather than stale. 
    • Messaging
      • Investigate if we add login toasts to direct people to the current hotzone. (separate GDD coming on messaging)

        I would like to see a hotzone for every resource type and every mob type so you get 5 for each resource for example wood hot zones would have 1 for gripe 1 for oak 1 for yew and so on this means each resource type will have 1 spot that you can get the specific resource type you are after, it also means you will get 5 hotzone location that can be used for each resource so you will have 25 hotzones for resources, then you will want some for each Wartribe and elementals so you be sitting on 30-35 or so hotzones on a map potentially. I would also have a couple hotzones go live at once but not lasting aslong so 3 hotzones at once 2 resources and 1 combat farming 1 active at a time and only for an hour before they rotate. Smaller windows should force fights more often especialy on high priority resources such as iron.

        hiding hotzone schedule would be good idea too maybe only show it when hot zone 30 minutes away from live this is to prevent people from planning and zerging a specific hotzone that is in high demand example WT artifacts to favor card or high demand resources like iron, this means people will have 30 minutes to pull groups together and cant plan ahead with a giant force should help the smaller guilds out a bit, They should also be randomised too so people cant learn the rotation.

Phase 2 

Introduce Group Boss Parcels

  • Small groups of players cannot compete with Daemons or Raid Bosses. Instead, let's introduce some group bosses in a similar fashion to give them some additional PvE as well as PvP moments


    These need to have some kind of mechanics to them right now our bosses and kinda tank and spanks they dont need to be super special but they need something to make them entertaining to keep some PvE players interested can also have cosmetic rewards from these guys too like unique mount appearances to armor/weapon molds and things like that too.

Commented on purple in sections i wanted to comment on

Edited by veeshan

Veeshan Midst of UXA

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33 minutes ago, Solstar said:

 

Would it be fair to say that timers are being used to give players some semblance of permanency; perhaps as a means to not get burnt out, feeling like you can't ignore a keep for a second or you'll lose it?

What about the rotating Hot Zones?  Would it be better if they were random and the timer's weren't player-facing?

Do timers favor a particular type of player/group?

If there were no timers, what would be improved (or harmed) with the curent meta?

Timers especially day long timers are what allow people to leverage the number of players they do during siege windows. There are dozens of ways to eliminate the bulk of timers that would allow for all kinds of amazing things to happen, like actual strategy. There are also plenty of ways to keep having no set timers from turning into non stop attacks. However in a Throne war Sim, wouldn't needing to actually control territory, and take things for strategic reasons. be more engaging than logging out, and logging back in once a day for a siege window. 

Currently a small guild can't sneak an attack in against a larger force while that force is occupied in an attack, because the current timers prevent gameplay. Miss a siege window well the current design has nothing for you come back tomorrow. 

I have pointed this out before, but when is the last time anyone made a strategic decision you would expect from a throne war sim?

Do you commit some people to defend your forward fort, and outposts from the small raiders? Pull off your attack on the enemies keep, to defend your keep, or go to the aid of your ally, who is currently fending off an attack on their castle.  The current design simply doesn't allow for anything that interesting to actually happen.

The timers as they currently are prevent any exciting gameplay from ever happening. They serve only one purpose, allow the largest groups to leverage the most people they can at a given time, while never having to outsmart, or outplay anyone, because you always know exactly when something will happen.

Edited by Nichivo
I clearly can't type today
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Y'all had 5 pages of suggestions on Mid/Small scale PvP, and this was the take away? I don't think any post in there said: "I think the objectives you have and the siege schedule are working just fine."

  • Update the Forts:
    • All of this is an improvement. Still, there is nothing any more interesting about forts after this change than before. The gameplay is still the same.
    • What is actually going to draw players to fight over forts? Why are they going to fight over them? What is going to be fun about a fort fight? If you can't answer these questions, then the objective does not work. "Because conquest" is not enough to keep people interested or engaged. The same holds true for every other objective; if you don't have a reason why people will find doing the activity fun, then the objective is worthless.
  • Create Dedicated Mines:
    On 9/24/2021 at 4:59 PM, ACE-Tiggs said:

    When the mine goes active, it starts to fill up the chests and this generates PvP activity as players fight over this.

    • This is basically what forts do now. I would very much like to challenge the "this generates PvP" statement. What it has consistently generated is an hour of standing around shuttling building materials to banks via stealthers.
    • Again, what is actually fun about engaging in this activity? "Because you need building materials" is not a good answer. I don't need more things to grind in Crowfall. What I want is more reason to fight people.
    • What if I don't need/want building materials?
    • What if no one shows up to contest? How many hour long bank run events do you think players want to sit through before they quit?
  • Small and Large Keep Costs:
    • Ok. So no real changes to Keeps?
    • I would highly recommend redesigning Ward choke points at least. Those areas are way too cramped to see, let alone have an interesting fight in.
    • Could something be done to make sieges more fun and dynamic? Maybe make them a multi-point circle capture fight? Whichever side generates the most capture points by holding a circle objective in the keeps takes control? If you own all capture points the tick rate accelerates.
  • Rotate Hot Zones more frequently:
    • Hot Zones are the one objective that is actually fun and do regularly produce enjoyable fights. I would encourage you to make way more of them, focus them on a specific rewards (skinning, mining, logging, quarrying, gold, dust, etc.), and keep 1-3 of them active all times of day (based on typical concurrent player numbers for the timezone they occupy).
    • The primary reason Hot Zones work is that even if people don't show up, I at least get to grind extra XP, better loot, and good harvesting. This should be the lesson learned here and is so critical I'm going to repeat it with emphasis: Focused, time limited objectives that allow you to do something active in the area around the objective to further your personal/guild goals even when people don't show up to contest the objective produce the most PvP and the most enjoyable experiences in Crowfall.
    • Quite literally, if you had no mines, no outposts, and no caravans and all you had were several different flavors of Hot Zones, you would have a better game.
  • Breaking out outposts into 2 distinct categories of small and large
    • Outposts don't work, and none of these changes make them more interesting.
    • Having 100 different points active everywhere at the same time produces no real conflict and just exacerbates the back capping problem
    • You know what circle control based game mode does work? King-of-the-hill. Do you know why it works? Because it's a time limited competition over a relatively small number of points focused into an area that is designed to fit the number of competitors. It also tends to be on a map that is more interesting than "we put a flag and a loot chest in a field."
    • Only suggestions I can give you are this: Group outposts based on regions within a specific map. Put them on frequent, rotating siege schedule. Design parcels around outposts. Award conquest based on total controlled time, or have a threshold for total capture time to "win" the conquest points.
  • Introduce Group Boss Parcels
    • This is fine, but it is not likely to produce a measurable increase in PvP. It might, if these were like war tribe camps that you had to control some capture points for some period of time to spawn the group boss. So then you would be killing WT mobs while holding the capture points with a flaming map indicator telling people in the surrounding area "come here and fight these guys."
  • Changes to Caravans are suspiciously absent...
    • These are literally the worst activity in Crowfall. Walking simulators are not fun. I would blanket remove them and replace them with something else. Mines, hot zones, something, anything else.

Sorry if this comes off as snarky. I've mostly lost faith in the development and feedback cycle at this point.

Edited by Pystkeebler
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Kind of poorly made dergs the bed on this..

These changes do nothing for smaller groups and makes it easier for "Uncle Bob" to dominate. There is still no real investment or reason to play for small groups...

Oh, and the Test update was unfortunate, I'm being kind..

.

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I'm excited to see more variety being added into the game. Some aren't that big but, one building brick at a time leads to a great structure.

Since there are a lot of outpost changes being considered I would like to suggest a small indicator around an outposts progress bar at the top of the screen. This indicator would point you in the direction of the outpost that it's referring to. This would eliminate the need to pull the map up and orientate yourself as to where the outpost 60 meters from you is located. It would also help solve the issue of outposts that aren't marked on the map being...well...hidden.

Thanks for continuing to work on this project ❤️

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Timers shouldn't be player facing for forts IMO, they should simply become active with a reasonable siege window.

Something like a "45 minutes until xyz fort goes live!" toast message to allow for reasonable travel time between zones, NOT on a repeating schedule, and eventually every fort on the map has gone live 3 times within a 24 hour period. Gives folks who can only play during the day/super late at night the opportunity to partake in their home zones.

Edited by BigCrittyGF

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enticed by my flame and branded with sin."

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For me the random chest of the Outpost was never really compelling to take it (wartribe is not worth it after a time, the resources are not great and is to random to find). Could you guys add some EXP drop on capturing/point tick for ppl to get more interested into patrolling the outpost? this worked preatty nice on gw2 IMHO

PPl need more individual rewards beyond "Stack stuff for the guild" bc thats not always reason enought to make ppl show up. and those resources are useless after a while. 

if mines give valuable resources to players ppl will have interest on it. the conquest points are just an extra to enlight what that guild archieved.

Edited by Carausius
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hotzones are dead, they are not used to find pvp currently. and all the stuff you added for smaller groups are intended for them but they will just get taken over for points by the bigger groups and alliances without some kind of handshake or instanced type thing tied to it. The easiest thing you guys can do right now is update the chests so they give actual stuff people want/care about so people are actively playing to find them(give armor enchants, purp/leg mats+additives, disciplines). Then add some form of pvp progression so people have incentive to log in and actually go around looking to do pvp(daoc did this extremely well). 

 

Youre going in the right direction, but I think what you guys intend for smaller/medium sized grps do it will just be again dominated by the bigger groups or not cared about(like outposts now) where people cant react to them fast enough or solo rats just spend their time doing it 

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You have to force large groups to separate in large POI play to win. It is not about giving small groups more POIs to play. It is about giving small groups ability to fight a part of large group because they have to split. If you want to split content between small and large groups just have two campaigns: one for small scale and one for large scale.

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Need some more details on what you mean by "competitive crafting stations".

Design seems decent, overall. I think whatever parcel buffs Forts have will determine whether or not large guilds will bring 30+ people to siege a Fort meant for 5-15 people.

Group Boss-level Daemans for small-man groups sound fun (especially if they also have a bunch of motherlodes for harvesting), though I would like to see something more added to them, like a flat amount of Conquest points or Divine Favor cards tied to killing them.

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Really good stuff here. As someone in a small guild, in an alliance of small-medium sized guilds, these are all welcome changes.

My hope that in conjunction with the individual rewards, we'll see some great incentives to get together and PvP, rather than just farming. My hope is that these are used to create a softer ramp from the new player experience, to Shadows and finally Dregs if they feel their guild is ready, then to the larger game in Dregs (with alliances) to allow more and more competition and reasons for smaller guilds to compete and exist, along with your new alliance cap at 15 and scoring dynamic.

Edited by LashLash
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