Hello Dev Team and Kay. I want to address some things going on with the faction and the companies while you are in design phases.
@kay, I saw you post about the team looking into creating temp lockout periods after joining a company, and i can tell you you are wasting time and development resources on this feature. This feature has been done by eve online and it caused a great amount of drama and impacted retention rates in a negative way. my advise is strongly stated “do not do it”
One of the major issues that new worlds team suffers from is that you make changes to the game that is often not practical. Its the area of design the system designers can improve the most in.
As a fellow colleague and systems designer, I’d like to speak with you on these topic, in an effort to provide some other alternative argumentation and inspiration to correct the problems we are undergoing with new world.
Shell Companies
Lets start the chat about shell companies at the reasons why people are doing them
- Banking accounts
- Timer related issues
- Abusive conduct (like sniping the war claim)
If your intent is to correct shell companies there are some fairly easy changes that can be made for these issues.
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- shift the storage amount of a guild bank into the equation: Base Value + Value Per Member bonus. Eg; 50,000 gold base + 5,000g per member.
- increasing player gold cap by 500k
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- Players currently make shell guilds just to have seperate push and zone control times. The solution to this problem is to have the timer set (via an npc) in the town hall for the zone, and not for the guild. this would allow companies to potentially control multiple zones at a time, and would negate that behavior of shell companies for timer related issues.
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- This fix is fairly easy to address, but before i make the recommendation i suggest you consider removing this concept outright. Player A guild should just pay X gold value to declare war on the rival and the zone’s siege window should automatically slot them if there is a vacancy. This being said i recommend that you simply set up the war system to distribute probability of war declaration based on who pushed the most. I also recommend you add a second rule to “filter” out smaller guilds trying to be malicious by simply excluding them from the roll if they do not meet a specific value of the other guilds (50% of what they do for example). This means that if company a does 40%, company B does 30%, and Company c does 10%, then company C is excluded, and the roll will give a probability favoring the hardest pushing company.
Wars
Lets talk about wars for a moment and some issues we are seeing in them and potential changes.
The first issue we see with wars is that purple, the attacker, is slotting yellow a neutral party in that war. These mechanics are being used to help support abusive gameplay. The simple solution to this issue is to not allow other factions to be slotted for a war. We may ask “what happens on low population servers?”. The issue is that the population rates are the result of a sort of “sickness” the game has at the moment. This “cold” the team needs to cure by making vital health changes to the game. After this the body, or game will heal in time. The medicine for this situation is simply to merge servers that are below a population rate.
Our second issue with wars at the moment is how to deal with high success rates on defending entities. The current concept the design team is looking for is alterations to the respawn locations. Its a start but going forward in your design of all pvp content you may want to have two options for each type of activity. I will give you examples of this.
In wars, you should allow siege weapon to destroy walls or doors. For example, if each capture point some how removed a bonus to doors to “reduce damage taken by siege”. players could fight for the doors to attack them and destroy them from normal attacks, or you could look at allowing a second option of siege pelting them after the first or during the first node capture. A second optoin allows more complex strategies which allow potential for war victories. plus, siege is epic.
In Arena we have two options for victory, or should. In wow’s case we have defeat them (kill them) or timers. Timers can be a straight close the arena and assign a win value based on score, or you can apply “dampening” timers to help push people to victory.
These are just a few examples but they should help you understand where war really is suffering, namely that there is no alternative way of dealing with the situation.
Lets talk about player distribution on factions
I would like to start off by saying i think you are making a big mistake with the 60 day limitation on transfering factions, in fact, this may be very damaging to the game in ways you may of not of thought.
You have to look at the game like scientists look at how we’d live on mars. When you start to see the game in this way, you will start to get an idea of what area’s of the game are the most vital. In this case we learn that the most vital is air. In mmo’s, the air of a game is companies or guilds. They are the most dangerous part of life support to take away. Orbs, LFG, LFR, and multi-community / multiguild join options effectively mean death by carbon dioxide poisoning (lack of air). These must be avoided at all costs.
Months ago i warned you and some of the senior analyts at ags about the orb system as well as the other above systems. They should never be touched, however you are doing that in a micro way that is damaging the game. This faction transfer cap in ways prevents people from finding a home. It does not invalidate it, but it does invalidate access to that form of the game and so in an indirect way you invalidate it.
Lets take a look at the situation where player a on faction a wants to find a company but cannot do so. They have other potential offers and maybe an invite or two have been extended by other companies, but because of the timer they are not able to join that other company on another faction. The player gets bored and leaves the game.
would you be suprised to know that i have experienced this situation a few times over? i strongly recommend you reduce this faction transfer cap to 2-3 days. People should be fairly easily allow to transfer from one faction to another so that rentention rates are not impacted. Ultimately factions only serve a role in pvp, more specifically in wars, so there is no real sense of danger that can come from this change.
Lets talk about encouraging people to use 3 day transfers to balance the population rates.
A good bonus for distribution of players on a faction would be faster faction rep generation. Its useful to people who first transfer factions. Actually, its vital to them since they have to “grind” the rank for the new faction over again (at least the first time around).
Another good bonus is bonus token generation. This bonus should be based on the number of zones controlled by your faction. Eg; X bonus per each missing zone controlled as the underdog faction. for example, if green has 1 zone, and 9 zones can be taken, and 8 are in the control of the other faction, green should obtain a bonus * 8. Eg. “2% bonus tokens per a missing zone”.
You may also want to look at adding some population distribution bonus’s to this system. For example, a reduction in housing costs and taxes based on population sizes. i want to mention here that i am strongly of the opinion housing should only be allowed for zones your guild directly controls and that no players should have multiple houses, but this is putting aside that position in hopes of a better, healthy player distribution.
Additionally, you should give the lower population companies a 200% bonus to pushing a zone as well as a 50% reduction to costs to declare war. A massive bonus to a chance at a zone would significantly impact players desire to distribute themselves and with a reduced timer its possible.
I also want to add that the option to transfer an entire company to another faction or even server would significantly help the game . You can also make it a paid item for server transfers (but leave it free for faction).
Its problematic for a guild to transfer players from one faction to another much less another server, having features in the game itself would improve these issues and help keep people together while giving companies better oppertunities without breaking any economic values (at face value).