How to make factions more radical

How to make factional competition for territory the main content, please listen to me

My server was forcibly occupied by a guild, A studio has registered 8 guilds.and all the land turned purple, which was caused by the poor PVP system

Delete complex tasks and give more choices to the influence of the territory

As we all know, each territory has faction NPCs, and each NPC can take six missions. Because the tasks are cumbersome, all players don’t want to attack and occupy, because there are too few gold coins

Delete faction missions. Only players who buy houses in the territory can gain faction reputation and territory influence after killing corruption(PVP needs to be turned on)

And I hope to add the option of personal activation in the buff of the city

Change the revival mode of PVP and PVE.When PVP is turned on, it can only be resurrected in the territory of its own faction

And after the PVP is turned on, the camp cannot be placed

Hehe, reviving in PVP? I think that’s happened to me like… no, never.

I do agree that the current push model could use some tweaking. Some of the missions are really poorly designed. Like RW, for example. Worst PVP push region I’ve seen so far by a long way. Then you’ve got BW, which is ultra fast and easy in comparison. Either way, they’re all bland and very basic.

I also sort of think that the current respawn mechanic is a bit too lax, so sort of agree there although I don’t think they need to make it so you get booted from the entire territory. I feel as though death should result in being moved away somewhere, definitely. I’d suggest specific camp areas that you can use when PVP flagged and you die to PVP (but only those areas), which would allow the devs to balance each territory for PVP pushes. That is to say, if you’re PVP flagged and in a territory that is not your own and you are running a quest and die, your options for respawn should either be the nearest settlement (not the current one), your houses (again not the current location) or your camp and you can only bind to a “PVP” camp if PVP flagged in an enemy territory. And those could be about 5-10 locations around the region, just not strategically beneficial (like dying and then spawning closer to the hand in).

The way it’s designed now, I have seen interesting battles that have both been successful on push and defence. We successfully defended a mass zerg push in Cutlass tonight (of course with our own zerg to counter it) and we were able to make it so difficult for them that they gave up at about 25%. So it can work in certain locations. But it does feel a bit silly the way we all just spawn right there, not far from where we died, all of the time.

Open world PVP should have a limitation on when you die. Actually wiping the opposition should be rewarded (and that can be almost impossible if respawning near by is trivial).

I balance each player from the faction, not from the guild point of view, so I have a slightly different opinion from you,

I regard faction as a country, and all guilds are groups. The current guilds in the game are actually a failure compared with the actual experience.

When you separate the problem from PvP and PVE, you can clearly know how bad the guild of the game is

The first is the number of people, and the second is the time choice of guild defense

In our server, there are 100 people who can continuously switch cities for defense. Yes, only these 100 people can join the siege. Other players are not qualified, because the option to go out is prepared for the king

They will set the interval time for all the land occupied by the guild, so that they have been conducting guild war from online to offline, which only needs 100 people to complete the defense of 8 cities

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