Idea of what the ideal war content would look like

Introduction
The open world pvp is the most amazing thing about this game, making a lot of pvp loving players yearn for content that is attractive for their open world participation.
A proposal by Amazon to encourage players to participate is by raising the influence of a territory, and this has been fun for a while,
most of the time it is just walking around the map, the landscape is very beautiful, the path is entertaining, but only during 2 trips do you realize that the really fun thing is that they come to fight
through the territory and interrupt the influence rise, when this happens it is the best thing that can happen, it makes the whole game make sense. But when this does not happen it becomes the saddest content in the game,
and this is what happens most of the time.

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Influence

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Every territory has 3 randomly assigned zones, every 30 minutes 3 new zones will be assigned randomly and they will alternate throughout the day. The 3 zones must be at a safe distance,
not more than 3500 meters and not less than 1000 meters. These zones are defended by a monster with statistics more or less like a BG Cafre and some minion that accompanies him, these monsters work together with the faction
that owns the territory and cannot be attacked, being invulnerable to the faction that dominates the territory.
The amount of damage, damage mitigation, healing and killing of other players, within the zone varies the rise/fall of influence in the territory.

Players who manage to kill the monster receive the same reward as breaking Corruption Cores plus a small Territory Influence boost. When the monster is defeated it will begin to add influence points from
territory according to the number of players who are stepping inside the zone, if the zone is in conflict because there is at least one player from an opposing faction standing inside the zone, this counter does not add territory points,
starting to add influence points when that area is not in conflict and the monster has been defeated.

Within the influence zones you have no penalty for dying, and you will not need to repair anything.

If all 3 zones of a territory are owned by a faction with players from the same faction it will add/decrease much faster.

Having the strength of the territory in possession will make the assigned zones give even more points per player within the zone. standing inside the fort in possession does not generate points by itself, but if there is a fight inside or In the surroundings of the fortress it will generate influence depending on the amount of damage, damage mitigation, healing and killing of other players.

The Campwar that is near each fortress can also be captured, its function is to offer a respawn
point for the owner.

Camps built by a pvp player can be destroyed by another pvp player from another faction, camps built by a pvp player will not be accessible to a pvp player and cannot be used to respawn.

The war can be declared and war taxes paid by any guild that has increased influence in the territory, but only one guild will keep the territory, this will depend on a score proportional to the amount of influence that a guild has raised, and the amount of participants of a guild in the war considering what score these players got in the war. Once the war is over, it will be known which guild was the one who managed to conquer it. Never again will it be possible to sell territory.

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Guilds / Wars

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Wars are badly called wars, because their duration is so fleeting for how decisive it can be for any guild. When you push yourself so that your guild has a chance at a war and then you realize that it will be impossible to participate because of such reduced hours.

  • One week cooldown before you can change guilds.
  • Cooling off week before I can change governor/consul.
  • A guild that is on the day a war is going to be held will not be able to recruit or expel, the participants of this guild will also not be able to leave it.
  • Any player can participate in wars, but only players or guilds that have previously paid war taxes can add points
  • Players who are part of a guild that has paid war taxes will not be affected by equipment breakage on death. Players who have not paid war taxes will be able to register on the board
    of war and pay some taxes so that during the siege period you do not have a penalty of breaking weapons and armor when you die.
  • Guilds will pay different war taxes depending on how many players are part of a guild. For example, Guild with 40 players = 14k gold, Guild with 60 players = 21k gold.
  • Players who have participated in another war less than 8 hours ago, will not be able to register for another war, but if they can attend the participation, the guilds will continue to pay their participation even if their registration is not valid at the time of the war.
  • All players who pay taxes for participation will be eligible for the war reward, and only players who have collected war points during the siege period will receive a reward.
  • The reward for the participants of the guild that manages to win the war will receive 30% of the total war taxes generated during the war, and the gold will be distributed among the participants as an individual reward.
  • The wars will be played in the whole territory, any player who stays in this territory (outside a safe zone) during the war period will be auto set as a pvp player.
  • The war fortress and camp war will be respawn points for defending players.
  • You can choose the maximum 50 players you want to spawn in the fortress.
  • In the campwar, any player who participates in the defense or attack and has control of the campwar can be revived. The campwar can be conquered by the attackers, it can also be reconquered by the defense.
  • In the fortress and in the campwar the players will be revived, when a certain number of players are revived (50 for example) a cooling time of 1 minute is applied to respawn in those positions.
  • Players will always be able to revive in town if some cooldown prevents them from doing so elsewhere.
  • 30 minutes before starting the war in a territory, the corruption begins, a constant bleeding that will affect any player who is outside the city and who is not registered in the defense.
    the corruption gradually increases the damage to the players, and in the absence of 15 minutes the whole territory becomes a place where it is impossible to be if you are not inside the city.
  • 15 minutes before the start of the war, the players registered in the attacking team will be moved to the city of the war territory.
  • The guild that owns the territory will be able to choose which 50 players they want to teleport to the fortress at first, and which 50 players they want to teleport directly to the fortress. and 15 minutes before the start they will be moved to the positions assigned by the defense.
  • The war begins and the corruption outside the city disappears, allowing the attackers to move their positions and start the siege, they can place mines and siege engines. Any player will be able to build their own individual camp,
    but these can be destroyed by rivals.
  • The rulers of a guild will be able to build a special camp that can be a respawn place for guild members and allows up to 50 players to revive, after which it is automatically destroyed.
    These special camps can only be built every 15 minutes. The special camp automatically disappears after 15 minutes even without being destroyed or used.
  • During the war period, each territory will have 4 key zones distributed, the key zones can be conquered by defense or attack, it will not directly affect the result of the war, but these key points provide benefits for defense and attack.
    Zone Buffs: 1. Players apply more healing and health - 2. Players have more movement speed out of combat state and reduced ability cooldowns - 3. Players have increased debuff time - 4. Players do more damage with siege engines and ranged weapons.
  • Players not registered to the war will not be able to enter the campwar or the fortress, nor will they add points or receive rewards. The fortress and the campwar will be restricted access also to the amount
    of players inside, with a maximum of 50 attacking players and 50 defending players.
  • The war ends by winning the defense 2 hours after the start of the war, and winning the attack if the campwar and fortress are conquered. The attacking guild that claims to own the territory will depend on a proportional score (50%-50%) to
    the amount of influence that a guild has raised, and the amount of participants of a guild in the war considering what score these players got in the war.

Thank you very much. If you have read up to here, I hope that someone has been able to like it.

You have some good ideas but most are bad. I think war taxes would be good

Thank you very much for your opinion! I would like them to change something about wars and influence, the current state I think is very rudimentary and limited. I would like to know which points you liked the most or which you liked the least, and what would you do to improve the current war system?

Well influence imo they NEED to revamp. The current implementation is just straight up lazy. But wars are imo fine. I just wish they made it a bit easier for attackers to win + your war taxes idea would be a good way of getting rid of some of the cash big companies get

You know, I really don’t like posts like this, and here’s the reason why. I myself am a designer. When i go into a meeting and all these random people are telling me how things need to be designed, the most common thing going through my head is all the reasons that is a terrible idea or won’t work because of certain design elements.
I do agree that the current war system is lacking in both form and execution. I think the constructive part of this post would be to highlight what the issues and frustrations are about the current system, and why it is not fun, and let the people whos job it is to design these systems do their job.

I understand your point of view, and I would never have wasted my time writing a post like this if I hadn’t asked AGS for feedback and ideas for the game. I just try to give some ideas and share them with the community, as you can see I have not linked to any moderator or administrator, because I try to get people to give their opinion about this or any other war system, because the current one for many reasons is not suitable. I don’t think it’s important what someone’s profession is to write in a game forum, maybe the experience of the game matters more.

My profession was only to show context. I do appreciate your effort in trying to generate ideas and i’m sure the communities ideas are read and used as a base when trying to fix things. I am not a game designer, I am a graphic designer, so while there are similarities to be drawn (as posted) i don’t think my profession makes my viewpoint any more valuable than others.

Thoughts?

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