Below is a suggestion I made for a territory control system overhaul. Without a revamp at this scale, the game’s core building blocks will continue to feel super mediocre:
Territory control system revamp suggestion:
- Assuming fresh start server, all unclaimed territories
- Assuming the total number of territories is 9, the max number of territories that can be claimed/controlled by a single faction is set to 4
- No open world PvP is possible in unclaimed territories without first manually enabling PvP
- Once a faction claims a territory (let’s say faction “A”), it becomes “friendly territory” and spawns friendly NPC guards all over the zone, emphasizing controlling faction identity and guarding against invading enemy faction players
- Faction “A” players continue to have PvP disabled by default on territories controlled by them (friendly territories)
- Factions “B” and “C” are not forced to PvP flag upon zoning into enemy territory but risk getting attacked by faction “A”’s NPC guards that are stationed all over the zone which would auto PvP flag them, exposing them to PvP combat by other flagged players.
- NPC guards cannot attack players below level 60, NPC guards not placed near major questing areas, but mostly near/around the zone borders, near forts, faction HQ, base…etc.
- Use the arena announcer for open world PvP battles whenever an NPC guard spots an enemy player
- If an enemy player manages to kill NPC guards/other players and decides to take a break from PvP, they can stealth (prone) for 5 minutes to disable PvP inside enemy territory until they get spotted again by another guard.
What this system tries to do is:
- Incentivize wanting to control and maintain control on at least 3 territories plus a fourth strategic zone that another faction controls, keeping the territory control war happening endlessly.
- Keep PvP disabled on friendly territories so that you can PVE and farm “in peace” without fully removing open world PvP for everyone else (the other two factions can still fight each other but without affecting the controlling faction players in their own territory).
- Add an open world invasion mechanic using NPC guards that would attack enemy faction players on sight
- Massively spice things up and add world-impacting purpose and non-toxic social drama/politics to territory control
- Have open world PvP without completely affecting PVE/farming
- An open world PvP system based on risk versus reward
- Strategize as a group of randomly created player alliances from two enemy factions with certain players being tasked with taking out NPC guards while non-flagged players are protected by them during their PVE/farming play sessions.
- Fix the current major issue of one faction controlling the entire world map.
- Each faction would aim to maintain control over three zones and focus all their efforts on controlling a forth strategic territory that is highly sought after more than any other zone making it THE open world PvP hub.
- In case two factions out of three end up with 4 territories each, the third weaker faction can always have at least one territory to call home.
- To avoid getting stuck in a no-war state for factions with 4 territories each, incentives are given for pro pvpers to join the weaker third faction for higher rewards, creating mercenary like player groups.
- In case of a server stuck in a no-war state for a long period of time, on-going large scale instanced PvP would shift to the currently in development 50v50 casual war mode
- Take care of the issue with having a faction HQ permanently being placed on enemy controlled territory via this system of castle/base building that once existed in an earlier version of the game:
Introduce open world base building that would require a lot of work and time, but gives the controlling factions certain advantages and buffs in open world PvP, however, these bases are prone to siege wars by enemy faction players. Destroying the base would then become the trigger for an instanced war. By default, a basic base is automatically added that can be upgraded by the controlling factions to something bigger and stronger. The faction is given a week time period to upgrade the base while it is protected from enemy sieges for that length of time.
This new instanced war game mode would go on for hours if not days or weeks in a faction wide epic war that can be joined by players as others leave the battle in an on-going queue mid-fight.
Companies no longer control territory, but the faction does and so money would go to all players of a faction instead.
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