My dream patch would be PVP focused and look something like this:
END GAME UPDATE
Based on feedback on the current state of PVP and our desire to have a compelling and diverse end game, we’ve made some major changes to the end game in this update.
NEW PVP MODES:
We are now happy to introduce instanced 2v2, 3v3, and 5v5 arena modes, with casual / ranked options available. Arena rating will reset on a seasonal basis (4 seasons per year). For the first 2 weeks of every season, players will only be able to fight members of their server. After 2 weeks, players rated in the top 5% for their server will play against a pool from all servers, allowing for even greater competition at the top level. Rewards include exclusive titles, gear, and skins
We are also happy to introduce 10v10 capture the flag. This mode will have a casual mode than can be queued for just like OPR, and a rated mode that requires you to queue with 10 members of the same company
PVP quests:
We’ve removed all current PVP quests based on feedback that absolutely nobody enjoys them
influence is now pushed by controlling the enemy fort. for a group of 10 players it will take roughly 1 hour to push from 0-100% influence. 50 players would take around 30 minutes. Bids for war will be weighted by how many minutes of of time your company spent on the point. for example, 9 members of company A spent 40 minutes on point, and 1 member of company B spent 20 minutes on point, company B would have a 5% chance of winning the bid.
WARS:
Players may now only participate in 2 wars per day, to help combat shell companies from cheesing siege windows with the same “A team” roster
OPR:
We’ve updated the team balancing algorithm to increase the chance of both teams having similar healing, melee, and ranged players (based on individual player metrics)
The barrier at each teams spawn can now be freely passed from the inside, but not the outside, removing the need to interact with the barrier. We hope this will help address spawn camping
We’ve removed gypsum rewards from the losing team to combat people afking after reaching their individual 500 points, winning teams now get 2 gypsum. Our hope is that it still takes roughly the same time to get your daily gypsum, but not to reward people who throw the game.
World PVP:
We’ve updated how flagged loot luck works to give +20% luck so long as you are not within 100 meters of more than 4 other flagged members of your faction, and +0% when within more than 10 (scaling proportionally in between). We hope this will help promote organic non-zerg world pvp. We’ve also added a small tooltip to the PVP flagged indicator to show how many flagged faction members are within 100 meters.
Can we change this to the same faction. I am a part of a smaller more mature guild. We are allies with a much larger guild that brings us into wars and invasions. It works for us. We play together all the time. But we prefer to be in our own small group.
What do you think about adding gear, weapon, and stat distribution being unchangeable inside the arena? make players play their comp. Mostly concerned with weapon swapping here.
Once a lot of the issues like rubber banding and teleporting and just lag/desync in general and weapon swapping are fixed, this game could shape up into a very competitive game in no time.
New World War Season: 1 incoming
(I really hope one day we can get to a spot where cross-server wars are possible to really add a king of the hill aspect and promote server unity )
I agree with most of your suggestions, but this most of all. This will limit having around 50 very good players using multiple companies with different wardec schedules to control the server. I would say the limit could even be 1 war per day. A full company has members for two wars, in the same company or not.
I hope it gets the attention of AGS fast since this does not look like a big change.
it’s all subjective really, so I respect your opinion even if you disagree!
To give a little context, i’m on one of these “a team” rosters. Every 2 days the same 50 people (± 10) defend the 4 most profitable territories on our server. We would sweep the server with ease if it didn’t mean destroying the server (this has happened on many servers already). What has ended up happening is that we have all learned to play with eachother really well & with the gold from the major territories (EF + WW mostly) we are all super geared. the wars arn’t even close anymore, many people don’t get to participate, & it feels like the competitive aspect of the server is decaying.
I hate restrictions too, but letting the same 50 people defend as many territories as they want is doing serious damage to the game, imo
while I disagree, I respect your opinion on this. Personally I don’t think changing the loot luck formula is restricting anyone from doing anything. If people still want to zerg, have at it! the loot luck formula in general was an incentive for pvp, all I’m suggesting is tweaking the formula for higher quality pvp (skills instead of number of bodies)
currently there is a chance to get gear from kills (and even expertise upgrades). I personally prefer this to introducing another source of gold drops, but if it was a relatively small amount (enough to cover repair costs from world pvp) I could be convinced!
Fuck the company part. Just let anyone join of said faction. Of course the option should be there for people to group up with company/friends. This and all instanced pvp should be cross server.