So basically in some servers a faction reigns, and eventually there is no war anymore. Bad.
To avoid this issue you can put a “debuff” each time the territory is Defended.
Let’s say 5% less damage, idk, 5% more gold cost of whatever defence. You can decide
So
The first time is 5%
The second time is 10%
Third time is 15%
Boom !
At some point the territory is undefendable. And it’s lost. The war continues and everyone is happy. Debuff goes back to 0%
Also : Taxes in town should not be decided by random players that left entire zones with “extreme” taxes and trolled us before leaving the server. The taxes should be according the “Tier” of the stations.
This punishes good gorvening.
I proposed something similar but it went like this.
On each faction representative of a given town you could demonstrate your opinion about government.
You could either be happy or unhappy.
Happy votes from enemy factions count 2x.
Unhappy votes from the ruling faction count 2x.
When a war happens if unhappy>happy a debuff is applied to the defending faction proportional to the unhappy-happy.
Frick No, If That’s The Case Trolls Gonna Be Everywhere and Just Debuff Everyone Not To Mention If There’s Hardcore PvP Company Intentionally Give Debuff etc
No that doesn’t make sense, you shouldn’t be punished for being good at defending.
I do think that forts need to have more of an impact. Maybe increase influence gain by standing in the fort instead of just kills and pvp missions, which would help push back influence and also encourage fort pvp.
Repeating the pvp missions to chop trees for 8 hours is boring and is not pvp. I would much prefer fighting in fort capture more frequently.
Yes no problem if they debuff everyone. It’s the game. It makes sense because the “army” gets demotivated by constant attacks. We should get this War going on constantly otherwise it’s a mess without it. No pvp content
If Can’t Win Then Redo Planning Not Ask For Debuff…
For Example The Serve Im On Used To Owned By Purple While Me In Green, We Keep Attacking Over And Over , Tried This And That , At First We Barely Took A Point, After Several Wars We Steadily Made Progress To The Point We Almost Got The 3rd Point ( And Yes They Are So Tough Because They’re Good AF )
Now They Moved To Even Higher Pop Server For More Skirmish And PvP Action While We Stay Behind, Barely Any Competition Now, Did Few War And Got Blamed For Cheating etc Now
I like the search for solutions and offering of ideas. Thanks to @TheBlackAbbot for doing so.
Where I struggle with the proposal is the inevitability of loss from an emotional perspective.
It’s not healthy for any server to be dominated by one faction.
Does Everfall need to have different owners? Maybe.
Let’s look at the current influence dynamic that the longer you hold something the less effective defending influence missions become. Well, hell, since we’re eventually going to War anyway, why bother to run counter missions after you’ve held it for a couple of weeks. Just reset that in War. That’s what’s happening. It’s a really bad design that encourages apathy on the part of the defenders in a way that’s not immersive.
What’s missing is incentives to join the challenged faction or any set of equilibrium dynamics to keep 3 factions viable. Those could take many flavors, but generally I think incentives work far better than disincentives to keep a player base, in general.
An easy idea of that would be to have increasing war costs or costs of consumables in the War tent to be a modest function of territories owned (under content of concentrated or stretched supply chains). Makes total sense and would deal with one faction running the map.
I also think that there desperately needs to be a notion in which one Company can challenge for ownership of a town from another Company of the same faction. This is not healthy either for the game as a whole.