Excellent post.
Some of your pints makes Contradicts each other. Winning a mock war has no negative stakes? But if you win a mock war you suggest they get some of the tax revenue?? So there are stakes?
Having the declare tickets seem pointless. You said which ever faction wins the most fort caps for the day gets the declare? They declare on who??? What if the current owning faction wins? Is there now no defense war?or what happens when the same faction wins but a different company has the most tickets than the current company owning the land??? There is no civil war mechanism in the game. What happens when multiple companies put forth the same amount of tickets? It just would go to a lottery system. Makes no real sense to be honest.
I like you idea of the forts have a siege timer but every 3 hours is just way way way to often. People got jobs, lives etc. would have to be similar to bdo, where it’s once a week and the siege lasts for 2 and half hours. But this wouldn’t work out in the end due to some factions being extremely dominant and have more players . They would just become even more dominate since there wouldnt be a cap on the amount of players that can show up at the fort to help. At least in wars it’s 50v50.
Honestly they just need to add a new pvp map that’s huge and have lots of pvp objectives like in ciridil in eso. Faction vs faction vs faction. A constant war going on for a weeks duration and have it reset once a week. Rewards go out to the winning team accordingly. But they would have to find a way to make factions balanced. Maybe make it cross server based and have a hard cap of x amount of players in the map at once. Idk but I think that’s the best bet.
The stake is the loser doesn’t get access to some of the tax revenue. That is the negative. There doesn’t need to be some grand punishment. It’s the same stakes as the official war, just smaller in scale and you don’t get your logo / name on the territory.
There is already a lottery system in place, this is just giving more value to the pushing system and opening it up to a wider base. You declare on the owners of the territory, that doesn’t change. If the owning faction wins for the day, no declaration happens, and people can try again the next day. This gives incentive for both sides to build strategies / allyship / push times to win territory declares. It’s almost like pre-war before the official war. This would be way more engaging than territory pushing and give a purpose for defenders to actually defend influence pushing.
Yep, people have jobs and they can still push any time of day in the current system. So what are you seeing as the difference here? The opportunity is still the same, except it gives more clearly defined times to come out and fight. Elongating the window only creates less content and less chances for 5 mans to come out and fight. The only counter would be to elongate the timer but stagger the lock times throughout the region. The only issue I see with that is it doesn’t force people to spread out when there are a lot of forts open for conflict.
And yes, there is already a fort cap in the open world, keep that, or at least make it 50 per faction. If you’ve ever tried a mass fort battle you’d see how people get teleported out when the cap is reached.
It takes under 2 hours to push a land if you full send it with your company? Now you are making it a 24 hour stint with every 3 1/2 hours you fight over the fort to try to cap it and gain a ticket. Then your company needs the most tickets to get the declare. This just will kill the game no would will do it. Ridiculous really.
Mock wars are pointless as well. Like you can’t say there are no stakes but then give the winner part of the tax revenue if they win? Well what if they win and are from a different faction?? Why do they now get punished? AND WHO DO THESE MOCK WARS GET DECLARED ON??? The team that owns the land? What if they are already at war with the company that won the most tickets? A mock war won’t fix anything, the people who cry about not getting slotted still won’t get slotted, especially if the winning team gets “some” of the tax revenue because now there is something legitimate at play. Like and on that note? Why does the company that owns that land have to share their winnings with the winners of the mock war?
Maybe the mock war could be the next day? I mean…can we not be creative here and work to add content instead of reducing it?
If the defending team wins, they keep full tax revenue, if they lose, they lose a small percent so they don’t get exclusive rights to all taxes, only making them stronger and spiral out of control, which we’ve seen time and time again with EF/WW owners.
Mini wars all around the map every 3 1/2 hours so more people can participate in end game pvp. Yes, sounds like an awful idea! So we should just stay in town and queue OPR and arenas all day and make this a lobby game? Bro…
I’m all for more open world pvp, but what your suggesting is revolving around wars and declaring. Like no one likes pushing but your method is just worse. Like creating hot spots at certain forts for a certain duration would work well if that’s all it was, just hot spot where xp is doubled for kills and the fort cap is tripped for the team that faction that caps it. , and when the fort is declared the hot spot, it becomes neutral so any of the 3 factions can take it. Now that’s something I can get behind.
Just make wars instanced content game modes like OPR and Arenas. Then every week between X to X timeframe, all territories are immediately up for grabs. You have to fight with your company to take control of the fort and hold it during Wartime. After wartime is over, the territory belongs to your company and you enter peace time for another week with fort flipping still being available for the buffs. It’ll force companies to pick which territory they really want or force them to spread themselves thin to try and capture multiple territories. Lots of open world fighting for the main three territories with maybe some smaller scale battles for the less busy territories.
I’m still missing the “worse” part. How is more PVP incentives worse?
factions shouldn’t even exist at this point.
wars are the exclusive domain of a select group of players who participate in virtually every war. it has been this way for the entire duration of the game’s release. why do we pretend this small group of players has anything to do with the rest of the peasants they rule over? faction chat is pointless, the pvp orgs move around from faction to faction as necessary to maximize territory control and tax revenue.
furthermore, due to the cap of 50v50, this game’s territory control end game was always going to be a little mafia clique RMT situation.
in games with real politics there are no caps on who can attack or siege a territory. meaning the RMT clan at the top needs to recruit peasants to defend their property lest the zerg horde simply overwhelm them in a 1000v50 fight for their castle (see: Lineage series).
Because this game’s engine cannot facilitate larger scale conflicts that enable the peasantry to “rise up” by zerging, there will never be true upsets to the balance of power. The people who secured power in the first weeks of the game will always have power and if I had to guess, are deeply infested with actual AGS/Twitch/etc employees who treat this game as their private playground.
I don’t disagree
Because if this became the way to be able declare, there would be hardly any wars if any. The fort takes 10 minutes minimum to capture, even if you shorted the timer. It would be extremely difficult to capture the fort against the 2 other factions at the same time plus competing against other companies in your own faction… then on top of it you need to do it every 3 hours over a 24 hour period. Your idea kills the game I don’t understand why it’s so difficult for you to see that. . If you want just want more world pvp then this idea would be great. A hot spot only where pvp xp is doubled and given on kills and on a fort capture. I’m all for this change, but your idea has it around declaring which is just dumb.
Like seriously how often do attacking teams win in a war? It’s still like. 70 percent win rate for defending teams, now put that in the open world with not just 50v50, but all 3 factions together at once potentially, over a 24 hour period and the most “fort caps” gets the declare. just won’t work dude.
I mean, no one said the idea was perfect, but clearly something needs to be done. This is a discussion that needs to be had, badly.
i know it may seem redundant to keep the same concept but why not just add more war exhaustion let the company who gets the territory be able to have to it without being declared on for a longer time and just make the influence bonus enhanced that way pushing territories isnt as much of a chore as it currently is
This solves nothing only complicate things. Just ditch city income altogether.
The rewards for owning a city need to be small, but meaningful. Nothing that gives you a huge advantage.
I had a similar idea on my third point of this video
I suggested the entire territory control move to open world and various points be capturable. Wars to become instanced content anyone can do. I explain the idea better in the video, but I think it’s actually a good idea. I would appreciate your thoughts ![]()