Wars can be one of the most fun content in the game, due to it being the only company-wide content available (chest runs don’t count). This game has NO raid content, so war content is the only real way to bond / commune with your company in a large way. However, pushing territory influence is boring, painful, and has nothing to do with PVP. Most companies want you to push influence just so they can have war content. Luckily the PVP track has added some value to counter-pushing, but that is only useful the first kill on players, after that, what is the point?
SUGGESTION : Remove PVP missions as a whole.
NEW SYSTEM: Have a “lock” timer every 3 1/2 hours on a fort in a zone. After 3 1/2 hours the fort unlocks for 30m. Whatever faction holds it at the end of the 30m wins. After this, it locks for another 3 1/2 hours. Whatever faction holds it the most times in a 24 hour span gets the declare.
DECLARING: ANY company that participates with 5 or more each fort battle gets a “declare” ticket. You earn more declare tickets in the lottery for your company the more players that participate and the more times you hold it. 1 ticket per 10 people each fight maybe?
LOSING A DECLARATION: Any company who does not get a declaration but earned a “ticket” can participate in a “mock” war. This war would be in the same territory but have no negative stakes. This would help smaller companies who perhaps lose the declaration the ability to practice against (possibly) others of similar calibur (which would now be possible with INSTANCED territory wars!). This creates more “company” content to participate in to keep communities thriving (which is SORELY needed, this game need more COMMUNITY wide content, not more 5 man content).
TAX REVENUE: If a company who wins their MOCK war is in the SAME faction of the overall territory winner, the mock war company winner will get a small percentage share of tax profits. Example: Green wins Windsward, but another green company wins their mock war. The green company who won the mock war could get 10% (or however much) percentage of the territories tax revenue. I would also suggest a “tax share” for any companies that help DEFEND the current owners territory during the 24 hour fort fighting period.
REWARDS: To add more incentive, at the end of the fort lock timer, give a war chest box, gold, faction tokens, pvp exp and pvp salt if you participated.
WHAT DOES THIS SOLVE?
Active / Dynamic world PVP content on a timer with real incentives.
A way to split population / pvp / territory pushes all across the map (since fort timers could be on the same clock, or split on two separate timers for each half of the map). This forces big companies to decide where to defend / assault. If they want to defend their big territory, they won’t be able to push a second territory very easily.
Actual PVP content for pushing a territory and a REAL way to stop influence pushing from an enemy faction
Helps split MASS profits from territories feeding into one company. This will severely help server economies.
Creates more company-wide end game content. Stops “elite” armies from locking people out of end game.
Boom, done. Dynamic world events consistently throughout the world.
Please AGS, lean INTO larger community wide content. 5 mans don’t keep MMO’s alive, you need more accessible large-scale content that people can use to build communities and utilize strategies / teamwork. And while we are at it, reduce invasions, no one thinks it is fun (ok maybe like 1-2 people who dex pad). No one says, “gee, I can’t wait until that invasion!”, it’s always, “can this invasion hurry up so we can have another war??”
Isn’t it 50 per faction? If it’s not, it should be. A cap is fine, it forces people to move to another territory to play fort control and spread out, which stops one company from defending multiple pushes and being forced to focus on what they value as the most important.
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.
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.
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.