While I think there are great intentions behind the war cooldown, ultimately I believe it will put the game into a worse state because it will have two unintended consequences: less wars overall and more throw wars or wars with no one defending them. In my opinion the best and most sought after PVP feature of the game is wars, it is what most PVP players look forward to and why they play the game.
There will be less wars overall for a few very simple reasons. The incentive for taking additional territories when you already own one is being all but destroyed. After the cooldown is implemented, territory owning companies will not be able to defend a newly acquired territory without an additional 40 players in their company. This will result in winning the territory and having no means to defend it in 2-4 days when the next declare comes. Any company that currently owns a territory will rarely be going for a declare on other territories unless the income is a significant upgrade over their current territory. The income gap between territories is being shrank per the last dev video, so the incentive to attempt to upgrade territories will be even smaller than it is currently. Another incentive killer here is companies attempting to upgrade their territory can be easily denied through a long used strategy of matching war windows. For example, say a company which owns Ebonscale and has a war window of 8:00 PM wants to upgrade to own Everfall by attacking it. All the Everfall owners need to do is simply change their war window to 8:00 while Ebonscale window is locked to completely negate their efforts and have all their time wasted. For there not to be a drop off in total wars you would need 20+ active PVP companies with 40 members to be pushing territories and attacking each other, this is just not a reality on the server I play on. From these factors alone I believe we will see a large drop off in total wars.
The second, and possibly worse side effect, is that these changes will result in more throw and uncompetitive wars. Artificial barriers are being added into the game which are going to prevent war rosters from being filled with players. To explain this concept further imagine a territory owning company with 40 members sniping a declare with a minimum 10% influence effort. If this company wins the war, the next company to push this territory will not be rewarded with a meaningful war. Their efforts spent pushing will be rewarded by warring against an empty war roster and a free win. One may argue they get the territory for free, but I as I said above war is the main and most sought after PVP content in the game and winning some war against 0 people is not the epic and meaningful war experience AGS and the players desire. Creating these artificial barriers to filling a war roster is a terrible idea in my opinion. This is going to happen every single time a territory is won by a territory holding company without 80+ fully active members of its own.
I think we will see an overall drastic reduction in wars, players are already consolidating into larger companies to have the 40 necessary players. With the current player count and server cap I do not believe there will be enough companies on most servers to be generating the war content at a rate the player base desires.
Other problems with this implementation:
The most competitive companies are skirting the system by purchasing and obtaining characters that are owned by the company. The company is then account sharing the characters with good players to fight in that companies wars. I have already seen this happening first hand, the top companies will have a fleet of accounts or characters in company that they let other high skill players play on during their wars.
Solution Options:
War Cooldown:
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There is no easy solution to this problem, any solution has to be a multifaceted approach. First and foremost there should never be a mechanic that blocks you from filling a war roster. Players want meaningful and fun wars, this feature cuts directly against that. I recommend removing the 40 company requirement and giving each player two 4 day cooldowns, one for attacking and one for defending. This means each character can be in one attack and one defense war every four days. This would give players meaningful choices of what territories they want to defend and attack, they can help an ally out or blow their cooldown on a meaningless war, but at the cost of not being able to defend their own territory. It also gives the players the ability to group together to attack stronger companies and gives more ability for non territory holding or less skilled companies to create alliances and attack larger companies as a coalition. This also prevents the top 10 players from being in every war as you can still use 10 mercenaries in the currently planned implementation. The second change that needs to happen is account sharing needs to be cracked down on. This problem is very rampant in the game and it is heavily abused to get around the good intentions that AGS has with these changes. This solution solves both of the above problems because you will be able to fill a war roster from any war eligible person that is not on a cooldown while at the same time preventing the top players from partaking in every war on the server.
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The second option is to remove the ability for companies to choose their war window and make all war windows the same on each server. War window times can rotate once a month or can always stay the same. If every war happened at 8:00PM in the local time it would resolve this problem immediately. This is more of a heavy handed and has the problem that you would basically need to throw your current territory or have someone else defend it for you to try to take another one.
Amount of wars:
Influence pushing needs to be made WAY easier or completely reworked. In the recent dev video AGS talked about the concept of “Stop the Grind”, they should practice this concept with influence pushing and not gate the main PVP feature of the game behind 50+ hours of soul crushing faction mission grind. If there are not enough resources to rework influence pushing make influence pushing at least 10 times faster. If there is some time for a small rework just increase the amount of activities that increase influence in a territory. For example: killing mobs, skilling or farming resources, running dungeons, crafting, trading, etc so that influence can be gained passively and territories would constantly be at war. If AGS has more time for an influence push rework it should be changed to something fun and challenging. One can easily imagine a scenario where there is an influence window for each territory, and during that window companies and players can fight at the fort to decide who gets the declare. There would obviously need to be loser protection built into this style of influence pushing so the same dominant company doesn’t get every declare, but the general idea is to make influence pushing something fast, fun, and meaningful that players want to partake in.
If the following goals are met I believe any war cooldown and influence push change will be good.
1. The solution should create more meaningful wars, players want more wars
2. The same few players should not be able to partake in all wars
3. Influence grinding sucks and is not fun, you should have to actively defend your territory to keep it, a mind numbing grind shouldn’t be the reason a dead company still has territory
All solutions to the problem have flaws as there is no perfect solution, but the current AGS PTR solution only partially solves for goal #2 above.