Laz
05-26-2009, 08:46 PM
Sieges, while extremely fun, seem to have developed into being the only real form of organized clan warfare (the occasional asset destruction raid seems to be more about hitting your enemy while they're sleeping, on all sides).
The game really should foster organized clan conflict outside of sieges.
Sugggestion: It's been said multiple times already. Let's get some passive resource nodes similar to shadowbane mines.
e.g.
Have several different types of capture nodes (mines/groves/farms/quarries) where mines can be set to x iron per hour or x special ore per hour with the same options for all of the nodes. Where the resources go straight into the guild bank while the clan holds the node and the node is vulnerable at x time each day.
Pros: People come out of their cities with gear on in organized groups that are not over concentrated to duke it out and smack each other around on a daily basis. Also, resource gathering grind is mitigated by the resources coming from these mines on an hourly basis.
Cons:...?
Also, dungeons: Make the mobs easier to kill and double skill gain when hitting the mobs. Increase loot dropped. Dungeons then become huge PvP hot spots.
Points of interest in a sand box game are necessary to create incentives to fight. Even the most basic games have some established infrastructure of incentives(chess/checkers/chutes and ladders).
There are a number of different variations that can be done with capturable resource nodes: [vulnerablity times, capture rules-i.e. must hold for fifteen minutes, terrain- island nodes/water nodes (fishing)/middle of mob spawn or dungeon nodes], but I think, as the majority of the people posting in this thread have expressed, some form of this feature would improve gameplay greatly as well as reinvigorate the interest of the talented PvP/PK/GvG orientated guilds and players who have left the game so far.
More feedback and discussion available on the quoted thread.
The game really should foster organized clan conflict outside of sieges.
Sugggestion: It's been said multiple times already. Let's get some passive resource nodes similar to shadowbane mines.
e.g.
Have several different types of capture nodes (mines/groves/farms/quarries) where mines can be set to x iron per hour or x special ore per hour with the same options for all of the nodes. Where the resources go straight into the guild bank while the clan holds the node and the node is vulnerable at x time each day.
Pros: People come out of their cities with gear on in organized groups that are not over concentrated to duke it out and smack each other around on a daily basis. Also, resource gathering grind is mitigated by the resources coming from these mines on an hourly basis.
Cons:...?
Also, dungeons: Make the mobs easier to kill and double skill gain when hitting the mobs. Increase loot dropped. Dungeons then become huge PvP hot spots.
Points of interest in a sand box game are necessary to create incentives to fight. Even the most basic games have some established infrastructure of incentives(chess/checkers/chutes and ladders).
There are a number of different variations that can be done with capturable resource nodes: [vulnerablity times, capture rules-i.e. must hold for fifteen minutes, terrain- island nodes/water nodes (fishing)/middle of mob spawn or dungeon nodes], but I think, as the majority of the people posting in this thread have expressed, some form of this feature would improve gameplay greatly as well as reinvigorate the interest of the talented PvP/PK/GvG orientated guilds and players who have left the game so far.
More feedback and discussion available on the quoted thread.