Home › Forums › Gameplay › Suggestions and Ideas › Factions
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| Author | Posts |
| February 18, 2011 at 7:29 pm #2981 | |
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Aires Player
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Ok here we go again. And by the way the current system is NOT horrible, it just needs a little work. |
| February 18, 2011 at 7:29 pm #2982 | |
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Crador Player
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While there is no factional wars, siege weapons, territory controlling bonuses = there is no need in factions. While there is no need in factions = there are no factions. No PvP = no sense in factions. _Currently_ there is no PvP in any form. Not combat, nor economical or crafting. So _currently_ there is no sense in faction. First of all, there should be a reason for people to form a factions. At the moment, only possible reason for creating faction in sandbox MMO i see is “territory control”, which sould give faction some bonuses over solo-players, acting at the same territory not controlling it. Which leads to need in suitable territory/factional warfare. That in turn valid only if there will be real need in placing down own residence and factional crafting buildings. Something like unability to create items, that require skill over 60% in any of NPC towns. Something like you need an advanced anvill and forge, created by other players (with masonry skill) being put in your house to be able to make those things. 3. Ability to craft high-end or high-quality products. Currently you have no need in living out of any NPC town at all. You gain no bonuses from owning house of faction. That should be changed (IMHO) to encourage people be actually interested in territories away from NPC cities. All money factional money sinks and efficency should depend on: Main money sink in sandbox open-PvP full-loot is equipment, that getting lost, damaged and consumed. Factional money sink added to that is a maintenance costs for all “factional” features. Every building, vessel or tool require maintenance in form of gold (Guard tower with 3 NPC guards of different levels for different pay) or in form of materials (Bastion requiring 100 stones daily, smithy requiring 50 stones and 50 wood daily, 10 riverboats requiring 100 wood daily). This way, factions will create real demand for materials on markets, not only in form of equipment for their fighting members, but in form of natural resources for their buildings. That is why i am TOTALLY AGAINST any automatical-harvesting buildings, which currently are only sense in factions, which at release will make creating factions needed for getting resources for free. 130 cells of claimable earth? 1 month and you’ll have 130 factions of 2-3 members, controlling each for auto-farms and auto-mines. That how i see it. Not to mention zero prices for those basic resources on market. And last, but not least. Self-sufficient factions are bad for economy. Natural resources, required for faction to be self-sufficient, should be unavailable to be owned by one. In any form. like iron and limestone nodes only to be found in opposite parts of world, making defences of two that far-away territories a very difficult task. Or in any other more suitable form. Good job there MO have made. In order to create high-end products you were needing resources from few different part of world, making trade really inevitable, which made traveling/convoy and following PvP a good part of game. P.S.: Currently, there is not much to do in game even solo, except getting max skills. Lack of features giving fun, except skill-up (and prolly building own house/bastion). IMHO, this issue should be adressed before factional issue. |
| February 18, 2011 at 7:29 pm #2983 | |
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Tablix Player
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Interesting post Crador, some I agree with and some not so much so. Not going to pick through it piece by piece but will give my observations on factions in the game currently. The MAIN function of factions now is to speed up the testing process, simple as that. To make buildings requires lots of time or lots of players. To test crafting effectively and therefor building you require factions or small communities that work together to make things more quickly. This has the benefit of for the dev process as its quicker, and for players as they have a sense of community. When it comes to advantages in factions, there are no mechanical advantages only the fact that many hands make light work. The building costs will be increased once live, as will the skill gain rates so assuming every cell will be claimed in a short space of time is just not the case. People will not only NEED to skill up, they will NEED boats, and they will need to work together. Add to that those that have no ambition to build, just to gank and PK, this will slow everyones progress significantly. I agree maintenance and decay are going to be the driving force for both trade and economy, and many players think its already bad. If the resources can be carefully controlled then there will be lots of competition for the best land and lots of action on the most used trade routes. I am sure plenty more will be put in the game for solo players and small groups. There will almost certainly be open dungeon environments, more world bosses and more in terms of quests to complete. These I feel are currently not high on the priority list, but are there all the same. |
| February 18, 2011 at 7:29 pm #2984 | |
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Crador Player
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Well, main point of what i was trying to say was a way player would answer on question “Why would you like to be in faction?” Imho: |
| February 18, 2011 at 7:29 pm #2985 | |
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Wiz Developer
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Our current plans is to make factions cost money to establish and run, and buildings will have a regular maintenance cost. To maintain a large territory, you will need to have an active base of members helping with the upkeep. |
| February 18, 2011 at 7:29 pm #2986 | |
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Safera Player
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Crador, I think both of those options are the ‘right answer’. My favorite saying is ‘give the players the tools to make their own choices’. For instance, with regards to faction tithing, give the factions the ability to tax members, but not required. Having Vendors only for faction-mates OR, better yet, allow the option of setting 2 different prices on your goods everywhere (one price for everyone and a separate price for faction-mates, no matter where u sell your goosd) – this is another positive option for factions, but allows individual players the right to make these choices. Per Wiz’s Comment: I find it interesting to offer penalties to having factions – just remember to balance that with positives to being involved with them as well. Some of the fore-mentioned ideas are plausible. |
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