Factions - Redux~
Posted: Tue Aug 02, 2011 12:54 pm
U.
Right, here’s my proposed idea for a new factions system – please criticise as much as possible, it’s obviously still early and lots will need to be worked out. Some of the ideas are a bit vague but I am trying to offer an overall view of some of the key considerations.
The aim of this system is to make factions a much more integral part of the community, socially and economically rather than just for PvPers. The system, if balanced and supported, could and should be the backbone to all activity regardless of profession. It should provide purpose into the play of groups or individual, for short or long periods of time, and promote a sense of belonging, and a devotion to the cause you fight for. I also wanted to move conflict away from towns and into dungeons/overland for regular play, and town based fighting will be specifically for defences and raids rather than skirmishing.
I’ve tried to design everything without the need to implement new items/code completely new complex systems etc, this is unavoidable in part but the idea is to put small incentives to promote natural synergy and collaboration on behalf of your ‘side’.
Another consideration is to remove the necessity to go red if you wanted a high number of targets, and to reinstate murderers as a real renegade choice. One of the arguments against many of the systems I have suggested is that the PvMers/Thunters etc will be at too much risk of being found and killed, but this was always a risk because pretty much everyone had a PK as almost a formality.
One thing important to note is that stuff here is SPECIFIC to faction membership. So I’m not covering things like how champions could be changed, or what we could add to dungeons in general, or what other cool features crafting can have in general, for example, this is just to highlight specific differences in systems, or perks for being in factions rather than being independent.
Factions as we knew them – predominantly a system designed to promote essentially 4-way conflict, with minimal implications for the loser, or reward for the winner, besides status. They generated lots of ad-hoc action, and particularly some intense huge battles in faction bases. However, ultimately it was quite a detached system that had no influence or impact, and had limited appeal for anyone who didn’t want to solely PvP.
The new system
The idea of this proposal is to make factions a truly integrated system at the core of the shard’s function. It should be viable to have every single character in factions, with tangible benefits for membership, achievement and success. Everyone should feel like they are ‘part of something’ and are ‘fighting for a cause’, be it against monsters or players. Input should be recognised and rewarded, there should be incentives for non-typical faction characters (PvMers, pos AoS crafters etc) to take part.
Like a powerful medieval kingdom, a successful faction must have more than an army.
(I’ve re-written this next part over and over, and I just can’t figure out the best format, so what I’ve decided to do is break down various aspects of the game and how faction membership would impact it – that should give an overall impression of key changes that need to be developed. This just means that some parts will refer to mechanics which maybe aren’t explained until later in the post so do try to make your way through the epic wall of text)
What areas of the UO lands are affected?
Towns
Largely unchanged, maintain or enhance standard sigil system and look at timers according to activity. Add some pixel crack around towns, signs and banners, town criers all paying homage to the current faction commander etc, to add a little bit of atmosphere according to who owns it.
Access to hiring of various levels of town guards, depending on silver earned, ranks 1-4 for example with varying strength (rank 4 could have artifacts and proper PvP modifiers). Zole’s faction monster idea also works but might just be a bit sloppy.
Link towns to dungeons, not a straight ‘twin’ for example, but say you can only own 1 dungeon for every town you own. This gives more incentive to take over towns, since in this model and our general shard concept, dungeons are key, towns could easily fall out of favour since they don’t offer much of benefit.
Only allow access to NPCs if you are a member of the controlling faction, increased prices for non-faction members and no access at all for enemy faction members. No access to NPC tools (forge, loom, etc) for any outside the controlling faction’s membership.
Dungeons
The key to promoting shard-wide conflict. With dungeon changes we have in place there should be more activity and conflict in dungeons than around towns/gates.
+5% damage dealt and/or -5% damage received (to mobs and enemy faction players) whilst in a dungeon your faction owns. Reversed stats (or maybe just reduced damage) for being in enemy dungeons. Numbers are obviously negotiable. Maybe even +10% gold on mobs, or +20% quantity of items dropped on corpses. Make it a real benefit to own a dungeon.
Dungeon Masters – similar to town sheriffs. Something for PvMers to aim for as an equivalent.
Notifications broadcast ‘an enemy is spotted’ when opposing faction players farm your dungeon or attack your faction members there. This should require the use of a high end craftable item which ‘dungeon masters’ can place at various locations.
Allow traps to be placed in dungeons, similar rules to towns, ie. make sure they can’t be triggered by mobs or neutral players.
Decorative banners/flags which change colour and message depending on dungeon/town owner, both outside the dungeon and key spots throughout. This should promote a sense of belonging. Perhaps these could in some way be used to broadcast messages to faction when enemies are spotted etc.
Faction bases
Again mostly unchanged. Allow traps. I’d really like to see a second entrance to these bases to avoid as much choke PvP, though I don’t think this would necessarily be popular.
I’d like to keep the CoM/TB bases in towns as default, I know Clx isn’t keen but it makes sense to have the ‘good’ factions in ‘good’ towns,
Overland
Perhaps some of the key overland spawns (think Cyclops valley, yew liches etc) could be included in a system similar to the dungeons?
Keen to not include traditional RP places namely orc fort but I wonder if these might even fit in.
So what’s the appeal to different professions?
PvPers
First and foremost, regular fighting, this ‘profession’ will probably carry on mostly as normal. However, rather than just fighting other roaming bands of PvPers, and occasionally taking part in sigil defences/town sieges, there would be a more all-encompassing responsibility to help secure resources for new players, through taking a lead role in dungeon control, protecting PvMers, seeking out PvMers farming for other factions for example. Due to the nature of the typical freeshard player base, and requirements of an ongoing conflict, PvPers will always make up the majority of active players, so let’s give them more to do than borderline meaningless fighting.
I don’t think any particular changes need to be made to encourage PvPers to assume more ‘responsibility’, they should be naturally inclined to go wherever there’s a chance of a fight, whether that’s defending their PvMers from enemy PvPers, or raiding enemy dungeons to take out their PvMers etc.
PvMers
This, with crafters for me is the biggest and most important mechanics change.
I think PvMers should be the foundation of the faction economy. A re-work of the silver system is necessary. Silver should be generated from killing any monster in a dungeon controlled by your faction, or designated ‘enemy faction’ monsters (as default I think). Silver is then donated to the faction to create a central ‘account’ of money which is used for any number of things by commanders, sheriffs etc.
PvMers will of course have all the benefits of farming mobs as standard as if they weren’t in a faction, loot, gold etc, but there will be incentives to farm on behalf of a faction. Including but not limited to
- protection from PvPers, and premade groups to take out tougher monsters for players who aren’t part of a bigger guild
- bonus damage output/reduced damage taken against/from monsters when in a dungeon controlled by your faction
- access to reward items and resources based on the amount of silver donated (this needs thought to stop people muling silver for example)
- a visable progress/scoring system to incentivise PvMers who do it more for the glory than the pixel crack, similar to the Punkte system for PvPers. Possibly based on amount of silver donated or number of champions/bosses slain
Crafters
A similar situation as PvMers really, they will be able to do everything normally, but with incentives for joining.
- increased rate of return on resource gathering in faction owned dungeons/zones, mining, skinning etc.
- access to a wider range of faction craftables, think re-worked traps for more than just towns (well particularly for dungeon) and new defence items such as ‘Walls’ (can be placed to create choke points, for faction defences or PvMers to protect themselves etc, high HP item that can be destroyed by attacking them) maybe advanced items could offer a higher skill gain chance at 115+ for example.
- Also obvious faction weapons/armor that serves specific purpose, mini artifact, non repairable/time based items, for example a tinker could create a 200 luck ring with special items that PvMers might come across, a tailor could make a 7-day +3 to all resists robe with magical mystery cloth which can be bought by faction commanders with silver, and also requires an alchemist to make a potion of dasprotektor which is mixed with the cloth on crafting.
You get the idea; special items come in through various non-crafting related play styles, and promote natural interaction with trusted crafters to turn them into something useful.
If successful, there would be a small number of well known high level crafters, and competition to have them serve your faction would be fierce due to the benefits they can provide to defences, special items etc.
Tamers
I suppose a branch of PvMer really with PvP utility in the right situation. How about offering unique faction tameables? Or even for example, you couldn’t tame dragons in Destard without being part of the faction that owns Destard, though you could still tame them elsewhere.
Warhorses perhaps need to be tamed first rather than just bought straight out. Taming and resurrecting faction pets/mobs in dungeons your faction owns has a skill gain bonus.
Remainder of the benefits are in line with those outlined in the PvMers section.
Thieves
Obviously still important for stealing sigils for towns and dungeons, and will naturally have more targets when you consider the potential increased dungeon activity and the nature of loot generated that can’t be insured etc.
Perhaps a system where they can steal silver from enemy faction reserves, during a siege for example.
I really don’t know enough about thieves, and how they were used effectively other than stealing sigils and disarm/stealing weapons, advice welcome!
T-Hunters/Fishermen etc
Probably the least applicable class to include. But some ideas may be:
Unique items spawn in chests when dug up by faction t-hunters/fishers, items used in crafting unique items, ‘faction’ t-chests also spawn with silver. Maybe have an additional 1-3 items per level as a bonus to Factioners?
Chests in dungeons/towns can only be opened if you belong to the faction who owns the dungeon/town.
Faction shovels crafted by faction smiths yield +1 range to dig up chests, fishing rods crafted by faction carpenters/tinkers(?) have a 3% increased chance to fish up an MIB.
Again the PvM perks apply.
Faction Heirarchy and politics
I don’t think there’s much wrong with the standard one, but some of the responsibilities of the faction commander need to be dispersed to town sherrifs, dungeon masters and finance ministers.
I can’t remember how the voting system worked, but definitely have an ongoing democracy where a leader (any leader) can be overthrown at any time by voting, or can be forcibly removed. Perhaps tie in a renegade/rebel sub faction, led by warring guilds. Say for example I-C could be Minax faction which is being led by EEV, I-C don’t like the EEV GM who is Faction Commaner, so war against EEV under pre-determined rules, or a bespoke system, if I-C are victorious, the GM of that guild becomes commander. Other guilds/members in the faction can opt to join the rebels or jump to the defence of their illustrious leader. Inevitably this will mean people move around factions a bit, but will spice up the politics, ensuring that actions have consequences, and there is another element of Risk vs Reward.
I love the idea of a renegade sub-faction system [Minax Rebels] for example. They would still have to fight against all 3 other factions but were publicly and actively making a bid for leadership of their faction. If the rebels win, the war finishes and there are no ongoing consequences other than the leadership changes and ‘out of game’ political tensions between guilds who can then either join another faction to seek revenge or form their own rebellion after a set time. Part of leadership will therefore need to be minimising the chance of rebellions.
This system would need a lot of thought and is obviously risky, but interesting, and ensures everyone is included in the politics and has a say, rather than just the controlling minority.
Core faction economics
Lots of purchasable items for factioneers depending on rank, input (silver donated) etc.
Purchasable features, special vendors can be placed to sell rare services/items to your faction team mates, for maybe a day at a time. This could include things like neon hair, the usual resources, etc.
Towns cost money to maintain. Land tax, utilities whatever, not a huge amount or something that becomes a burden, just enough to ensure that PvMers are encouraged and protected enough to generate income. Maybe set a ‘membership fee’ or something. I don’t want players to have to be personally funding it, but there needs to be a time sink and maintaining town ownership needs to be more detailed than just winning a 2 hour fight once a fortnight for example. This can be tied in to the reward system somehow.
Core faction event mechanics
Harrowers can only be summoned by dungeon masters, but can still spawn in any random dungeon. There’s a chance it could obviously spawn in an enemy dungeon giving them the advantage, therefore would factions actively fight to control as many dungeons as possible to safely do harrowers at tactical times?
I need advice on things like sigil timers and stuff for dungeons/towns.
How does this system apply to new/veteran players?
New players – first 0-3 weeks - Getting set up with absolute basics, working towards first suit, core supplies, a house..)
The idea is these guys can start PvMing in groups faster, which means access to higher level mobs/loot even if you don’t have a godly suit. They would also have access to low level rewards to help them along their way.
Mid game - 1-3 months - will have a near finished character, possibly with some scrolls, a decent suit and set of items, financially self-sufficient, but plenty of room for improvement, more scrolls, better items, arti’s etc)
An expansion of newer players, but again upping the typical PvM to champions and real end-game monsters to help them finish off suits and generate wealth. Probably when people will be looking to take part in more PvP activities and factioneers will have a network of friendly-casual connections to hang out with.
End game vets 3-6+ months? – have pretty much everything they need, a high end suit, arti’s, scrolled character, plenty of money/resources.
For these it’s all about the power struggle, continued efforts to achieve score/power, fight for glory and work towards achieving the higher end faction rewards, rares, etc. A reason to fight and regular access and influence in shard-changing dynamics.
Key concerns/problems with the system or things I am struggling with:
How many dungeons do we make faction ‘ownable’ it’s maybe a bit overkill to make them all ownable, but since there are no penalties as such for farming here without being faction affiliated, is it really an issue?
The main one for me is how do we make it safe(ish) for non PvP characters, (particularly crafters more than anything else) to go about their non-faction related business, presumably they will still want to sit at forges to do repairs and crafting for randoms, and even enemy faction members. Is a proximity based safe zone (if crafting skills>300 for example) an acceptable solution?
Is the rebellion feature even viable? Is it potentially open to griefers who faction hop/how is this addressed?
Can you include traditional RPers (thinking orcs etc) into this system?
Are the new features I’ve suggested within our ability to develop?
Right, here’s my proposed idea for a new factions system – please criticise as much as possible, it’s obviously still early and lots will need to be worked out. Some of the ideas are a bit vague but I am trying to offer an overall view of some of the key considerations.
The aim of this system is to make factions a much more integral part of the community, socially and economically rather than just for PvPers. The system, if balanced and supported, could and should be the backbone to all activity regardless of profession. It should provide purpose into the play of groups or individual, for short or long periods of time, and promote a sense of belonging, and a devotion to the cause you fight for. I also wanted to move conflict away from towns and into dungeons/overland for regular play, and town based fighting will be specifically for defences and raids rather than skirmishing.
I’ve tried to design everything without the need to implement new items/code completely new complex systems etc, this is unavoidable in part but the idea is to put small incentives to promote natural synergy and collaboration on behalf of your ‘side’.
Another consideration is to remove the necessity to go red if you wanted a high number of targets, and to reinstate murderers as a real renegade choice. One of the arguments against many of the systems I have suggested is that the PvMers/Thunters etc will be at too much risk of being found and killed, but this was always a risk because pretty much everyone had a PK as almost a formality.
One thing important to note is that stuff here is SPECIFIC to faction membership. So I’m not covering things like how champions could be changed, or what we could add to dungeons in general, or what other cool features crafting can have in general, for example, this is just to highlight specific differences in systems, or perks for being in factions rather than being independent.
Factions as we knew them – predominantly a system designed to promote essentially 4-way conflict, with minimal implications for the loser, or reward for the winner, besides status. They generated lots of ad-hoc action, and particularly some intense huge battles in faction bases. However, ultimately it was quite a detached system that had no influence or impact, and had limited appeal for anyone who didn’t want to solely PvP.
The new system
The idea of this proposal is to make factions a truly integrated system at the core of the shard’s function. It should be viable to have every single character in factions, with tangible benefits for membership, achievement and success. Everyone should feel like they are ‘part of something’ and are ‘fighting for a cause’, be it against monsters or players. Input should be recognised and rewarded, there should be incentives for non-typical faction characters (PvMers, pos AoS crafters etc) to take part.
Like a powerful medieval kingdom, a successful faction must have more than an army.
(I’ve re-written this next part over and over, and I just can’t figure out the best format, so what I’ve decided to do is break down various aspects of the game and how faction membership would impact it – that should give an overall impression of key changes that need to be developed. This just means that some parts will refer to mechanics which maybe aren’t explained until later in the post so do try to make your way through the epic wall of text)
What areas of the UO lands are affected?
Towns
Largely unchanged, maintain or enhance standard sigil system and look at timers according to activity. Add some pixel crack around towns, signs and banners, town criers all paying homage to the current faction commander etc, to add a little bit of atmosphere according to who owns it.
Access to hiring of various levels of town guards, depending on silver earned, ranks 1-4 for example with varying strength (rank 4 could have artifacts and proper PvP modifiers). Zole’s faction monster idea also works but might just be a bit sloppy.
Link towns to dungeons, not a straight ‘twin’ for example, but say you can only own 1 dungeon for every town you own. This gives more incentive to take over towns, since in this model and our general shard concept, dungeons are key, towns could easily fall out of favour since they don’t offer much of benefit.
Only allow access to NPCs if you are a member of the controlling faction, increased prices for non-faction members and no access at all for enemy faction members. No access to NPC tools (forge, loom, etc) for any outside the controlling faction’s membership.
Dungeons
The key to promoting shard-wide conflict. With dungeon changes we have in place there should be more activity and conflict in dungeons than around towns/gates.
+5% damage dealt and/or -5% damage received (to mobs and enemy faction players) whilst in a dungeon your faction owns. Reversed stats (or maybe just reduced damage) for being in enemy dungeons. Numbers are obviously negotiable. Maybe even +10% gold on mobs, or +20% quantity of items dropped on corpses. Make it a real benefit to own a dungeon.
Dungeon Masters – similar to town sheriffs. Something for PvMers to aim for as an equivalent.
Notifications broadcast ‘an enemy is spotted’ when opposing faction players farm your dungeon or attack your faction members there. This should require the use of a high end craftable item which ‘dungeon masters’ can place at various locations.
Allow traps to be placed in dungeons, similar rules to towns, ie. make sure they can’t be triggered by mobs or neutral players.
Decorative banners/flags which change colour and message depending on dungeon/town owner, both outside the dungeon and key spots throughout. This should promote a sense of belonging. Perhaps these could in some way be used to broadcast messages to faction when enemies are spotted etc.
Faction bases
Again mostly unchanged. Allow traps. I’d really like to see a second entrance to these bases to avoid as much choke PvP, though I don’t think this would necessarily be popular.
I’d like to keep the CoM/TB bases in towns as default, I know Clx isn’t keen but it makes sense to have the ‘good’ factions in ‘good’ towns,
Overland
Perhaps some of the key overland spawns (think Cyclops valley, yew liches etc) could be included in a system similar to the dungeons?
Keen to not include traditional RP places namely orc fort but I wonder if these might even fit in.
So what’s the appeal to different professions?
PvPers
First and foremost, regular fighting, this ‘profession’ will probably carry on mostly as normal. However, rather than just fighting other roaming bands of PvPers, and occasionally taking part in sigil defences/town sieges, there would be a more all-encompassing responsibility to help secure resources for new players, through taking a lead role in dungeon control, protecting PvMers, seeking out PvMers farming for other factions for example. Due to the nature of the typical freeshard player base, and requirements of an ongoing conflict, PvPers will always make up the majority of active players, so let’s give them more to do than borderline meaningless fighting.
I don’t think any particular changes need to be made to encourage PvPers to assume more ‘responsibility’, they should be naturally inclined to go wherever there’s a chance of a fight, whether that’s defending their PvMers from enemy PvPers, or raiding enemy dungeons to take out their PvMers etc.
PvMers
This, with crafters for me is the biggest and most important mechanics change.
I think PvMers should be the foundation of the faction economy. A re-work of the silver system is necessary. Silver should be generated from killing any monster in a dungeon controlled by your faction, or designated ‘enemy faction’ monsters (as default I think). Silver is then donated to the faction to create a central ‘account’ of money which is used for any number of things by commanders, sheriffs etc.
PvMers will of course have all the benefits of farming mobs as standard as if they weren’t in a faction, loot, gold etc, but there will be incentives to farm on behalf of a faction. Including but not limited to
- protection from PvPers, and premade groups to take out tougher monsters for players who aren’t part of a bigger guild
- bonus damage output/reduced damage taken against/from monsters when in a dungeon controlled by your faction
- access to reward items and resources based on the amount of silver donated (this needs thought to stop people muling silver for example)
- a visable progress/scoring system to incentivise PvMers who do it more for the glory than the pixel crack, similar to the Punkte system for PvPers. Possibly based on amount of silver donated or number of champions/bosses slain
Crafters
A similar situation as PvMers really, they will be able to do everything normally, but with incentives for joining.
- increased rate of return on resource gathering in faction owned dungeons/zones, mining, skinning etc.
- access to a wider range of faction craftables, think re-worked traps for more than just towns (well particularly for dungeon) and new defence items such as ‘Walls’ (can be placed to create choke points, for faction defences or PvMers to protect themselves etc, high HP item that can be destroyed by attacking them) maybe advanced items could offer a higher skill gain chance at 115+ for example.
- Also obvious faction weapons/armor that serves specific purpose, mini artifact, non repairable/time based items, for example a tinker could create a 200 luck ring with special items that PvMers might come across, a tailor could make a 7-day +3 to all resists robe with magical mystery cloth which can be bought by faction commanders with silver, and also requires an alchemist to make a potion of dasprotektor which is mixed with the cloth on crafting.
You get the idea; special items come in through various non-crafting related play styles, and promote natural interaction with trusted crafters to turn them into something useful.
If successful, there would be a small number of well known high level crafters, and competition to have them serve your faction would be fierce due to the benefits they can provide to defences, special items etc.
Tamers
I suppose a branch of PvMer really with PvP utility in the right situation. How about offering unique faction tameables? Or even for example, you couldn’t tame dragons in Destard without being part of the faction that owns Destard, though you could still tame them elsewhere.
Warhorses perhaps need to be tamed first rather than just bought straight out. Taming and resurrecting faction pets/mobs in dungeons your faction owns has a skill gain bonus.
Remainder of the benefits are in line with those outlined in the PvMers section.
Thieves
Obviously still important for stealing sigils for towns and dungeons, and will naturally have more targets when you consider the potential increased dungeon activity and the nature of loot generated that can’t be insured etc.
Perhaps a system where they can steal silver from enemy faction reserves, during a siege for example.
I really don’t know enough about thieves, and how they were used effectively other than stealing sigils and disarm/stealing weapons, advice welcome!
T-Hunters/Fishermen etc
Probably the least applicable class to include. But some ideas may be:
Unique items spawn in chests when dug up by faction t-hunters/fishers, items used in crafting unique items, ‘faction’ t-chests also spawn with silver. Maybe have an additional 1-3 items per level as a bonus to Factioners?
Chests in dungeons/towns can only be opened if you belong to the faction who owns the dungeon/town.
Faction shovels crafted by faction smiths yield +1 range to dig up chests, fishing rods crafted by faction carpenters/tinkers(?) have a 3% increased chance to fish up an MIB.
Again the PvM perks apply.
Faction Heirarchy and politics
I don’t think there’s much wrong with the standard one, but some of the responsibilities of the faction commander need to be dispersed to town sherrifs, dungeon masters and finance ministers.
I can’t remember how the voting system worked, but definitely have an ongoing democracy where a leader (any leader) can be overthrown at any time by voting, or can be forcibly removed. Perhaps tie in a renegade/rebel sub faction, led by warring guilds. Say for example I-C could be Minax faction which is being led by EEV, I-C don’t like the EEV GM who is Faction Commaner, so war against EEV under pre-determined rules, or a bespoke system, if I-C are victorious, the GM of that guild becomes commander. Other guilds/members in the faction can opt to join the rebels or jump to the defence of their illustrious leader. Inevitably this will mean people move around factions a bit, but will spice up the politics, ensuring that actions have consequences, and there is another element of Risk vs Reward.
I love the idea of a renegade sub-faction system [Minax Rebels] for example. They would still have to fight against all 3 other factions but were publicly and actively making a bid for leadership of their faction. If the rebels win, the war finishes and there are no ongoing consequences other than the leadership changes and ‘out of game’ political tensions between guilds who can then either join another faction to seek revenge or form their own rebellion after a set time. Part of leadership will therefore need to be minimising the chance of rebellions.
This system would need a lot of thought and is obviously risky, but interesting, and ensures everyone is included in the politics and has a say, rather than just the controlling minority.
Core faction economics
Lots of purchasable items for factioneers depending on rank, input (silver donated) etc.
Purchasable features, special vendors can be placed to sell rare services/items to your faction team mates, for maybe a day at a time. This could include things like neon hair, the usual resources, etc.
Towns cost money to maintain. Land tax, utilities whatever, not a huge amount or something that becomes a burden, just enough to ensure that PvMers are encouraged and protected enough to generate income. Maybe set a ‘membership fee’ or something. I don’t want players to have to be personally funding it, but there needs to be a time sink and maintaining town ownership needs to be more detailed than just winning a 2 hour fight once a fortnight for example. This can be tied in to the reward system somehow.
Core faction event mechanics
Harrowers can only be summoned by dungeon masters, but can still spawn in any random dungeon. There’s a chance it could obviously spawn in an enemy dungeon giving them the advantage, therefore would factions actively fight to control as many dungeons as possible to safely do harrowers at tactical times?
I need advice on things like sigil timers and stuff for dungeons/towns.
How does this system apply to new/veteran players?
New players – first 0-3 weeks - Getting set up with absolute basics, working towards first suit, core supplies, a house..)
The idea is these guys can start PvMing in groups faster, which means access to higher level mobs/loot even if you don’t have a godly suit. They would also have access to low level rewards to help them along their way.
Mid game - 1-3 months - will have a near finished character, possibly with some scrolls, a decent suit and set of items, financially self-sufficient, but plenty of room for improvement, more scrolls, better items, arti’s etc)
An expansion of newer players, but again upping the typical PvM to champions and real end-game monsters to help them finish off suits and generate wealth. Probably when people will be looking to take part in more PvP activities and factioneers will have a network of friendly-casual connections to hang out with.
End game vets 3-6+ months? – have pretty much everything they need, a high end suit, arti’s, scrolled character, plenty of money/resources.
For these it’s all about the power struggle, continued efforts to achieve score/power, fight for glory and work towards achieving the higher end faction rewards, rares, etc. A reason to fight and regular access and influence in shard-changing dynamics.
Key concerns/problems with the system or things I am struggling with:
How many dungeons do we make faction ‘ownable’ it’s maybe a bit overkill to make them all ownable, but since there are no penalties as such for farming here without being faction affiliated, is it really an issue?
The main one for me is how do we make it safe(ish) for non PvP characters, (particularly crafters more than anything else) to go about their non-faction related business, presumably they will still want to sit at forges to do repairs and crafting for randoms, and even enemy faction members. Is a proximity based safe zone (if crafting skills>300 for example) an acceptable solution?
Is the rebellion feature even viable? Is it potentially open to griefers who faction hop/how is this addressed?
Can you include traditional RPers (thinking orcs etc) into this system?
Are the new features I’ve suggested within our ability to develop?