-Z- wrote:Is this suppose to be the guild war or just a guild feature til guild wars? Under the impression that this was just a guild feature and a type of guild wars would be implemented later.
This has nothing to do with guild war system.
JadeFalcon wrote:I... don't like it.
Basically because big clans would likely capture all major areas - even we at times level low level alts.
This might be OK for us in bigger clans, but smaller clans, and clan-less newbies might struggle, or at least be left in an noncompetitive position. They will be forced to cluster in non capture areas, where i will mercilessly slaughter them (sorry). Those areas are probably less interesting in terms of Exp and items, so even worse.
It doesn't mean you need to have it though, that's why the bonuses are low. It's a small bonus or boost. I doubt you will yourself be able to hold out that many areas. I get you can run around fast but with no warning or non specific warnings it will be tough. I don't think this changes the leveling mechanics at all. If your camping the graveyard for example, your camping the graveyard. You slaughter them regardless. I'm not sure why this would force people to level in non capture areas as it doesn't mean you are restricting the area, you are just gaining a small boost per area captured. People could literally ignore it and it would be the same as it is now. It's also why I want to keep the bonuses low. It's a very small perk, but not enough to force someone to level elsewhere. All areas will have one, so it's not like you yourself can guard them all.
I do agree that bigger guilds will probably hold more though. There could be a limit if need be of max cap as I was talking about but I don't think it's bad to make the bigger guilds to actually do something too. However, even a small guild should be able to take some for a little while. We can introduce invulnerability timers when someone captures it, you at least hold it for lets say 30-60 minutes before they become vulnerable again. Again there is 'no' way a guild is gonna be able to hold all capture points.
Dan wrote:3 - A guild should not be able to control more than one area
This seems limiting to me then. It means that every guild can just take one over, and no one has to really fight it out as everyone can just hold one. There is literally no point to add this system then.
Folder wrote:If we did something like this it should be something like an OaD imo. Fight for it once, maybe twice, a day and if your guild wins you control it for that time period. Keep it simple.
Controlling should be switched a lot more then just a couple times a day probably. Maybe 4-6 hours if we do go that route. I'd also do longer capture times tbh. The idea is really to promote a bit of PVP at these control points and get people outside rather the the bonuses honestly. The bonuses are rather small, they don't give so much of an effect, enough to probably do it for the minimal effort to capture them, but not enough to make players rage over a couple % XP/Gold if they don't get them or aren't able to.
Folder wrote:The obvious problem is everyone not in a large guild is fucked.
Again I think with a minimal warning system it's going to be hard to keep track of multiple areas at once. With a invul timer as you said it would help out as well, meaning even the smaller guilds can capture a few for a little while. That is why I don't want a outright 'X IS BEING ATTACKED' because of larger guilds having more numbers.
Terron wrote:this tends to be a great if done correctly.
I see some of your points but you just made it really over complicated rather then a simple system and would take far longer to create. What you talk about more is to do with the guild war system, which is more complex (forcing larger guilds to defend their guild house more, etc etc) and has some valid points for that actual system. But having to have announce staff teams, picking teams, no outside interference, etc. Way to complex and involves staffers which it shouldn't need to be. For this system, you got to think minimal rewards, simplistic, but still forces people to do stuff it they're bored rather then a full hard system. The biggest flaw is your system isn't automated at all and you can't expect staffers to monitor this constantly too. Guild wars nor this system should require staff interaction. Can discuss more about the guild wars system another time though it's a pretty large system to complete and has a few things you are talking about here.
I do agree that free for all 'all day' is too much but they aren't mean to be big rewards and they are really made to be overturned a few times a day.
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-Z- wrote:I like the idea. Guessing the Zone would be divided up like Trails/GY/Dreads/Refinery/Canopia Forest/Sewers ect. This includes lowbie/mid/high lv xp areas. (So takeing a wild guess at around 30+ areas) I would suggest an 'elite spawn' of a mob in the appropriate area
To be honest the elite mob spawns are a good idea but I'm not sure if it's workable with lowbie areas. even 12x HP on a lowbie mob is literally nothing for a 25er to kill. I honestly though like the elite mob spawning as a separate thing from this system though.
Mmmm.. I actually really like the idea as a tougher than normal mob in the area that spawns from time to time. Would be pretty cool to see them active in game to give more of a challenge and bonus XP/Gold/items through them. I think it's something we should do here anyways.
Again I think only one capture per area limits everything. There would be no point to contest anyone and the reason is to bring in some player vs player interaction, not so much PVE. At this time literally everyone could hold two areas without contest, no point too. I want to bring in more interaction throughout the day rather then once a week, or once a day etc. It's a system that doesn't effect you largely if you don't do it but is a small bonus if you do.
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daedroth wrote:Go in kill the guards, kill the foozle; you own the place... Until some other clan does this. This would mean ownership until the area was taken by another clan (or reset).....
Remember guys, this is meant to be a simplistic system, at least to start for the most case. It shouldn't require staff intervention and it's purpose is to get players to do things (mostly level 25ers) in terms of capturing areas. It can have a invul timer but it should be more often then not. (i.e. 30 minutes to 4 hours, not sure yet what). While I see something with what you guys are talking about, your system involves alot more work and I'd rather get the guild wars system in first before this as it is more interesting. This was meant to be a small/fun thing that didn't require much to add because of its simplicity. I'm not trying to say I don't like the ideas, but we need to be realistic on a simple system. We're getting into levels of a full fledged system that would require weeks of coding to do. If anything another system like that could be added on top of this in the future that's more to do with 'long term and more advanced capture points'.