Global Faction PvP - Claiming Territories For Your Faction
Three months ago, the PvP Strike Team introduced some of the early concepts of the Faction vs Faction PvP in its letter; we'll now have a more detailled look at the gameplay elements of the on-going global war, to be patched next month at the same time as the Outposts.
All over the currently known territories of Atys, towers will be erected by those who want to claim lands for their own faction. Owning or loosing a land won't be without consequences, as the towers will grant special advantages to the members of the corresponding faction...
1] PvP Flag
2] Claiming Territories
Picture A – Example of the Fyros Land
3] Summoning a Spire
Each spire has many HP and a very high regeneration rate. There is a fixed global amount of HPs for all spires, distributed among all of them – the more spires you own, the less HP each of them has, thus making it increasingly defend to defend them.
4] Linking regions
When two spires belonging to the same faction are linked (contiguous regions), their effects are spread in all linked regions. On picture A, since the line is 1-2-3-4-5, all effects are active in the five regions of that line.
5] Spires levels
Each active spire on a base is automatically “level 1”.
Level 1 - 1 spire
Level 2 - 5 spires
Level 3 - 15 spires
Level 4 - 25 spires
Level 5 - 35 spires
6] Miscellaneous
a) Respawn
b) Teleportation tickets
c) NPC guards
- Elite Warrior, level 250 (Defense level 50)
- Warrior, level 250 (Defense level 50)
- Warrior, level 250 (Defense level 50)
- Magician, level 250 (Defense level 50)
- Magician, level 250 (Defense level 50)
- Magician, level 250 (Defense level 50)
PvP Centric instead of PvP Parallel
Recent expansions of pvp adversely affect non pvp players and spires as proposed will adversely affect both non pvp and losing faction pvp players. Apart from intermittent battles to gain control of spires, this new content could well be described as limiting access to 50% of more of existing content and will result in the majority of your subscribers' game time becoming tedious, frustrating, and unfun.
Examples:
Players leveling fight skills will no longer have full access to the already grossly limited range of targets for upper leveling. It is already boring to plod etc and will be even more boring to level when access to some/most targets is reduced.
Players leveling dig can log in and find they must now run from a capital city in order to continue their leveling. Mindless running around is boring and time-wasting and games in dev such as Hero's Journey are consciously designing to remove tedium, while this proposal serves to dramatically increase it, and for pvp players as well as for non pvp players.
Instead of catering for all subscribers, you appear to be highjacking the entirety of the game for sake of intermittent pvp fights, which I note was insufficient to keep an active pvp guild like Infinity interested in playing.
All of ur customers spend time leveling. What % of our game time is spent in op fights and will be spent in spire fights? 1%? 5%? 10%? Whatever the actual %, you are sacrificing the quality of gaming experience in the other 90 or more % of game activities.
An implementation of pvp that doesn't highjack the transport system thereby making dig and fight leveling more tedious and monotonous, and restricting access to what content does exist which will increase boredom can only result in more players enjoying their time playing.
Spires are similar to towers in AO, however in AO I was not adversely affected if I didnt wish to participate in pvp. Here I am penalized for being a non pvp player:
> I couldn't dig in E2 and earn points for the items as you awarded "honor" points to players who ganked me and none for killing the kitin who also killed me.
> I can't dig supernodes as they are only for pvp players.
Pvp is only consensual in Ryzom, if I "consent" to giving up participation in E2, forfeit the items rewarded, and don't level pr dig in Umbra or dig supernodes.
> Non pvp players can't become op owners (unless one is handed on to them by pvp players), which reduces us to the status of beggars and workers for the pvp owners already advantaged by cats and mats.
> Neutrals can't buy tps in pr, their dig and craft is disavantaged for not wanting to pvp.
Not fun, and spires will make the game less fun for all players as even the winning side will have their access to Atys reduced - and for sake of intermittent pvp fights.
Pvp implemented in parallel, in a way which doesn't impose and disadvantage non pvp players, should be possible and will result in a wider subscriber base. Mass exodus planned when Vanguard launches folks. We love this game and would love to stay, but not when penalized for not wanting to pvp, and when crafting and dig activities are limited by pvp.
Zysha
PvP Centric instead of PvP Parallel
I am wondering why the Dev's or no-one else from the CSR team have replied to this, they are all valid points, and i agree with them 100%.
Common Dev's, respond.
I concur
But I think the delay is likely due to our manifold concerns.
From direct experience I can state that the removal of neutral TPs has adversely affected our gameplay, especially losing non-capital towns and all access to the PR (save via Nexus).
Additional things for factioned people or through spires are fine, but taking away what people already have is never a good measure.
I hope they also restore neutral access, at least to towns and preferably to every non 250 area, even PR.
What happens when you can't respawn
So... let us say I am factioned. Let's say I'm killed in enemy land, where according to this document, "It is impossible to respawn in a region owned by an opposing faction."
I'm confused. Are you saying "You can respawn OUT of that land but must respawn INTO a friendly land"? Or are you saying "Respawning is entirely turned OFF as a function in enemy land?" If so, what happens when you die?
C
Spawning after death in enemy territory
As I experienced it, you can spawn in friendly territory only. If you died in a FvF conflict on enemy territory you may spawn at the nearest spawnpoint on friendly territory. As I died by accidentily friendly fire during an outpost fight in Void I spawned in Hidden Source (Verdant Height). So I think this part of the code is already active.
One sided Faction battles!
Spires update
Small update about this project.
We originally planned to add them in the same time as the fame changes, but this wasn't made possible as we couldn't test them deeply enough within the time. Then we had other features in the pipe (RoS, R², Kitin's Lair) that couldn't be delayed, so the Spires testing got stalled.
After reading your feedbacks and also rethinking our priorities over the last months, we decided to not rush the Spires out. There are a few points we want to rethink about them. However for now, we have other work ongoing to be released after the Ring, including new Ring features that you've been asking for (such as foraging, PvP, etc.) and the Kitin's Lair.
Spires update
So does that mean that all that we see here is not the way spires will work? should we disregard what we read for now until a revision is made to this page? if so how long would it take for us to get an update on this?
personally - iagree with everything said above O.o spires do -not- sound like my idea of a good time on atys
Question
what happens if a faction controls all the country :O ?