Some suggestions for faction warfare

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    • Some suggestions for faction warfare

      UPDATE 10 May 2020: See Post #4 for more incredible suggestions.

      Here are some suggestions for faction content that will appeal to more types of players than those that do packages and outposts:

      1. Increase the fame from killing outpost guards and grant them a chance to drop city hearts, crests, and baby mounts of their faction type. The fame rewards, in my opinion, should be equivalent to t7 blackzone roaming mobs. Faction flagged players are at approximately as much risk as blackzone players are even though factions are Royal continent based, so blackzone level fame is justified. These mobs are realistically soloable in ways the faction bosses are not, so this gives solo players a specific type of content that also focuses them on certain areas of each cluster, enhancing the chance of pvp encounters. Additionally faction outposts are typically owned by the closest royal city, so this forces players to leave their royal city’s biome to farm the guards.


      2. Some resource nodes in a biome should be the “Royal Stock” of that biomes Royal city. These nodes can only be gathered by opposing factions and they grant a city heart once they are fully gathered. This rewards gatherers for being adventurous and helps mix more faction flagged players across the royal continent.


      3. There should be miniboss versions of the faction bosses that spawn in zones and patrol their roads based on what factions own that zone’s outposts. These would be like the relic minibosses or harder in terms of difficulty, with a subset of the faction boss abilities. Only faction flagged players could kill them. They would spawn on roads because (a) patrolling roads is cool and (b) it enhances the chance of conflict if players are sticking to roads to find faction minibosses to kill. These could drop faction items similar to the faction guards.


      And this is a wilder suggestion:

      4. Inspired by the occasional red vs blue ZvZ outside Caerleon and the importance of the Aquila to Roman legions, there should be a gate fighting mechanic outside royal cities where opposing cities steal city standards and display them at home. At the yellow zone gate into a royal city, a new pavilion area should be erected in front of the actual gate. There would be located two standards of that home city, guarded by a small complement of guards (but no catapults that far forward). Additionally there would be 4 slots for the standards of other cities to be displayed.

      Faction Players could amass outside an enemy city and attempt to steal any of the standards on display. If they made it back to their home city they could plant the standard in one of the 4 empty stands. This would lock that standard in place for 24 hours, at which point anyone could come and steal it again. Standards would be stolen permanently until another city steals it or takes it back.

      These standards would have a non-fighting purpose: as a source of a daily power hour buff that players could activate. Each home standard would provide a +10% fame bonus and each enemy standard a +5% fame bonus (max 40%) if present when the player activates their individual power hour. Even non faction players could enable the power hour, but to sweeten the deal for faction players they get 5% enemy faction points for each enemy standard their city owns

      Standards owned by a city would show up on the world map along with any lockout timers. Stolen standards would be visible on the world map so faction players could chase after them and steal it back. All players in the home city would be notified if enemies start killing guards or stealing standards, giving players an opportunity to flag up and participate in a big battle.



      Lastly, since I know Albion players are very particular about the lore, I shall offer up a lore explanation of all these suggestions.

      1. The faction guards have become battle hardened veterans in their fight against the other royal cities, thus it is more noteworthy when they are slain.
      2. For economic reasons, it is important for a royal city’s ruling class to have a stock of resources reserved for them. Thus each royal city has tasked their mages with encrypting a set of resources so only the elites can harvest them (no players are elites). But each royal city also has magician code breakers working to break these encryptions. When players faction flag, they are provided with a set of codes that will break the encryption of the enemy cities. But the codes change constantly in a cryptomagical arms race. So players can’t just faction flag up once to get the codes.
      3. In the back and forth build up of war and animosity between the royal cities, each city has come to the conclusion that they need to bring more, better soldiers to stay competitive. Thus the faction minibosses have been trained and unleashed.
      4. Humans attach irrational levels of meaning to certain symbolic objects. The Faction standards are one such symbolic object. The daily power hour is a swelling of pride that a player gets when he sees how many standards his city owns.

      The post was edited 1 time, last by Lanzier ().

    • Lanzier wrote:

      1. Increase the fame from killing outpost guards and grant them a chance to drop city hearts, crests, and baby mounts of their faction type. The fame rewards, in my opinion, should be equivalent to t7 blackzone roaming mobs. Faction flagged players are at approximately as much risk as blackzone players are even though factions are Royal continent based, so blackzone level fame is justified. These mobs are realistically soloable in ways the faction bosses are not, so this gives solo players a specific type of content that also focuses them on certain areas of each cluster, enhancing the chance of pvp encounters. Additionally faction outposts are typically owned by the closest royal city, so this forces players to leave their royal city’s biome to farm the guards.



      2. Some resource nodes in a biome should be the “Royal Stock” of that biomes Royal city. These nodes can only be gathered by opposing factions and they grant a city heart once they are fully gathered. This rewards gatherers for being adventurous and helps mix more faction flagged players across the royal continent.


      3. There should be miniboss versions of the faction bosses that spawn in zones and patrol their roads based on what factions own that zone’s outposts. These would be like the relic minibosses or harder in terms of difficulty, with a subset of the faction boss abilities. Only faction flagged players could kill them. They would spawn on roads because (a) patrolling roads is cool and (b) it enhances the chance of conflict if players are sticking to roads to find faction minibosses to kill. These could drop faction items similar to the faction guards.
      Other than eliminating Alliances, this is my new favourite suggestion

      I would just caution against giving too many Hearts away. Perhaps some other form of faction item could be gained from doing these tasks that gives direct fame! To make up for the upcoming nerf to Tomes
    • Since a faction warfare revamp is on the horizon, here are some more suggestions for making faction warfare great:

      1. Faction Seasons
      Factions should have a season system that runs concurrently with the GvG season. The season system is one of Albion's strengths. It provides context and meaning to a bunch of activities in game that are otherwise boring and encourages teamwork and cooperation.

      New players often come into the game with few or no friends, and are not sure if they are willing to invest in playing Albion; they are not yet sold on the game. They are often lost and confused and constantly ask in reddit and the forums "so what do I do now?" Or "what's the point?". They expect Albion to hand feed them an answer and don't realize this is a different kind of game. Because they are waiting for the game to hook them, they don't join a guild and instead try to find their path alone. They would be better off joining a guild and participating in the season system, which would imbue their actions with purpose and meaning, but are not ready for that kind of commitment. Additionally guilds often have requirements about pve fame, pvp fame, CTAs, discord usage, etc. that new players can't or are not willing to meet.

      A faction season system solves this problem and would help retain and grow the playerbase. The season leaderboards would imbue their actions with purpose. The factions have no barriers to entry and players can't be kicked out so there is less of a social hurdle to participating. They would have a chance to bond with friendly strangers in a way that is otherwise hard in open world pvp games.

      The faction season system would also enable participation by players who are not new but whose life circumstances require a level of casualness that isn't acceptable in many successful blackzone guilds.

      Faction points earned by each player would be added up on a scoreboard just like the Season Rankings. The winning faction receives some sort of commemorative statue in their city for the duration of the next season. The players of the winning faction receive a season unique piece of furniture plus some sort of fame/silver reward. Players are locked into a faction at the start of the season and normally can only switch during the off season.

      Ideally there would be load balancing mechanics to try to equalize the population split between the factions. Maybe the rewards for winning could be scaled based on how outnumbered a faction was, incentivizing good players to try to make a difference in the underdog faction. Or a "turncoat" opportunity could arise mid-season that allows players on the dominant faction to switch sides for some kind of reward mid season.

      2. Loot Rules
      Factions should be changed to obey the pvp rules of the zones, instead of always being full loot. So faction players in blue zones are immune to pvp. Faction players in yellow zones are only downed (or respawn at their faction city maybe) and they keep their loot. Red zones are unchanged.

      Many players who start Albion are ambivalent, open-minded, or mildly negative about full loot pvp rules. They are able to be sold on the benefits of full loot. But the toughest time a player will have in full loot pvp rules is when they are new, because new players don't have the wealth to absorb the shock of dying. Early deaths can be devastating. This puts full loot pvp on a bad footing. The game needs to provide space for players to experience pvp to help get them hooked on Albion before they are ready for full loot rules.

      Additionally the game currently lacks a good way for new players to experience open world and ZvZ pvp styles. 5v5 can be experienced in Arena (and Lvl 1 crystals since the season 9 patch). 2v2 can be experienced in blue zone hellgates. With factions obeying yellow zone rules, both open world and ZvZ could be experienced without the risk of losing your gear. In theory players can already do this by pvp flagging in yellow zones, but in practice this isn't done that often. Yellow zone kills still involve a 50 point reputation penalty which might discourage this.

      By changing the loot rules (and incorporating my season suggestion), new players will be more willing and able to experience some of the more unique features of Albion. I believe one of the problems with Albion is that the content new players feel safe engaging with (fame farming in yellow zones, Arena) is the soulless and boring part of Albion (see this for a discussion of the same problem in EVE). Offering lower risk open world pvp options can help bridge the gap between when a player starts and when they feel wealthy enough and knowledgable enough to feel safe in full loot zones.

      3. Faction Commanders
      The factions should be able to elect Commanders in the style of GW2. These commanders have powers to ping the map and highlight objectives that propogate to all players currently flagged for that faction. These commanders would be tasked with organizing their faction and prioritizing objectives to win the faction season. There should be objectives such as castles or castle outposts or faction territories that can only be taken or activated by the commanders, allowing them to direct the war effort. These commanders would be in charge for a portion of the season and occasional elections throughout the season could replace them or validate their leadership.

      The post was edited 2 times, last by Lanzier ().