Hideout Home Changes (Power Projection)

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    • Hideout Home Changes (Power Projection)

      Hi all,

      When it comes to large scale Outland gameplay, one of our core design goals is to encourage as much conflict as possible.

      This is always a balancing act between making it easy to get to and find fights on the one hand, and making sure that a coalition of players does not become overly dominant on the other hand. Part of this is also to set up the game systems in such a way that conflict is always encouraged as much as possible, of course within the constraints that in an open world Sandbox MMORPG, players can freely choose on how to play and who to fight.

      Over the past weeks, we have received a lot of feedback regarding the role of hideouts for power projection in the Outlands. Due to the flexible custom rights system, it’s currently possible for each hideout to in principle act as a respawn point for an entire coalition, no matter what their actual in-game alliance status is. In addition to that, freshly placed hideouts can fulfill that role right away, which encourages placing hideouts just for this purpose, which goes beyond their intended design.

      Hence, with the next balance patch due early February, we are restricting the set home functionality for hideouts in the following way:

      Players can only set home in a hideout that belongs to their guild, and in any level 3 hideout that belongs to a guild that is part of their alliance.

      The goal here is to make power projection for non-allied coalitions more difficult, without hindering the set home feature per se. Through the level 3 requirement for alliance respawn, we want to combat the spam of level 1 hideouts and make specific level 3 hideouts more of a strategic target to fight over, while at the same time increasing the relevance of a guild’s own hideouts.

      This change is being implemented on a trial basis. We are aware that various work-around strategies might exist and want to observe how this plays out in practice. We will monitor this very closely and then decide on how to proceed, which could include taking further steps if required.
    • The hideouts lost their initial goal long ago. Small guilds dont stand a chance.

      It is painful to see what some top tier zones look like thanks to hideouts.

      It is even worse now than what it was when we had only 4 t8 zones in mercia. At least you didnt had to walk as much and you would die less.

      Limit the hideout home to guild hideouts. Maybe even add a timer to set a new home elsewhere.

      Limit the number of hideouts per guild.

      Limit the number of access's at a given time in each hideout, like 3 different hideouts per guild.

      Remove the 90 sec cooldown in solo dungeons in blackzones, let them be dived like before.

      Remove the possibility to change portal lock by walking through a realmgate from the bz (you can just set home in a hideout near bridgewatch portal, walk all the way to fight in a zone in fort sterling, enter the realmgate, fast travel with the loot, suicide, relock to bridgewatch). Or even forbid them to even use the portal to go back to the city at all and force them to go all the way back to where they came from.

      Force guilds to fight near their territory making it worthless to travel too further from it / making alliances with guilds that are not even close to them. Might also solve some of the zone lock and queue issues.

      Limit the number of hideouts per zone (if it is already limited, reduce it). Force guilds to actually fight for a zone / hideout and not just place hideouts at will.

      Apply some of the restrictions above based on the territory time zone, like you could only place different hideouts in zones with the same attack time.

      It just seems that there is so much that could be done... It would be better for everyone. People attend to zvz but they r actually 99% of the time traveling or in cluster queue.

      The post was edited 5 times, last by MadSkillzDLR ().

    • MadSkillzDLR, why do you want solo dungeons to be dove again? You just want to pray on people, you don't want a fair fight. The diving mechanic is by far the worst mechanic in this game, it promotes completely unfair and one-sided fights. If you want to fight people, grow some and go do Corrupted Dungeons or Hellgates.
    • much poggers,i do think that having a ho as a big guild is very strong and the cost is way too low.What i would love to see in the game is a campfire wich uses wood to keep the ho ongoing as it could help wood become more valuable as it is so cheap now and would also be a fun roleplayer thing to do
    • Korn wrote:

      Over the past weeks, we have received a lot of feedback regarding the role of hideouts for power projection in the Outlands. Due to the flexible custom rights system, it’s currently possible for each hideout to in principle act as a respawn point for an entire coalition, no matter what their actual in-game alliance status is. In addition to that, freshly placed hideouts can fulfill that role right away, which encourages placing hideouts just for this purpose, which goes beyond their intended design.
      Wrong. This is feedback that was provided to you in the FIRST Queen season and supported by nearly every guild on the round table. And echoed repeatedly. Thank you for finally doing something about it.
    • Bigtitbich wrote:

      how will this affect roads of avalon hideouts? this change will be incredible for black zone hideouts but roads? i think you might need to consider not having this change for the roads as it will hurt new player guilds

      well, small guilds can just join one alliance, i dont see the problem, you dont have territories, so you wont have any drawbacks
    • Bigtitbich wrote:

      how will this affect roads of avalon hideouts? this change will be incredible for black zone hideouts but roads? i think you might need to consider not having this change for the roads as it will hurt new player guilds
      Makes sense, you should be able to respawn in lvl 1 hideouts in ava roads. Thats a good point, should be added.
      My YT channel - Solo greataxe killing everything https://www.youtube.com/user/DhaosNK/video=7
    • krajj wrote:

      MadSkillzDLR, why do you want solo dungeons to be dove again? You just want to pray on people, you don't want a fair fight. The diving mechanic is by far the worst mechanic in this game, it promotes completely unfair and one-sided fights. If you want to fight people, grow some and go do Corrupted Dungeons or Hellgates.
      Sorry mate, but corrupted dungeons lost their initial purpose a long time ago. Now they are full of troll builds where people run away or chase someone for 30 minutes, as 90% of builds are knight armor dps.

      Back to the topic. I don't know if this will change something or not, but at least it's worth trying, so thanks devs.
    • Borbarad wrote:

      Bigtitbich wrote:

      how will this affect roads of avalon hideouts? this change will be incredible for black zone hideouts but roads? i think you might need to consider not having this change for the roads as it will hurt new player guilds
      Makes sense, you should be able to respawn in lvl 1 hideouts in ava roads. Thats a good point, should be added.
      It is already there from the start:

      Korn wrote:

      Players can only set home in a hideout that belongs to their guild
    • Korn wrote:

      Hi all,

      When it comes to large scale Outland gameplay, one of our core design goals is to encourage as much conflict as possible.

      This is always a balancing act between making it easy to get to and find fights on the one hand, and making sure that a coalition of players does not become overly dominant on the other hand. Part of this is also to set up the game systems in such a way that conflict is always encouraged as much as possible, of course within the constraints that in an open world Sandbox MMORPG, players can freely choose on how to play and who to fight.

      Over the past weeks, we have received a lot of feedback regarding the role of hideouts for power projection in the Outlands. Due to the flexible custom rights system, it’s currently possible for each hideout to in principle act as a respawn point for an entire coalition, no matter what their actual in-game alliance status is. In addition to that, freshly placed hideouts can fulfill that role right away, which encourages placing hideouts just for this purpose, which goes beyond their intended design.

      Hence, with the next balance patch due early February, we are restricting the set home functionality for hideouts in the following way:

      Players can only set home in a hideout that belongs to their guild, and in any level 3 hideout that belongs to a guild that is part of their alliance.

      The goal here is to make power projection for non-allied coalitions more difficult, without hindering the set home feature per se. Through the level 3 requirement for alliance respawn, we want to combat the spam of level 1 hideouts and make specific level 3 hideouts more of a strategic target to fight over, while at the same time increasing the relevance of a guild’s own hideouts.

      This change is being implemented on a trial basis. We are aware that various work-around strategies might exist and want to observe how this plays out in practice. We will monitor this very closely and then decide on how to proceed, which could include taking further steps if required.
      Why not limit the number of hideouts to 1 (or 2) per guild, AND 5 per alliance, or something.
    • I like the concept but I feel like for the most part this will just encourage mega-alliances/mergers. That and the day before war, coalitions will just place lvl1s around the battlefield like cockroaches as Robin mentioned. Tbh since I’ve come back, HO’s are way to great of a convenience. I miss the old home territories. Could get around clustering in them if you adjusted those in a way that that you can only place an HO inside of a building plot territory or something now that the roads exist. Someone above mentioned hideouts were meant to help smaller guilds and if thats the intention I think its not working. In my opinion hideouts should only exist in the roads. Otherwise there should be huge restrictions to it like how many hideouts you can own as a guild/alliance. Also the fact that you can create a zone like Redtree is crazy to me. Content though. Black zones are almost unrecognizable to me with all the hidey holes.

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

    • krajj wrote:

      MadSkillzDLR, why do you want solo dungeons to be dove again? You just want to pray on people, you don't want a fair fight. The diving mechanic is by far the worst mechanic in this game, it promotes completely unfair and one-sided fights. If you want to fight people, grow some and go do Corrupted Dungeons or Hellgates.
      I have been dove many many many many many times... I have only lost once.. Stop ratting solo dungeon in complete garbage gear low tier or items that don't make any sense... put some thought into your FF build that includes PVP utilities especially if you are engaged in mobs / bosses.

      I wish I would get dove more.. However they should limit it to 2 people per solo dungeon (Party needed to go in and needed during or both get kicked out) and if you are diving only 1 can enter if a solo in there and 2 can enter in party if theres 2 in a party in there.