Suggestion about territories

  • but so basically those watch towers get a similar system as castles?

    not 100%. But in the way that one guild can take it and another guild can take it from them? + guards etc.

    I see. interesting stuff.

    but following that path of building stuff up in open world.. I can see that getting a bigger role in general.

    I mean.. why only build up resource buildings, once the developers have a working system for adding open world buildings?
    Let's Make Albion Legendary. just somerandom
  • ThatWhichHasNoLife wrote:

    It's fine to have random spikes in spawing rates outside of peak hours, but if there is also a dependable spike during peak hours... that's going to be a fairly consistent and exploitable window. Peak hours are peak hours and the zerg guilds will be logged on at those times just like everyone else. And that's the issue being raised because if a zone sees a regular spike in output at a very common time then that zone will consistently be raided at that time. Maybe I'm misunderstanding the subtlety and nuance of what you're suggesting, but I think what's trying to be be avoided is a situation where large zerg guilds can systematically exploit their smaller neighbors on a regular basis.
    I think we have to look at the bigger picture... If a zerg is able to regularly steal resources, there probably able to siege your zone anyways, the game is about resource management - if the zerg can consistently be on and raid your resources let them do it... It doesn't totally stop your production. You think a zerg wants to consistently bring 30+ to kill npc's over and over? There looking to pk not kill npcs.
  • Wadefu wrote:

    It doesn't totally stop your production. You think a zerg wants to consistently bring 30+ to kill npc's over and over? There looking to pk not kill npcs.

    Precisely this. In terms of efficiency of actually getting resources, constantly zergballing is precisely the reason why these otherwise large guilds can often be found in the bottom of resource value rankings. It'd be a lot more productive to have those 30+ guys constantly gathering resources than fighting over a few chests and scoring a few kills.

    ..Not to mention that the same applies even if it was the zerg's territory that was getting raided instead. It would be such a waste of time to constantly roll in with your entire guild only to find that somebody was trolling you instead of a real raid. Frankly this is actually something we've been doing a long time for any guild that used naked scouts in the past, just have one trolling alt that kills the scout and yell memes into the local, and boy how much fun it is to see large guilds group up and go for a hunt just to find that one alt.

  • Snowman wrote:

    Wadefu wrote:

    It doesn't totally stop your production. You think a zerg wants to consistently bring 30+ to kill npc's over and over? There looking to pk not kill npcs.


    ..Not to mention that the same applies even if it was the zerg's territory that was getting raided instead. It would be such a waste of time to constantly roll in with your entire guild only to find that somebody
    last 2 betas has finstack gone out in under 20? Pretty sure anytime i ever saw them they were 1 raid group deep (thankfully better than most who roll with multiple raid groups) but ....isn't that the whole guild?
    HCN wrote:
    Hello,
    While I do agree with you (I miss the good old days of UO when we didn't have to deal with the instant-gratification-cry-baby generation)
  • qvq wrote:

    Snowman wrote:

    Wadefu wrote:

    It doesn't totally stop your production. You think a zerg wants to consistently bring 30+ to kill npc's over and over? There looking to pk not kill npcs.
    ..Not to mention that the same applies even if it was the zerg's territory that was getting raided instead. It would be such a waste of time to constantly roll in with your entire guild only to find that somebody
    last 2 betas has finstack gone out in under 20? Pretty sure anytime i ever saw them they were 1 raid group deep (thankfully better than most who roll with multiple raid groups) but ....isn't that the whole guild?
    Pretty much. It's usually 90%+ of the entire guild that's online once we hit the 20's, which is relatively rare as excluding alts our total population is probably around 40-50~. Nevertheless, we don't really do random roams with the entire guild (unless we are really bored), and whenever we do we usually do it for something that's productive, such as a caravan or a raid dung.

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

  • Devious wrote:

    I love the idea for the extractors @Korn just one thing to think about is the times at which a guild is able to loot the extractors. If the owning guild can loot them whenever then one possible exploit that guilds will use to secure resources is they can log alts off at the extractors and throughout the day they just login, grab the resources and log back out to keep the resources safe from a raid.

    Not sure exactly how best to counter this behavior. Its actually something that future guilds might even consider doing with bots that login once every hour. Perhaps what you could do is make it so the extractor owners can only loot the chests at certain hours of the day while raiders who kill all the guards can loot it whenever.

    I am sure a guild could make an alt guild to kill the guards so they can loot themselves but that would atleast require a team of players and some time. It would be a much better counter then just allowing a simple bot to login periodically and loot.
    Make it so that you can't grab the resources of extractors before you've been on the cluster for at least 5mins (same kind of functionality that we have to prevent people from tagging an unclaimed territory even though timer is 2 mins in that case)
    /Arghun [SMM]
  • Wadefu wrote:


    I think we have to look at the bigger picture... If a zerg is able to regularly steal resources, there probably able to siege your zone anyways, the game is about resource management - if the zerg can consistently be on and raid your resources let them do it... It doesn't totally stop your production. You think a zerg wants to consistently bring 30+ to kill npc's over and over? There looking to pk not kill npcs.


    It's likely that territories/zones will be sieged by larger guild zergs. That's not necessarily a huge or unexpected problem. It might be, but that's not what is being discussed here.

    If territories/zones have regular periods in which they spawn resources at higher rate... then a single guild (or multiple guilds) could simply roam to each territory that was having an increased spawn rate at that particular time. The guild being attacked would consequently lose one of the primary advantages of owning territory. And it wouldn't just be a single guild effected, it would potentially be several (or every) smaller guild who was never able to benefit from the spike in spawning rates. They would all just have a bullseye on their territory at the worst possible time. So the larger guilds would have an easier time taking the resources from the smaller guilds. And instead of just laying siege to one guild, they could go from one guild to the next and then do it again the next day. So instead of bullying just one smaller guild (which will happen and isn't necessarily a problem) the larger guilds will be able to bully every smaller guild on a regular basis in a systematic manner.
  • Lugzi wrote:

    @Korn,
    • Too low density in relation to open world.
    • Too few plots to fight over, especially for specific timezones.
    • "Useless space". Right now territories provide little to no strategic or material value to actually acquire them. They're being fought over just for the sake of a fight, not because of their value.
    • No strategical depht. Defenderbonusses, maplayout and the nonexistent variety of plots lead to a very stale type of war.


    Very important devs!

    Please make new system of territories.

    You should try to make the territories more influential on the map in which they are in many ways.

    Right now in my opinion the territories are very small and useless.

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

  • Maybe to add to the watch towers a escort function, something that an actual watch tower would have in the world, as in on the road there would be guards, not city guards but guards of the guild holding the watch tower, they can just walk up and down the roads, or maybe add a road to the watch towers where they can leave from, this gives them more control over the road and forcing people to try other tactics to go around, while helping the guild transport materials around

    "He rules the frost therefore he is their king." - God
  • FrostKing wrote:

    Maybe to add to the watch towers a escort function, something that an actual watch tower would have in the world, as in on the road there would be guards, not city guards but guards of the guild holding the watch tower, they can just walk up and down the roads, or maybe add a road to the watch towers where they can leave from, this gives them more control over the road and forcing people to try other tactics to go around, while helping the guild transport materials around
    Dark Age of Camelot had guards that would walk between towers and attack opposing factions, I think something similar could be an awesome feature.
  • Shaiton wrote:

    FrostKing wrote:

    Maybe to add to the watch towers a escort function, something that an actual watch tower would have in the world, as in on the road there would be guards, not city guards but guards of the guild holding the watch tower, they can just walk up and down the roads, or maybe add a road to the watch towers where they can leave from, this gives them more control over the road and forcing people to try other tactics to go around, while helping the guild transport materials around
    Dark Age of Camelot had guards that would walk between towers and attack opposing factions, I think something similar could be an awesome feature.
    Yeah that's what I was thinking, I also know that paths to cities will be almost impossible to get gear or mats in as well as out, risking the economy, which is why I suggest maybe even have a function where if have a home base, or in the city, can pay a large sum of money to spawn an escort of guards at home base, or city, that will leave in a few mins, walking down the road with you taking the road path too the city or your base territory, can calculate the amount of territories it takes to get to city, as well as what guards you hired.

    This would make open world more interesting, it might slow your speed but paying for protection, since guilds could plan ambushes if they learn of a transport escort is on their way to city or out, of course there would be cheaper but weaker guards you could buy, but then as well as ones that would cost a shit ton to give a 90% chance of the transport making it's journey, since there can always be a large zerg waiting

    "He rules the frost therefore he is their king." - God
  • @Korn I gave the current state of gvg some more thought and I believe that multiple territories per zone needs to be implemented at release to fix this mess. I don't know the exact number of zones and territories in each beta but based on my memory it was something like this?:

    Beta 1
    Similar number of zones as now
    Way more territories

    Beta 2
    Way more zones
    Way more territories

    Beta 3
    Similar number of zones as beta 1
    Way less territories

    When we transitioned from beta 2 to beta 3 we lowered the amount of zones, but also territories. Now there is not enough territories to go around for everyone to take part in gvg. The devs plan for bringing back royal continent gvg for casual guilds has failed, as 1 guild almost owns half of the royal zones, with multiple other royal zones being controlled by top tier guilds.

    With the small zones in beta 1, it was too cramped having up to 8 territories in a zone. However the zones are significantly larger than they used to be and we don't need 8 territories in a single zone, maybe 4-6. So I don't think that the devs should be worried about the territories taking up too much room.

    We also need more siege camps, because there are so few which means that they are always highly contested which in this game means a big zerg controls it, meaning smaller guilds don't get a chance to gvg most of the time, especially not at prime time siege camps. If not more siege camps, then multiple guilds should be able to deploy a siege from the same camp in different time slots (my preferred solution).

    The food cost on territories is also way too low in my opinion, it needs to be increased substantially. I also think that the amount of food you need should escalate a lot for every territory owned based on how many territories that 1 guild or maybe alliance owns, so that the cost of feeding becomes undesirable/not worth it if someone tries to take over an entire continent. Also perhaps when you win a gvg, you can choose to plunder it instead of taking it so that you don't have to take territories that you don't want to feed.

    Also please do something about the zerging in the black zones, at the moment high outland = good zergs, mid outland = less good zergs, low outland = noob zergs and of course, red zone = reputation system. Where do solo players or small groups pvp without being punished? Also I think that T7 should be removed from the red zones and T6 dungeons should be added to the low outland. Red zones should NOT be better than any of the black zones peroid, as the reputation system makes red a lot safer than black. Perhaps add an item power soft cap also, so that players from the high outland can't come down to low outland and stomp everyone with better gear. Also why are spectres only in the red zones? You should add them to black zones too.

    The post was edited 8 times, last by Malth ().

  • Korn wrote:

    Our philosopy is to bring as much action into the open world as possible.
    *Makes zones 33% bigger and removes all PvP styled maps that were already in the game because B I O M E S*

    Korn wrote:

    I'd like to start out with a meta remark: This is the feedback and suggestions forum, and not a "state your opinion, rally people behind it and get pissed when devs don't agree with you"
    This never fails to make me burst out in laughter.