First of all, after looking into it i am really excited about the gameplay this promotes, and it seems to me that the incentive driven activities you are creating will foster a open world pvp scene that i so wish would be in outlands as well.
Still tricky to grasp how it will play out, but i am very positively surprised and i think its going to be awesome.
Faction declaration:
Works, simple and intuitive. once you are flagged the button of joining faction still is active - just a detail.
Faction shop:
There is a price and a requirement. not super intuitive with the requirement part, maybe a tooltip when hovering over the requirement stating "needed faction points to buy this item".
Points:
4500 for capturing point and 1000 for killing boss in a 3 man group. fine baseline
kill a t6 mob and get18 rep
harvest a t6 node and get 70 rep.
Seems to me that gathering is incredibly overpowered compared to mob killing and outpost capturing in terms of rep gains. getting rep by gathering is probably 5-8 times faster than even with successfully capturing outposts
Boss fights:
I hate Pve in Albion, but these fights were fun and challenging. Each boss alone would be the best pve encounter in the game to date, and now there is 5 - incredible.
Really happy to see you improving this, and i cant wait to see pvp fights play out on top of those bosses as well.
Fantastic job on the boss encounters - all of them.
question on patchnotes
in patchnotes it states: "Once claimed, these bases will offer valuable resources to your faction" what does this mean ? is it a running income while under faction control, or does it simply mean that i get some points for killing it ?.
No faction minus points:
I find it to be a major mistake not to give minus points. I can have max faction in Fort Sterling, then flag to bridgewatch and go and kill Fort sterling outposts and players and i will get positive rep for bridgewatch but not a single minus for Fort Sterling.
That does not make sense in any way. your actions must matter, otherwise you quickly get everyone to max rep for all factions, and then there is no development.
If you kill the players and guards and outposts of a faction, you probably wouldnt be their hero with top rep either.
Topscorers?
Will the reputation factors be seen on the highscore lists?.
On overcharging:
Small detail, but when you overcharge the icon doesnt grey out even though its no cooldown. it should have a active icon or be greyed out until the 30 minutes have passed.
maybe a bug:
Not sure why, but after the first 5 minutes i could no longer click on my faction info on my avatar and i couldnt press shift-f, in fact no shift shortcots worked. relogged, and changed chars but didnt help. might also be something on my end, but first time i experience it.
update: i logged in after serverdown, for 5 minutes i could access my faction info and then it disappeared again.
Defending incentives:
There is no bonus for defending a outpost from attackers, which i think would be cool - but i dont have any solution that couldnt be exploited either, so maybe best that way.
On Caerlon interaction:
I dont see a reason why you cant enter Caerlon belonging to a faction?. That should be doable so you dont have to run all the way to the royal lands city every time you want to do faction wars. What is the design reason for not being allowed to enter caerlon?
possibly a bug:
When server went down i overcharged to see what would happen during downtime. now the servers are back up, overcharing gone and i lost no items. ofc i might be lucky and i cant try again for obivous reasons. but may be a thing.
lastly, i think the faction wars are going to be awesome, and i cant wait to see it play out and particiate in it - especially because everyone will need the rewards. I think it will be a massive success, and that you can already start looking at how to transfer that incentive model for gameplay to the outlands.
Outstanding work.
ps. im worried about the gathering rep gain
/Frank
Still tricky to grasp how it will play out, but i am very positively surprised and i think its going to be awesome.
Faction declaration:
Works, simple and intuitive. once you are flagged the button of joining faction still is active - just a detail.
Faction shop:
There is a price and a requirement. not super intuitive with the requirement part, maybe a tooltip when hovering over the requirement stating "needed faction points to buy this item".
Points:
4500 for capturing point and 1000 for killing boss in a 3 man group. fine baseline
kill a t6 mob and get18 rep
harvest a t6 node and get 70 rep.
Seems to me that gathering is incredibly overpowered compared to mob killing and outpost capturing in terms of rep gains. getting rep by gathering is probably 5-8 times faster than even with successfully capturing outposts
Boss fights:
I hate Pve in Albion, but these fights were fun and challenging. Each boss alone would be the best pve encounter in the game to date, and now there is 5 - incredible.
Really happy to see you improving this, and i cant wait to see pvp fights play out on top of those bosses as well.
Fantastic job on the boss encounters - all of them.
question on patchnotes
in patchnotes it states: "Once claimed, these bases will offer valuable resources to your faction" what does this mean ? is it a running income while under faction control, or does it simply mean that i get some points for killing it ?.
No faction minus points:
I find it to be a major mistake not to give minus points. I can have max faction in Fort Sterling, then flag to bridgewatch and go and kill Fort sterling outposts and players and i will get positive rep for bridgewatch but not a single minus for Fort Sterling.
That does not make sense in any way. your actions must matter, otherwise you quickly get everyone to max rep for all factions, and then there is no development.
If you kill the players and guards and outposts of a faction, you probably wouldnt be their hero with top rep either.
Topscorers?
Will the reputation factors be seen on the highscore lists?.
On overcharging:
Small detail, but when you overcharge the icon doesnt grey out even though its no cooldown. it should have a active icon or be greyed out until the 30 minutes have passed.
maybe a bug:
Not sure why, but after the first 5 minutes i could no longer click on my faction info on my avatar and i couldnt press shift-f, in fact no shift shortcots worked. relogged, and changed chars but didnt help. might also be something on my end, but first time i experience it.
update: i logged in after serverdown, for 5 minutes i could access my faction info and then it disappeared again.
Defending incentives:
There is no bonus for defending a outpost from attackers, which i think would be cool - but i dont have any solution that couldnt be exploited either, so maybe best that way.
On Caerlon interaction:
I dont see a reason why you cant enter Caerlon belonging to a faction?. That should be doable so you dont have to run all the way to the royal lands city every time you want to do faction wars. What is the design reason for not being allowed to enter caerlon?
possibly a bug:
When server went down i overcharged to see what would happen during downtime. now the servers are back up, overcharing gone and i lost no items. ofc i might be lucky and i cant try again for obivous reasons. but may be a thing.
lastly, i think the faction wars are going to be awesome, and i cant wait to see it play out and particiate in it - especially because everyone will need the rewards. I think it will be a massive success, and that you can already start looking at how to transfer that incentive model for gameplay to the outlands.
Outstanding work.
ps. im worried about the gathering rep gain
/Frank
The post was edited 7 times, last by Sinatra.SUN ().