Faction Warfare is bad

  • Faction Warfare is bad

    So, why do I think so ? Well the idea of factions is really good idea and gives the game a bit more "personality",but it was done teriblly. It's nothing like the trailer for this patch shows, but instead it is more like: Now it is time to pick a side and 20 mins later to pick it again. Now it is time to fight for your city and then fight for their city, because our bosses are not up. I get it it is only a tool and tools are what makes sandbox mmorpgs functional, but why it has to be so so boring and without sauce. We can now capture outposts, but these could be called just "the place where the boss spawns". Back in my days outposts we built to guard some area - meaning that having and outpost was a great advantage against your enemy, but in this case nobody cares who owns certain outposts, cause you are going to kill that boss no matter what. The bosses are done really well - amazing voice acting, interesting mechanics and they are fun in general, but that doesn't make it feel like warfare. Then we have this stupid reputation system that doesn't really matter and nobody cares about. Enough complaining, here are some suggestions how it could be redone/reworked.

    1. Outpost that give some advantage to the faction that owns a certain outpost in that area - better gathering, more faction point gain, something like that so people care about it and it has impact on the zone. These changes would make people defend thier zones and some strategy and communication would be necesary to be in war with other cities. :!:

    2. Do something so people don't change their faction every time they want, so they have some loyality. For example if you kill lot if players and bosses from one faction you become hated by them. If player would be bound to one faction it would make the items of that faction more valuable and rare (faction capes are best in the game, yet everybody can farm them in matter of hours). Maybe some bounty system would be nice, making players that have lot of reputation with their city make worth to kill and generating more faction points for killing them. :!:

    3. Maybe instead of those achivements that nobody cares about either, there could be some military rank system that would give people visible titles - meanig allegiance to your city would be a thing. :!:

    Still love the game, though. <3 <3 <3

    End of the thread, get out.

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

  • well I read the same thing on some other thread about the topic, but the problem is that it is not worth it to be loyal to one faction, but in fact it is a huge disadvantage. simply there is no reasonable reason to do so. maybe it is only my problem, but after so many years of playing WoW and ESO this non existent faction identity is just a mess. I didn't say that you should have only one faction , my point was that factions in their current state don't make any sense. I think just that changing factions shouldn't be without downsides and consequences.

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

  • WTenij wrote:

    why you think you have to stuck with one faction? It's more like there are 5 city's and we players are only mercenaries who join what is more profitable

    But sure if you prefer to be loyal to one faction go for it. nobody say you have to switch
    I'm an old school player. For me killing a guild mate is serious. Faction system overrides guilds and allows killing your friends. Like you said- for profit.
    'Cacatio Matutina Est Tamquam Medicina'
    X/
  • I was really super critical of factions. I as well was critical on the loyalty issue but more because I found it uncomfortable to keep switching loyalties in relationship to the factions them selves (not to guildies per se).

    Guildies and friends can decide how to handle when they kill each other. If you don't like stealing from friends make a pact to try to recover their gear if possible, or not. That's pretty sandboxy actually.


    What that does do though is allow it to be fluid content. The game is finally building in change to the player dynamics of the game. This content is accessible and definately gets ppl out in the ow. Not only that it functions for any size of group including solo allowing for these to join larger groups or stay independent. These are all good things.

    The aspect of faction warfare that makes it a good middle step to full pvp looses relevancy with red zones though as it becomes less faction and more traditional. It also loses relevancy in blue zones as it is the only content that is rewarding and there is no viable setting in blue zones are worthwhile for long except hunting faction players.

    To be a more effective middle step red zones and blue zones (a small number) should have been converted to yellow and yellow zones could really use dungeons that connect to multiple zones to extend the playground. Those dungeons should have varying levels of mob difficulty to attract the varying size groups that faction warfare allows for.
  • Faction Warfare has the exact same problem Guild Wars 2 had. There's no reason to actually control the territories and there's no complexity to taking the territories so the entire gamemode devolves into roaming bands of PvPers moving clockwise capping and backcapping territories. The only time you engage other players is when one group has the audacity to move counter-clockwise and ruin the momentum.
  • There need to be any advantage for the faction who have the most outposts.

    I was so excited like a lot of players about this system, but like this everyone is just grinding one outpost after the other, like some already mentiond.

    In Dark Age of Camelot (Realm vs Realm) ALL players of the realm with the control of "terretories" had a buff on their char.

    For AO you can make this too. This would motivate people to not just grind the outpost when the cooldown is ready. It will further more motivate people to defend the outposts!

    In combination with a longer delay for changing the faction (f.e. one week) this would really have an huge impact. People will need communicate in faction chat over the whole week. After the week you can do a reset (like GvG reset). Except this is weekly, so its more of a short term goal, against the GvG with a 3 month long term goal.
  • They should introduce a bonus a player gets every 5 or 10 minutes if:
    a) the outposts they took remains with their faction and
    b) the player remains enlisted with the faction


    Also they should make it so once you join a faction you are locked to that faction for 2 hours similar like regionlocks in black zones so people can't jump factions so easily.
    Head of the 'Traders and merchants guild'
  • The largest complaint I'm seeing is the 5% bonus isn't enough to get people out of Caerleon.

    Why not make it a 5% bonus base plus an additional .1% for every territory owned and have that timer reset once an hour so players could take control of things and get back to town with time to benefit from their hard work.

    Or have Caravans that leave the royal city every 30mins and travel between the terris upgrading them so players could intercept these caravans for additional PvE fame options and it would be harder to take terris. Especially ones closer to cities.
  • Nvs1980 wrote:

    The largest complaint I'm seeing is the 5% bonus isn't enough to get people out of Caerleon.

    Why not make it a 5% bonus base plus an additional .1% for every territory owned and have that timer reset once an hour so players could take control of things and get back to town with time to benefit from their hard work.

    Or have Caravans that leave the royal city every 30mins and travel between the terris upgrading them so players could intercept these caravans for additional PvE fame options and it would be harder to take terris. Especially ones closer to cities.
    5% bonus to what isn't enough?
    Discord: Piddle#7413
  • Elogar wrote:

    So, why do I think so ? Well the idea of factions is really good idea and gives the game a bit more "personality",but it was done teriblly. It's nothing like the trailer for this patch shows, but instead it is more like: Now it is time to pick a side and 20 mins later to pick it again. Now it is time to fight for your city and then fight for their city, because our bosses are not up. I get it it is only a tool and tools are what makes sandbox mmorpgs functional, but why it has to be so so boring and without sauce. We can now capture outposts, but these could be called just "the place where the boss spawns". Back in my days outposts we built to guard some area - meaning that having and outpost was a great advantage against your enemy, but in this case nobody cares who owns certain outposts, cause you are going to kill that boss no matter what. The bosses are done really well - amazing voice acting, interesting mechanics and they are fun in general, but that doesn't make it feel like warfare. Then we have this stupid reputation system that doesn't really matter and nobody cares about. Enough complaining, here are some suggestions how it could be redone/reworked.

    1. Outpost that give some advantage to the faction that owns a certain outpost in that area - better gathering, more faction point gain, something like that so people care about it and it has impact on the zone. These changes would make people defend thier zones and some strategy and communication would be necesary to be in war with other cities. :!:

    2. Do something so people don't change their faction every time they want, so they have some loyality. For example if you kill lot if players and bosses from one faction you become hated by them. If player would be bound to one faction it would make the items of that faction more valuable and rare (faction capes are best in the game, yet everybody can farm them in matter of hours). Maybe some bounty system would be nice, making players that have lot of reputation with their city make worth to kill and generating more faction points for killing them. :!:

    3. Maybe instead of those achivements that nobody cares about either, there could be some military rank system that would give people visible titles - meanig allegiance to your city would be a thing. :!:

    Still love the game, though. <3 <3 <3

    End of the thread, get out.

    Cannot agree enough.

    1. Didn't think of this, but iv'e been trying to think of a way myself that players would have a reason to protect the points instead of waiting for a recap. (more profitable if you don't like to fight)

    2. 100% (insert fire emojis here) You should loose standing with a faction for any actions against that faction, or simply a decay over time if you are favored or above by another faction. A bounty system would be incredible, however any award of faction points for player kills is easily exploitable.

    3. A rank/visible title would be amazing. They could actually rally people together to make more meaningful fights, and with the new above systems truly investing people in their factions, these people would be trusted and hopefully, this would allow for a better quality of fight. Many players simply run from their group right now, but if players were with a known and trusted 'faction officer' (example name), they would be more inclined to fight.

    Finally for me I think a change should be made for the gain of points. I believe the bulk of the combat fame and faction points should go to the party that killed the boss, then have a small faction points split between the players on the capture point after. Right now there is too much of an issue with players riding around on horses not contributing to a fight with the boss or players that come to attack during the process.

    Before anyone says this would exclude people, no it wouldn't, taking bosses and outposts for faction warfare is a group activity, this would simply force these players to party with other similar types, or join an existing party, instead of just following groups around for free fame, points, and the potential of stealing loot from fights they have had no involvement in. It should not be that easy to get free fame and silver and potential gear.

    Hopefully that too should increase co-operation in faction warfare instead of the current 'every man for himself' mentality.
    Hop on in to my Discord and Twitch ^^
  • Nvs1980 wrote:

    Or have Caravans that leave the royal city every 30mins and travel between the terris upgrading them so players could intercept these caravans for additional PvE fame options and it would be harder to take terris. Especially ones closer to cities.
    This is an interesting idea, although with no similar mechanics may be too much work for SBI to implement. A group of guards walking with an ox (perhaps also a mini boss) from the faction cities to the outlaying points captured by the players. Escorting these caravans could provide friendly faction flagged players accompanying them with faction a small amount points over time, with a bonus when they reach their destination. On the other hand killing them would provide hostile faction flagged players with faction points.

    Creating gameplay opportunities for solo/small groups of faction flagged players. Honestly it sounds like to much work to implement, but it would be amazing, and add a lot of depth.
    Hop on in to my Discord and Twitch ^^