Xendran
Member
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Faction vs. Faction wars that influence the war on a large scale. Faction vs. Faction has been suggested in many different manners, but i personally believe a first iteration with a simple but impactful system would be a good place to start before making anything particularly complex. This is also a feature greatly enhanced by features enabled by a non-flash client, mainly Spectating. TL;DR: Assuming ED is no longer a flash client and is unrestricted: Faction wars. Week (or two) long cooldown, big impact on war bar, winner takes all. Randomized 1v1 and 2v2 battles between faction members. Tourney leaderboard that lets you spectate (Hence obviously introduction of Spectate as well. This feature is likely a given though, once ED moves off of flash. I can't see them not putting spectating into the game). Re-connection system for players on spotty connections, allowing both for greater Quality of Life and the ability to enforce automated anti-disconnection punishment without frequently targeting people on weak connections. (There are absolutely no feasibility issues implementing these on any modern game engine, like Unity. I'm not saying it's easy, I'm simply saying it's possible and no more difficult than other features of seemingly similar complexity like they would be in flash due to flash's engine limitations) Basically, you'd have two opposing factions with a similar level of influence challenge each other. Faction members can sign up in a roster, and once everyone who wants to join has entered and there is an even number of participants, a series of simultaneous 1v1 and 2v2 battles between the opposing factions with randomly changing members and battle modes (1v1 and 2v2). When a faction member dies in a 2v2 but on the winning team, they are resuscitated by their party member after the battle. For this reason, the exit battle button should not be enabled, and this fact should be explicitly stated so people do not leave early thinking they have died. Additional Feature Enhancement: In the main world, perhaps central station, you could view a board showing currently ongoing faction wars. Clicking on one would bring you to a tournament layout screen showing how it's gone so far, and clicking any currently active battle will allow you to spectate that battle. The Impact: The winning faction will deal a very large amount of war damage. Simple, makes sense, and really helps deal with war bar stagnation. The problem is that when both sides have equal players (or magic maths is used to make things act as if they did) then both sides have pretty equal win rates, which means either adding in tomfoolery and shenanigans, or adding in all-or-nothing events that skew the average. Faction wars are the ideal and most thematic all-or-nothing event. All of those wins from that war rather than getting averaged out are getting given to one side based on the last man standing, and perhaps with a bonus multiplier to really give it more impact depending on how frequent these are and whether the cooldown is something like 1 week, 2 week, 1 month, or just a couple of days. I strongly recommend Anticheat: First, there absolutely needs to be a cooldown on this. Also, the cooldown will prevent players from burning out and the scale of faction wars being toned down (or wars being so frequent that they are the only way to compete). Each faction should only be able to do a war something like once a week. These should be large, organized or semi-organized events between two factions that cause an impact in the war meter that lets people know that a war just ended. Perhaps you could even have a unique animation on the war bar for signifying it was a war. Little polish things like this always really add to the overall experience. The next part im going to talk about both applies to faction wars, as well as being another most-wanted feature on it's own: There needs to be strict automated of anti-disconnection rules. I feel like this should become the norm for all battle due to this next point: For people with poor connections, the ED of the future will not be restricted by a Flash client and thus can implement a system like Hearthstone has that allows you to reconnect if your connection drops, and pick the battle where you left off. This way, 9 out of 10 times the people that get caught by the system are people who legitimately disconnected. For the other 10%, the server should have no problem keeping logs of "Number of Disconnects, Number of Reconnected Games Complete, Number of Disconnected Games Forfeit". If you get a complaint a mistaken ban, the numbers combined with a bit of judgement and maybe a little bit of chatlog reading if you *really* arent sure should give you an idea of whether a person has a bad internet connection and tries to finish off the games when they can reconnect, or if they just constantly alt f4. I'd err on the side of leniency here because it's better to make sure that everyone wrongly convicted is restored access compensated (Give em like 100 varium or something and undo the ban. Or 1000 credits. Something small, but enough to be like 'Sorry about the inconvenience') even if it means letting a *few* ragequitters through. Those people will likely get reported again anyway and after multiple reports they get weeded out in time regardless. This combined with any other necessary manual moderation should be adequate, along with other standard anticheat.
< Message edited by Xendran -- 4/28/2016 4:15:32 >
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