UPDATE: After some discussion, we decided the best course of action with Faction Cannons is to temporarily remove them once these changes go live. With the new changes we do not want to present a pay to win mechanic and have not come up with a method that is fun and that we like to prevent this problem. War Kills will contribute to your starting total Influence when we make the change, but until we bring the cannons back you will be unable to accrue more War Kills. Soon we hope to bring them back in a new way that is much more engaging and interesting than the current system.
We've been talking about a number of changes we'd like to make to the Faction war system in preparation for the Infernal War.
While these are not coming out this week, we wanted to share our ideas with you to get some early feedback and/or questions.
Keep in mind these are early concepts and are highly subject to change.
So how will this work?
Currently there are too many different factors involved in Factions and the war: War Points, War Kills, Kills, Influence, Wins, Token Contributions, Flag Captures, and Score. Yeaaaa, that's a lot.
Some help you, some your faction, and some your alignment, and it's not clear at all what helps what.
We want to do away with most of these and merge them into the single idea of Influence.
EVERYTHING that you can do involving the Exile vs Legion conflict will now give Influence to you, your faction, and your alignment.
You will gain Influence in the following ways:
- PvP wins (1v1, 2v2, Juggernaut)
- NPC wins (Within your level range)
- Faction Cannons
- Token deposits on flags
- Controlling flags
- Participating in a War Event (Frysteland, Infernal Infiltration, etc)
There are a number of systems involved, here's a breakdown of the main ones.
You will now have an Influence total on your Stats page that represents everything you've ever done in the Legion/Exile conflict.
This total will never decrease or reset, and there will be new Leaderboards for personal Influence.
Your faction's Influence will be the daily Influence gained by the faction members, plus any Influence gained by controlling Faction Flags.
Faction Influence will now reset daily. World Dominations will continue to be awarded to the most Influential faction at the end of each day.
Resetting Influence daily will give newer factions the opportunity to do well, while Flags will benefit active, long-standing factions.
We will also start tracking Faction Juggernaut battles and have new Leaderboards for them as well.
Your Faction's Score will stay, but might be calculated a little differently moving forward.
Each alignment's Influence will be the daily Influence gained by it's factions that day.
At the end of the day, the alignment with the most Influence will win, and every faction that contributed will gain an Alignment victory.
Alignment Influence will then clear, and the losing side will start the new day with a bonus based on how far behind they were. (Reinforcements)
The daily war bar will also return, but it will be placed in the Faction page, leaving the old global bar available for full-scale War events only.
Flags will work very similarly to how they do currently.
Your token contributions will not reset each day, but the factions with the most control over the flag will be taxed some number of tokens.
Controlling a flag will regularly generate Influence for your Faction and your Alignment.
As stated at the top of this post, once we make these changes, we will be temporarily removing Faction Cannons until we come up with a more interesting mechanic for them, and make sure that it does not become a "pay-to-win" system.
We're still working on the details of this system, but we do not want cannons to provide unlimited Influence.
Some ideas we had regarding cannons were:
1) A daily limit on firing cannons
2) An "artillery shell" that could drop randomly in battle that you would need to fire the cannon.
3) A faction armory where members could deposit their artillery shells, allowing anyone in the faction to fire them.
With this, we will be converting any War Kills that someone has when we make the change into their personal Influence.
This will give them a huge head start on the new All-Time Influence Leaderboard. We may consider other rewards as well since the concept of War Kills will be going away.
War events will provide the most Influence possible while they are happening to encourage participation.
Nothing about the rest of the system will change, but the War will provide additional, faster ways to gain Influence for yourself, your faction, and your alignment.
We will also likely track the amount of Influence you gained during the War and have War-specific leaderboards and rank achievements like there were in Frysteland.
Lot of information there, but we'd love to hear any feedback you have: questions, concerns, things you like/dislike, things we overlooked, things you don't understand, etc. Let us know!
< Message edited by RabbleFroth -- 6/4/2012 15:14:40 >