Ranloth -> RE: War System (4/11/2015 10:45:59)
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Because it's re-useable, and brings back the "Legion vs. Exile" conflict into play - instead of just PvP'ing, whilst supposedly facing the opposing alignment. Bonus rewards also give an incentive to PvP. The game was built* on LvE conflict, but it never came into play but during War events and the current Regional Wars. We had Faction competition instead, which wasn't ideal either when it came to LvE conflict, because it made no difference. Now, you can "control" a region which technically still makes no difference, but giving you an incentive to PvP** and possible future Missions/Events based on who controls which region. Old Wars were not re-useable. You spent months coding it, used it once, and could not re-use it again, essentially wasting lots of code on one-off Event; not mentioning it'd hinder all the other releases in the meantime. This is one of the reasons why Frysteland War and Infernal War worked completely different to each other***; because you couldn't re-use the same code but had to start from scratch. A time consuming process which took time away from all the other releases in-between or even resulted in no releases at all - and we need to have a filler releases already (e.g. Power Weekends) / no releases at all, which isn't ideal either. Current system isn't perfect, but it allows the players to have something to play for - in terms of PvP - and offers rewards at the end of it; for the winner and loser alike. We can repeat it every couple of weeks or so, instead of having it once-per-year at most, and only engaging players for 2-4 weeks at most (since that's how long old Wars used to last), and then having to throw it all out the window. Less exciting? Perhaps. But it works, and does increase the player activity whilst a War is active. * Story-wse ** Rewards *** Before the Regional Wars were implemented
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