Something I've noticed since my return a month ago. Ever since
NW was released, PvP in those two areas, which were once
booming conflict zones, had grinded to a halt in activity. Period.
Which makes sense, we have towers to defend, right? Wrong.
Unless you're in the small bracket of very successful high level
clans, you're stuck defending low level territory with a twink. The
reason our previously active areas have become barren is simply
because 1)There is no reason to PvP in those areas anymore,
since they yield no bonuses, and 2) There isn't enough high lv
territory to go around, but an OVER abundant amount of lower
ones. With that said, I have a few propositions for you, FC. Listen:
****
First of all..
Give us a reason to PvP in non-clan/guild controlled areas. A side
bonus to who controls the base. Be it Omni's 2Ho, Neutrals MMD,
and hopefully the Clan's own in Tir County or Mort. Done as such:
Each outpost will be "enforced" by varying amounts of troops.
MMD maybe 12-15, 2Ho 20, and the Clans maybe a good 15-20.
The mobs will vary from levels 100-250, giving a good range of
levels that can participate. Now this is the fun part. When a mob
of a certain side, we'll say an Omni NPC in 2Ho, is defeated an
equivalent level mob is spawned of the invading party's side.
So, let's say a team of clanners goes into 2Ho and takes out a
good 3 Omni LT's along the perimeter. Those OT's die and clanner
NPC's spawn immediately in their place. As soon as they spot an
opposing NPC, it's KoS. So, while you may not have hundreds of
clanners doing this, if you have an action plan, a strategy, you
can take the base by employing your own side's NPC's. Okay, so
after all NPC's of a certain side is defeated, and the base has
been occupied by the invading side's successfully for 15 minutes,
the outpost goes 100% for 5 minutes only, allowing NPC's the
opportunity to adequately regen, and for a general all-side
broadcast to be sent to everyone, informing them of the changes.
5 minutes later, the land becomes 25%, again. A Political zone.
As a reward for occupying the territory and capturing it, the side
that won the territory will then receive a decent bonus to
important stats, vital for NW. *Tradeskill and monetary ones.*
(Except for comp lit.) Anything needed for towers crafting and
construction, truly giving the side a benefit that has a lasting
impression on one's war effort. Perhaps an additional 5-10%
credit bonus off of mobs, and a good 10% dicount to save at
reclaims. (Being that land = notum, money is a logical choice.)
That's it. Funcom, if you want to commit to territory control, and
give us the feeling of importance, this is it. What better way to
feel like we are interacting, than see our side's NPC's occupying
the opposition's land. (Just remember to add a few places for non
political PvP.) This is one of many ideas I've had, and I'll add more.
****
Second issue: Towers.
It is my firm belief that if a land is held for a certain amount of
time at a certain level, then it should grow with them. For every
period /played, the control tower should increase in a certain QL,
as well as an equivalent number of level on the allowed PvP range.
(This QL movement can only happen during 100% gas suppression.)
As people defend land, they also grow in levels. I hate the fact
that I feel alienated, unable to help defend my land, which
refuses to evolve, because I am higher in level. With this idea in
place, land will grow in QL with guilds, allowing advancement in
technology as a bonus for defnding a certain area for a set period
of time. This also balances the game in terms of low level guilds
holding a land area with little effort, and unnecessarily obtaining
a "plot of land" without resistence, taking away any important
PvP grounds for those who have spent time leveling and upping
tradeskills to actually mount a war effort... The real action is
definitely in the 100+ arena, where a majority of mass battles
take place. But there is a balance issue here, in itself, I'll admit:
First of all, eventually, everything will be lv250 at this rate. So, as
a reaction to this, upon a side change, the land is then reverted
to it's lowest setting of Lv10. As time goes on, the ratio of played
time and increase of QL will steadily slow down, but escalate at
lower levels fast enough to get clans on their feet in adequate time.
Something like this:
QL10-30 increases in 5 QL increments. Time per increase? 1 Day.
(Played days from point of last increase.)
QL30-70 increases in 10 QL increments. Time: 1.5 days played.
QL70-115 increases in 15 QL increments. Time: 2.5 days played.
QL115-145 Increases in 20 QL increments. Time 3.5 days played.
QL145-195 Increases in 25 QL increments. Time 4.5 days played.
QL195-225. Single Increase. Time: 5.5 days played.
QL225-250 Single Increase. Time: 7 days played.
Many uber guilds won't like this, but FC WILL. It will take time and
effort (And most likely tweaking, maybe not 46 hours played to
advance as proposed, but enough to make it a task.) to advance
from Q10 to Q250. Nothing handed to you - EVERYTHING earned.
I'd like an offical response from someone with FC, and naturally
my peers, letting me know what they think of these ideas set forth.