Suggestions for a much needed update

Tasu

New member
May 21, 2022
16
7
3
October/November Update
  • New Bank and House inventory system
  • Wardec Upkeep depending on member standing amount
  • wardec any guild
  • Ether Way Shrines: POI's that are "trains" to other shrines for spirits
  • Caravan Campsites: Small "house" with camp bank, priest, crafting benches, and a guild guard meant to be FOB's for dungeons.
  • Can't rebuild storehouses or supply lines during siege
  • No build zones around supply lines
  • TC building limits
  • You need to be at war for a time to declare siege
  • Keep owners get increased benefits in their territories they own as long as they connect in a chain back to the keep
  • TC Priest spawn penalties
  • Merging standing and murder counts, possibility to go into a town with negative standing, negative standing = red for a faction.
These are all really good updates comming before sarducca, though I think there needs to be more. Please consider these implementations, As I think they would go FAR for the health of the game.
  • Only around towns and guard towers do you get murder counter/lose reputation. “Step up areas” such as bandit camps near towns and mining areas near towns are included.
If there is a 100 man keep siege on the necro dungeon keep. I can get infinitely reported for defending a keep. It is so griefable for not only sieges but also PVE for bosses, poi’s, and dungeons if I can murder count in said areas.
  • Increase meteor spawns to spawn every hour. One - Three meteors specifically.
  • 5 - 15 minute timer for Relic equipment, meteor, and horde, while 30 minute timer for wave and reliquery relics.
About a week or two after relics dropped, there were over 1k players roaming and fighting for these relics. The 30 minute timer for them was perfect, maybe not for lesser rewarding ones, but it encouraged people to get out, roam, and fight for them. Put them on an hour spawner and people will stay on all the time.
  • Allow a House’s sub-structures (Bank, stable, priest) to change guild tags if the house or owning structure changes guild stones.
  • Make village upkeep structures tied to house upkeep AND a setting to instead have it set to guild upkeep.
This encourages more players to invest into small villages and encourages merging of guilds. Having players invest into such properties would also create a huge gold sink.
  • Make it so you can open any door from the inside as long as you hold R on it for one minute.
Houses have been used as a grief mechanic for so long. Adding this feature would encourage people to roam and fight more often. This feature alone would also make people bounty hunt 100% more.
  • Make shared abilities be castable no matter what, for greater 1 v x gameplay.
Ex: Mid swing, let me cast rejuvenate.
  • The healing/stam/mana buffs should be shorter, more impactful, and cost 5 adrenaline.
Ex: Healing is 40 HP over 10 seconds, gaining 100 stamina for 5 seconds.
  • You gain more adrenaline from getting hit and getting parries. Less adrenaline from doing damage.
This not only makes it more fluid but buffs players trying to use these buffs. I would also state the buffs should be shorter and more impactful to make this the anti zerg mechanic, by taking more damage you get more adrenaline.
  • Increase max supply boxes you can pull based on guild tier. (max guild tier should let you pull 100 boxes (spawning 20 every 20 minutes)
An unintentional side effect of the supply box system, you had people running it to farm clade/glory. Which is really cool, lean into this and you can get an entire sub genre of players.
  • Increase max guild size and remake guild list to be more optimized
  • Add in a guild deserter timer for people kicked offline.
Encourages people to be in one guild rather than multiple sub guilds
  • Increase ally cost to 2k
  • Make access requirements only changeable once per week, and if it’s set on alliance upkeep is set to 2x the normal amount.
Discourages spontaneous allying for events and encourages forming long term allies and engaging in politics.
  • Each stage on an outpost is 20 minutes. Meaning stage 1 20 minutes, and at stage 2 + another 20, and so forth for stage 3. If you don’t get through stage 1 in 20 minutes, the siege ends.
  • The prep time for outpost sieges is 15 minutes
  • Allow only the right inner gate to be opened by enemies, while the left inner gate can be opened at will by the defenders.
This discourages people from coming across the map to defend an outpost, and encourages the owning guild to play more around it and defend it. Alliances have been formed specifically to immediately zerg the outpost.
  • Siege windows removed, and instead replaced with territory siege dec’s.
  • To siege a territory, you must own it.
  • A war banner is placed down outside the outpost, whichever guild holds the longest within an hour can siege the area in the territory for 2 hours. King of the hill style.
  • TC Structure HP is decreased by the appropriate amount to compensate for the new siege time frame. Including siege machine durability
  • The cooldown between sieges is 24 hours
These changes encourage short sieges, several stages to defend an area, and a sense of territory, as territories now have a bigger role. No one liked 6 hour sieges, and there were little to no fights in the majority of these siege windows.
  • Mang AOE increased
  • Mang upward angle increased
  • Mangs can take 2 shots by enemy mangs
One major issue is the ability to mang enemy mangs on keep walls. The ability to mang other mangs on walls needs to exist.
  • You can place stone cutting tents on stronghold roofs
Makes defending smaller villages viable. With the defensive mang nerf it can be done.
 

Emdash

Well-known member
Sep 22, 2021
3,322
1,081
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Just gonna comment on what pops to me.

I like the territory dec thing. To be able to siege if you can hold an outpost. It's not 'the end,' but it would be a good start and move toward a working system.

Not at all a fan of supply box boosting. I think all 'rmt' mechanics need to go. Mastery stuff needs to be truly reworked.

The inside house thing is great, too, 1 minute is a good timer. It's amazing that you can still be locked in a house haha. And that will make it so that people can't duck a fight by opening it. Again, maybe not the end game, but a great start.

I think most of the map should be wilderness. I think it'd be cool to have a kind of journal with people who killed you and what guild. Maybe something you could share, too, like back in the day 'prove we killed ya.' But beyond that, I trust the game will even out, assuming that people don't just max zerg and farm everyone who isn't in their zerg. But there needs to be a penalty for that, too.

I still wanna see caravans around cities so that low rep people can supply, too. I think playing a low rep playstyle is viable and you should be able to gear up with some level of protection. You don't lose your basic rights because you are a scumbag. It should affect you some way, but as dudes said, that is bricking characters. P wack.
 

Wyndorn

Active member
Apr 20, 2022
138
112
43
So many great ideas in here Tasu.

I think the siege change idea, to where you have to own the outpost, is pretty interesting. One of those things where I'm a bit wary about unexpected consequences, but a shakeup in how sieging works is needed I think