Jeeves
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Firstly, this isn't an idea to change or fix PvP, this is an idea to DO something with it.
(TLDR at the bottom)
As the PvP stands at the moment, I personally would not play TERA for it, and I would certainly not pay to play it. While I really enjoy the game, with the combat being one of the main selling points, the actual Player vs. Player aspects are severely underutilised. People are commonly saying that the Guild vs. Guild wars are more 'gank wars' rather than any outright fighting, being more of a contest of who can hug the safe zone the longest while you go out and murder the low level alts. This idea would see to meet those problems and fix them with not a new system, but an actual meaningful reason to the combat, with actual rewards, tying in with TERA other main selling point, the political system.
The idea is this, create a risk 'zone control' or 'king of the hill' style map control, where the guild wanting to contest a region would have to take the area, part-by-part, from either a neutral or competing party. By making the areas dominated for a certain amount of time the guild would be able to either risk moving onto the next point, holding or reinforcing other points to gain control over the area, with the result being similar to the arena style of the political system and winning the zone. (It makes more sense to win the zone then and there through larger scale combat than a 5v5 battle taking place somewhere else.)
The initial grievances with this idea I can think of would be:
"What about large number guilds, and zerg guilds, wouldn't they just win by default?"
Larger guilds will have an advantage, that's the idea of strength in numbers. Any fighting force, real life or videogame, with superior numbers will always have an advantage in that department. But larger numbers are harder to control, and the idea of a 'King of the hill' risk, where they have to protect/take multiple points around the zone would put stress on this. Furthermore, the combat, unlike other MMOs is intended to be skill based, I'm sure we've all seen examples of an Archer or Slayer taking out 2 or 3 more opponents greater than themselves. So while the 'zerg' is protecting one point, there is no reason the opposing guild/s couldn't attack the other points, pull the zerg away, then hit that point. It would actually require strategy.
"What about democracy?"
The other way of winning zones through the political system is popular vote. Now I can see the same 'zerg guild' issue being applied here, but as for the difference between the ballot victory and the battle victory, would have to be handled the same way as Enmasse has seen to handle the Ballot v Arena victories. I don't actually know HOW they do that, but I assume they do have a plan for this. If not, the battle victor would have to get at least, say, 20-30% for argument sake (a normal victory would require 51% through JUST ballots), of the popular vote, to take victory over the zone and have enough popularity to maintain control.
"But I like the current system of Gank Wars/Safe Zones"
This isn't a suggestion about that, it is about adding something new to the game to make the guild wars actually mean something.
TLDR:
To assess the problems of the current PvP, create new political style GvG that is a zone control risk battle that requires guilds to work together to gain a zone through strategy.
(TLDR at the bottom)
As the PvP stands at the moment, I personally would not play TERA for it, and I would certainly not pay to play it. While I really enjoy the game, with the combat being one of the main selling points, the actual Player vs. Player aspects are severely underutilised. People are commonly saying that the Guild vs. Guild wars are more 'gank wars' rather than any outright fighting, being more of a contest of who can hug the safe zone the longest while you go out and murder the low level alts. This idea would see to meet those problems and fix them with not a new system, but an actual meaningful reason to the combat, with actual rewards, tying in with TERA other main selling point, the political system.
The idea is this, create a risk 'zone control' or 'king of the hill' style map control, where the guild wanting to contest a region would have to take the area, part-by-part, from either a neutral or competing party. By making the areas dominated for a certain amount of time the guild would be able to either risk moving onto the next point, holding or reinforcing other points to gain control over the area, with the result being similar to the arena style of the political system and winning the zone. (It makes more sense to win the zone then and there through larger scale combat than a 5v5 battle taking place somewhere else.)
The initial grievances with this idea I can think of would be:
"What about large number guilds, and zerg guilds, wouldn't they just win by default?"
Larger guilds will have an advantage, that's the idea of strength in numbers. Any fighting force, real life or videogame, with superior numbers will always have an advantage in that department. But larger numbers are harder to control, and the idea of a 'King of the hill' risk, where they have to protect/take multiple points around the zone would put stress on this. Furthermore, the combat, unlike other MMOs is intended to be skill based, I'm sure we've all seen examples of an Archer or Slayer taking out 2 or 3 more opponents greater than themselves. So while the 'zerg' is protecting one point, there is no reason the opposing guild/s couldn't attack the other points, pull the zerg away, then hit that point. It would actually require strategy.
"What about democracy?"
The other way of winning zones through the political system is popular vote. Now I can see the same 'zerg guild' issue being applied here, but as for the difference between the ballot victory and the battle victory, would have to be handled the same way as Enmasse has seen to handle the Ballot v Arena victories. I don't actually know HOW they do that, but I assume they do have a plan for this. If not, the battle victor would have to get at least, say, 20-30% for argument sake (a normal victory would require 51% through JUST ballots), of the popular vote, to take victory over the zone and have enough popularity to maintain control.
"But I like the current system of Gank Wars/Safe Zones"
This isn't a suggestion about that, it is about adding something new to the game to make the guild wars actually mean something.
TLDR:
To assess the problems of the current PvP, create new political style GvG that is a zone control risk battle that requires guilds to work together to gain a zone through strategy.