TW idea...
KatieMorgan - Sanctuary
Posts: 99 Arc User
So I've been reading a lot of posts recently regarding the flaws in the way TW is set up. A chief complaint is that once a dominant faction emerges on a server and has no more viable rivals, it will tend to suck up the majority of the rest of the top players on that server and increase the power gap even more, and inevitably turn the entire map a single color while producing no TWs lasting longer than 5-10 mins.
I know that our server is starting to look like this situation, and by the maps it looks like at least a couple other servers are heading in this direction as well.
So far all of the proposed measures I've read to counter this involve changes that seem unfair to the dominant faction (e.g. TW map reset, max lands a faction can hold, etc.). To me, a faction that has worked hard to achieve their top status (I know some may disagree with this, but let's please keep that discussion off this thread) should be rewarded, and there's no reason why their members shouldn't enjoy the pride, satisfaction, and monetary spoils that come with taking over the map.
I came up with a measure that could bring back the excitement of TW for everyone on a server, while at the same time not severely punishing a dominant faction by taking away what they have worked so hard for. In fact, most members of the top faction who enjoy fun and competitive TWs would likely welcome this change (aside from maybe a few who are only there to collect a weekly paycheck).
My idea is to have PW implement a SCALED territory timeslot defense system, based on how many lands a faction holds. Currently a faction must defend a maximum of 3 territories during any TW timeslot. What it this became scaled, so that if a faction owned half the map, they would have to defend up to a maximum of lets say 5 lands? If a faction owned the entire map, they would have to defend a max of like 8 lands (or whatever the right number is).
What this would do is bring many more people into TW (on both sides of the equation), who formerly had no incentive. Currently, people in small factions feel a certain sense of hopelessness in attacking, while people in the top faction feel no challenge in a 5 minute steamrolling. Now with this new system, a bunch of smaller factions all attacking at the same time would all stand a better chance of winning a land, or at least have a much more competitive TW that is longer and more fun for everyone. The top faction would be faced with the task of creating new strategies and allocating manpower to defend all these extra lands, and I think most of these top cats would welcome this new challenge instead of sitting on their laurels and getting stale.
On top of all this, this new system seems a whole lot more realistic to me anyway. Imagine if in WWII, Germany says to the U.S. "hey sorry, but you aren't allowed to attack us now because Great Britain, France and Russia are already attacking us."
Thoughts?
I know that our server is starting to look like this situation, and by the maps it looks like at least a couple other servers are heading in this direction as well.
So far all of the proposed measures I've read to counter this involve changes that seem unfair to the dominant faction (e.g. TW map reset, max lands a faction can hold, etc.). To me, a faction that has worked hard to achieve their top status (I know some may disagree with this, but let's please keep that discussion off this thread) should be rewarded, and there's no reason why their members shouldn't enjoy the pride, satisfaction, and monetary spoils that come with taking over the map.
I came up with a measure that could bring back the excitement of TW for everyone on a server, while at the same time not severely punishing a dominant faction by taking away what they have worked so hard for. In fact, most members of the top faction who enjoy fun and competitive TWs would likely welcome this change (aside from maybe a few who are only there to collect a weekly paycheck).
My idea is to have PW implement a SCALED territory timeslot defense system, based on how many lands a faction holds. Currently a faction must defend a maximum of 3 territories during any TW timeslot. What it this became scaled, so that if a faction owned half the map, they would have to defend up to a maximum of lets say 5 lands? If a faction owned the entire map, they would have to defend a max of like 8 lands (or whatever the right number is).
What this would do is bring many more people into TW (on both sides of the equation), who formerly had no incentive. Currently, people in small factions feel a certain sense of hopelessness in attacking, while people in the top faction feel no challenge in a 5 minute steamrolling. Now with this new system, a bunch of smaller factions all attacking at the same time would all stand a better chance of winning a land, or at least have a much more competitive TW that is longer and more fun for everyone. The top faction would be faced with the task of creating new strategies and allocating manpower to defend all these extra lands, and I think most of these top cats would welcome this new challenge instead of sitting on their laurels and getting stale.
On top of all this, this new system seems a whole lot more realistic to me anyway. Imagine if in WWII, Germany says to the U.S. "hey sorry, but you aren't allowed to attack us now because Great Britain, France and Russia are already attacking us."
Thoughts?
Post edited by KatieMorgan - Sanctuary on
0
Comments
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I think you should have to defend every land you have at the same time if they all get attacked that week. Real war does not have time slots.
For that matter, throw out the time slots, anyone can attack at ANYTIME. Then it would be like a real war.Main characters
Celestial Sage Venomancer Zoe - 100
Sage Barbarian Malego - 910 -
This already exists. But for it to happen, the large land holding guild needs to be completely ganked. There are only 7 timeslots throughout the weekend to schedule TWs for. Fri/Sat/Sun nights are filled first, if there's an over flow or more then 3 days worth of schedule conflicts, it goes to Sat/Sun afternoon slots, & then if thats too full or still too many conflicts, there's Sat/Sun morning. Now As we know The offensive occurs solo always. That only leaves 6 timeslots, at 3 defenses per slot, or 18 defenses before this is overflowed. Well what if 19 factions attack? Don't quote me on this 100%, but i believe how it works, if 1st, you can get co-scheduled defenses with your offense. Well, thats 21 fights now, 3 fights for 7 slots, what then? Now we reach 4 fights per timeslot. & beyond 28 fights you reach a 5th fight per slot, beyond 35 is a 6th fight. There is no beyond 42 as thats the max territories (thowith the probable map expansion in the Tideborn expansion, this will increase to beyond 42 territories to a possible 7 fights per timeslot).
If you want them to defend more then 3 per defense, you ALL have to gank the dominant guild.0 -
I have heard that once anyone owns all the lands, the time slot limits are removed and all attacks on their land happen at the same time, no matter how many attacks there are at once.Main characters
Celestial Sage Venomancer Zoe - 100
Sage Barbarian Malego - 910 -
Darksylph - Heavens Tear wrote: »This already exists. But for it to happen, the large land holding guild needs to be completely ganked. There are only 7 timeslots throughout the weekend to schedule TWs for. Fri/Sat/Sun nights are filled first, if there's an over flow or more then 3 days worth of schedule conflicts, it goes to Sat/Sun afternoon slots, & then if thats too full or still too many conflicts, there's Sat/Sun morning. Now As we know The offensive occurs solo always. That only leaves 6 timeslots, at 3 defenses per slot, or 18 defenses before this is overflowed. Well what if 19 factions attack? Don't quote me on this 100%, but i believe how it works, if 1st, you can get co-scheduled defenses with your offense. Well, thats 21 fights now, 3 fights for 7 slots, what then? Now we reach 4 fights per timeslot. & beyond 28 fights you reach a 5th fight per slot, beyond 35 is a 6th fight. There is no beyond 42 as thats the max territories (thowith the probable map expansion in the Tideborn expansion, this will increase to beyond 42 territories to a possible 7 fights per timeslot).
If you want them to defend more then 3 per defense, you ALL have to gank the dominant guild.
Ah ok, so if this is currently the case, then what if they just made a couple minor modifications:
1. Eliminate the overflow timeslots. Leave only the main Fri, Sat, Sun night slots for TW (or eliminate even one more of those for that matter).
2. Do not allow coordinated defense during attacking timeslot.
If these 2 changes were implemented, then it would only take 7 factions attacking the dominant faction to create a 4th fight during a slot (assuming top faction is attacking that week). 9 attacking factions would create a 5th fight, and so on. This is much more probable than somehow trying to get 22 different factions to attack one week, just to create a 4th fight...0 -
Allowing us to pick the time we want to attack would be nice as well. Either way we have to wait for Leg and probably Regi as well to fall before every faction has no choice but to attack nef (11 weeks). Unless of course you can convince the smaller factions to attack nef lol.[SIGPIC][/SIGPIC]
See its black and white now. It means I quit! How poetic and stuff.0 -
I've heard an overflow of time slots allows for PVE TWs. Since they can only defend 3 territories in a time slot(PVP), a 4th attack in the same time slot becomes a PVE TW.BM PvP Guide: pwi-forum.perfectworld.com/showthread.php?t=1320761
YouTube channels: youtube.com/TheDan912 and youtube.com/TheDanPWI0 -
TheDan - Sanctuary wrote: »I've heard an overflow of time slots allows for PVE TWs. Since they can only defend 3 territories in a time slot(PVP), a 4th attack in the same time slot becomes a PVE TW.
Hmm.. do you mean that it would be a PVE TW for the attacking faction, and if they succeed they win that land? If this is the case, it doesn't really sound fair to the defending faction...0 -
KatieMorgan - Sanctuary wrote: »Hmm.. do you mean that it would be a PVE TW for the attacking faction, and if they succeed they win that land? If this is the case, it doesn't really sound fair to the defending faction...
Well... theres only one way to find out. Lets get all the territories on the map attacked one weekend.I was early taught to work as well as play,
My life has been one long, happy holiday;
Full of work and full of play-
I dropped the worry on the way-
And God was good to me everyday.0 -
The problem i see with this aproach is that as long as a faction needs to defend itself from only three attackers at any given time, it can actually more than succeed in putting up sufficient force to defend it's territories. You should consider that not only said faction will count with the largest amount of people with actual TW experience, but that it can easilly attract recruits from amongst the top tier of high level pvpers at any time. This is dismissing other methods, fake bids, rigged TWs, etc. it may actually put in place were a large scale cordinated assault be ever succesfully implemented (and this already is a very questionable assumption). Adding a fourth time slot would defeat the very purpose of making things fair for them, so it really comes down to only a matter of degree on how "unfair" you want to make things.
If the end result you are looking for is opening TW to a larger part of the player base i really fail to see how you can acomplish this without capping the max amount of land a faction can hold. It is sad but it's true. The system is rotten, yes, but it's also the players fault for allowing through neglect the growth of a faction to such a status, the situation in Sanctuary is pathetic to say the least. You need at least in between 6-9 guilds who can actually stand to the top dog to break the tie, as you must also consider defense, expansion, alliances. This means not only a massive amount of resources but certainly a lot of people comitted to a sustained long term effort. If your server already has half that, then it should be well on it's way to somewhat reversing the situation. If it doesn't, only GM intervention through rules changes will allow more people to access TW.
It's as simple as this, you either cap the amount of lands and allow the weaker factions to hold land, or you mobilize your server and actually fight, yes with odds against you, for the land. In either case you need a very strong consensus on what needs to be done and this is the really big bump, and i hope am wrong, you'll never be able to overcome. Things will stay the same, in all likelyhood, for a very long time.
Edit; With 5 attackers the defending faction would have to spread it's resources to a likely maximum of 40 defenders, at 8 is 25. And odds are not all 200 members will be on at the same time. Organized gankings hardly seem like the way to resolve the situation. Yes they can strategize and loose some territories to the weaker attackers but this is just a dishonorable way of enforcing a cap on lands anyway...0 -
It does sound like an interesting change. I know at one time Radiance had 20 TW's in one weekend; 3 Friday, a total of 9 on Saturday, and 8 on Sunday. We won 19 out of 20 of those TWs. I'm telling you from experience, making the rosters and formulating strategies for that weekend was not, in any way, easy.Not motivated enough to make another PWI siggy0
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The problem i see with this aproach is that as long as a faction needs to defend itself from only three attackers at any given time, it can actually more than succeed in putting up sufficient force to defend it's territories. You should consider that not only said faction will count with the largest amount of people with actual TW experience, but that it can easilly attract recruits from amongst the top tier of high level pvpers at any time. This is dismissing other methods, fake bids, rigged TWs, etc. it may actually put in place were a large scale cordinated assault be ever succesfully implemented (and this already is a very questionable assumption). Adding a fourth time slot would defeat the very purpose of making things fair for them, so it really comes down to only a matter of degree on how "unfair" you want to make things.
If the end result you are looking for is opening TW to a larger part of the player base i really fail to see how you can acomplish this without capping the max amount of land a faction can hold. It is sad but it's true. The system is rotten, yes, but it's also the players fault for allowing through neglect the growth of a faction to such a status, the situation in Sanctuary is pathetic to say the least. You need at least in between 6-9 guilds who can actually stand to the top dog to break the tie, as you must also consider defense, expansion, alliances. This means not only a massive amount of resources but certainly a lot of people comitted to a sustained long term effort. If your server already has half that, then it should be well on it's way to somewhat reversing the situation. If it doesn't, only GM intervention through rules changes will allow more people to access TW.
It's as simple as this, you either cap the amount of lands and allow the weaker factions to hold land, or you mobilize your server and actually fight, yes with odds against you, for the land. In either case you need a very strong consensus on what needs to be done and this is the really big bump, and i hope am wrong, you'll never be able to overcome. Things will stay the same, in all likelyhood, for a very long time.
Edit; With 5 attackers the defending faction would have to spread it's resources to a likely maximum of 40 defenders, at 8 is 25. And odds are not all 200 members will be on at the same time. Organized gankings hardly seem like the way to resolve the situation. Yes they can strategize and loose some territories to the weaker attackers but this is just a dishonorable way of enforcing a cap on lands anyway...
You don't have to cap their max land holdings just allow more ppl to attack them at once. In your quote you say it's everyone's fault for "allowing" a faction to grow. Besides the few paranoid people out there, most of us normal folks don't like spying and politics. How is it our fault for allowing them to grow? and How can we even stop them from growing? O_O
You say alliances and coordination like it's easy, but it's not. If they were willing to do alliances they would have been more willing to form a single faction instead of multiple ones. TW is meant to be fun and encourage participation from everyone. With the current system it discourages participation and limit the TWs to a limited number of people in the top few factions (soon to be 1 or 2 faction).
I say let TW be a free for all. The top faction will still hold the most land but at least they won't be able to wipe the map clean and steam roll everyone else into submission (though I know some of you actually enjoy doing that ie youtube video of nef tws >__>).0 -
Mad_Doc - Sanctuary wrote: »You don't have to cap their max land holdings just allow more ppl to attack them at once. In your quote you say it's everyone's fault for "allowing" a faction to grow. Besides the few paranoid people out there, most of us normal folks don't like spying and politics. How is it our fault for allowing them to grow? and How can we even stop them from growing? O_O
You say alliances and coordination like it's easy, but it's not. If they were willing to do alliances they would have been more willing to form a single faction instead of multiple ones. TW is meant to be fun and encourage participation from everyone. With the current system it discourages participation and limit the TWs to a limited number of people in the top few factions (soon to be 1 or 2 faction).
I say let TW be a free for all. The top faction will still hold the most land but at least they won't be able to wipe the map clean and steam roll everyone else into submission (though I know some of you actually enjoy doing that ie youtube video of nef tws >__>).
Rereading my post i realized i was a bit more vague than i could have been, i do apologize. What i meant with allowing these factions to grow was that they shouldn't have been allowed to become so dominant in the first place. Territory holding factions should realize that past a certain point the growth of a single faction is a threat to all and act accordingly. There was probably a moment in Sanctuary in which, had the other factions worked together, they would have probably been able to beat their top dog down to a manageable level. This is what i meant with neglect.
I certainly didn't say alliances were easy, if you read my post it is one of the consensus scenarios i actually don't expect to see hapening. Yes, TWs are meant to encourage participation, but it's reward system doesn't really work that way, there is a strong trend towards one participant becoming dominant.
I'm not sure what you mean by free for all, if it's something like the OP's suggestion i've explained why i believe that wouldn't work, look at my edit, but the bottomline to me is it would make the bidding system so corrupt it would turn TW into an exclusively cash shop event (much more than it is already). This bidding system is also what would make attacking any day of the week a disaster, as it would turn it into a daily wallet race. If you allowed a system with no time slot limits, daily TW and no bidding then everyone and their mom would give it a try and the whole thing would descend into a system where only loaded no lifers would even have a shot at holding territory and most battles would be noobish 10 min affairs involving no skill.
Occam's razor mate, just putting a cap on max amount of land owned by a faction would allow strong guilds to join in and encourage mid level ones to get better. We would have as a result a very competitive environ and factions at the top would actually have a challenge and be required to bring their A game. Can the players do something about it? Yes, there's certainly a point to be made for good competitive factions coordinating or the comunity building a consensus they can bring to GMs. However since neither of these are things i expect to see happening i think will be seeing a single color on an entire map pretty soon.0 -
Rereading my post i realized i was a bit more vague than i could have been, i do apologize. What i meant with allowing these factions to grow was that they shouldn't have been allowed to become so dominant in the first place. Territory holding factions should realize that past a certain point the growth of a single faction is a threat to all and act accordingly. There was probably a moment in Sanctuary in which, had the other factions worked together, they would have probably been able to beat their top dog down to a manageable level. This is what i meant with neglect.
I certainly didn't say alliances were easy, if you read my post it is one of the consensus scenarios i actually don't expect to see hapening. Yes, TWs are meant to encourage participation, but it's reward system doesn't really work that way, there is a strong trend towards one participant becoming dominant.
I'm not sure what you mean by free for all, if it's something like the OP's suggestion i've explained why i believe that wouldn't work, look at my edit, but the bottomline to me is it would make the bidding system so corrupt it would turn TW into an exclusively cash shop event (much more than it is already). This bidding system is also what would make attacking any day of the week a disaster, as it would turn it into a daily wallet race. If you allowed a system with no time slot limits, daily TW and no bidding then everyone and their mom would give it a try and the whole thing would descend into a system where only loaded no lifers would even have a shot at holding territory and most battles would be noobish 10 min affairs involving no skill.
Occam's razor mate, just putting a cap on max amount of land owned by a faction would allow strong guilds to join in and encourage mid level ones to get better. We would have as a result a very competitive environ and factions at the top would actually have a challenge and be required to bring their A game. Can the players do something about it? Yes, there's certainly a point to be made for good competitive factions coordinating or the comunity building a consensus they can bring to GMs. However since neither of these are things i expect to see happening i think will be seeing a single color on an entire map pretty soon.
Actually reading your advice and remembering the old tw days, Nef and LG did exactly what you suggested. They steam rolled every faction that had a small chance of peaking its head and now here we are. Nef was one of the very first faction to form so they got dibs on alot of high lvls. Funny you suggested that the free-4-all bidding would be a wallet race. Current events and releases so far have suggested that pwi will jump on a wallet race when ever they can. As long as they don't realize TW can be one of the cash generator, the dominant TW factions are safe. But one day they will realize they can make alot of real cash from allowing everyone to attack at the same time or at least resetting the TW map. Despite being a cash event, it would at least be less boring than the current situation.0 -
Mad_Doc - Sanctuary wrote: »Actually reading your advice and remembering the old tw days, Nef and LG did exactly what you suggested. They steam rolled every faction that had a small chance of peaking its head and now here we are. Nef was one of the very first faction to form so they got dibs on alot of high lvls. Funny you suggested that the free-4-all bidding would be a wallet race. Current events and releases so far have suggested that pwi will jump on a wallet race when ever they can. As long as they don't realize TW can be one of the cash generator, the dominant TW factions are safe. But one day they will realize they can make alot of real cash from allowing everyone to attack at the same time or at least resetting the TW map. Despite being a cash event, it would at least be less boring than the current situation.
Not very familiar with the situation in Sanctuary, but i guess you're right even if it was suposed to be the other way around. I do wholeheartedly agree with everything you posted after that however, up to it being less boring. Really, i know things are far from dandy on all servers but yours really did dig itself deep into the ground.0 -
a hard cap on the amount of lands 1 guild can hold is the DUMBEST idea ever. that basically eliminates a guild from participating in TW because they own their maximum number of lands. then you are punishing a guild for being strong not helping the weaker ones.
if you want to cap the number of lands anyone can hold put a soft cap by decreasing the amount of TW time slots. if they have to defend 6-8 lands instead of 3 at a time that by itself will create a soft cap on the amount of lands any one guild can keep.
or maybe the GMs should leave everything as is seeing as its the greedy nature of its players that caused this in the first place. everyone only cares about themselves and how much money they will get every week. guilds recruit strictly by level even if they hate the person they are recruiting. people jump ship to the strongest guild and collect their money even though they hate everyone in there.Staring at the wall is much more rewarding than playing PW.0 -
Starrr - Harshlands wrote: »a hard cap on the amount of lands 1 guild can hold is the DUMBEST idea ever. that basically eliminates a guild from participating in TW because they own their maximum number of lands. then you are punishing a guild for being strong not helping the weaker ones.
if you want to cap the number of lands anyone can hold put a soft cap by decreasing the amount of TW time slots. if they have to defend 6-8 lands instead of 3 at a time that by itself will create a soft cap on the amount of lands any one guild can keep.
or maybe the GMs should leave everything as is seeing as its the greedy nature of its players that caused this in the first place. everyone only cares about themselves and how much money they will get every week. guilds recruit strictly by level even if they hate the person they are recruiting. people jump ship to the strongest guild and collect their money even though they hate everyone in there.
I would have been careful not to contradict myself if i was going to claim someone's else's idea as dumb. I mean, are top guilds "strong" or "greedy"?
A cap would still mean guilds holding the max amount of territory would need to defend themselves, and as for the "soft" cap if that was working people wouldn't feel a need to continue making threads like this one. The basic dynamic we are discussing here is that when a faction becomes too overpowering it seems to discourage further competition, granted anything that "opens up" TW is in a sense giving the weaker factions a break but in a server like sanctuary (where apparently you have only 2 factions actually on the map) this may mean going from around 200 people doing regular TW to 1000 or more. The idea is strong guilds would benefit by increased competition whatever the loss of revenue (which is less important than it would seem).0 -
Zoe - Heavens Tear wrote: »I think you should have to defend every land you have at the same time if they all get attacked that week. Real war does not have time slots.
For that matter, throw out the time slots, anyone can attack at ANYTIME. Then it would be like a real war.
This an awesome idea would make the game more interesting for many I'm sure. The idea of "war" is for it to be surprise attks not preplanned get togethers.0 -
moved to the correct section b:victory
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I would have been careful not to contradict myself if i was going to claim someone's else's idea as dumb. I mean, are top guilds "strong" or "greedy"?
A cap would still mean guilds holding the max amount of territory would need to defend themselves, and as for the "soft" cap if that was working people wouldn't feel a need to continue making threads like this one. The basic dynamic we are discussing here is that when a faction becomes too overpowering it seems to discourage further competition, granted anything that "opens up" TW is in a sense giving the weaker factions a break but in a server like sanctuary (where apparently you have only 2 factions actually on the map) this may mean going from around 200 people doing regular TW to 1000 or more. The idea is strong guilds would benefit by increased competition whatever the loss of revenue (which is less important than it would seem).
learn to read. the top guilds are STRONG...the players that all jump to the strongest guilds for money are GREEDY.
a hard cap will stop the strongest guilds from participating in TW. no one will attack them because they can attack easier targets and they will be prevented from attacking a new land because they already own the maximum they are allowed.
oh and read more again...their is no real soft cap in the amount of lands any one guild can own now because with a maximum of 3 wars at a time its not that difficult to defend. if it was 6-8 at a time then they would be spread too thin to be able to defend against 20 attacks every week.
fail more talk lessStaring at the wall is much more rewarding than playing PW.0
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