I have a legitimate question for Dreamweaver. After last nights war post TW WC QQ from both losers and victors of the Tempest EQ war we all seemed to agree on one point.
TW mechanics are too old. TW as a whole is just dead (I assume mostly due to the inabilities to balance. Not pointing fingers!)
I guess the question is. Should you be part of development. How would you improve TW to eliminate gear, numbers or plain force power discrepancies?
We discussed long ago the possibility of redesigning faction alliances. So allied factions could share members and help each other TW. Say EQ and Dynasty were allied. If Tempest attacked EQ. Dynasty would have the option to send reinforcements that are allowed to enter the war.
This clearly would also need a better control of a faction officership as to who can and cannot join the instance.
I would also love to see a soulforce=numbers balance. This pretty much means if the sum of faction A SF > Faction B. Then faction B can have more numbers in the war. Sort of like NW allows you to.
Another idea was to implement both NW point system as a reward for TW. So both factions gain rewards based on their efforts that do not need to be coin. Eliminate the issuing of coins for TW and positively encourage factions to show to the wars and put a real effort for their kill count. Tower damage count. Damage taken. Etc.
Finally. A more interactive TW map based on the location of the land would be interesting. If the fight is for raging tides. We should fight underwater. If the fight is for snowy village the map shouldn't show a land completely green like it does by default.
What would you change of TW?
Post edited by Andres - Dreamweaver on
We came, we saw, we painted it red.