Faction Incentives

Tard the Paladin

Grandmaster
Some of us were discussing ideas for factions in another thread and I'm hoping to hear some more ideas.

The season 2 silver and sigils were a step in the right direction for factions. Expanding upon this might generate more interest and get more players involved.

Having monsters drop silver and using it to buy specific items is great. I enjoyed saving up to buy a bloody explosion relic and will probably buy a statue soon. Having the ability to bless weapons is also a great ability. More content like this would be amazing.

Currently, factions are centered around big PvP battles in the no-cut zone. Its a ton of fun too. I believe with more content PVM'ers and crafters would find it in their interest to join in. That would open up a whole new era for the shard.

Now it was mentioned by @Messremb that factions have always been and should remain more or less in its current state - centered around big pvp battles. I don't want to misquote you so correct me if I'm wrong, Messremb. Maybe you're right so I'd like hear your reasoning why factions should stay as is.

Here are some ways I think factions could be expanded that would draw in more players with different styles of game play:

Crafters:
Faction crafters could create faction only items that could be used for PvM or PvP. Weapons, armor, potions, etc. Crafters could also help build and maintain siege equipment and battlements.

Tamers:
Special high end creatures that only factioners can tame and keep as pets. Each faction could specific creatures that they can tame. This sort of fits the theme where certain monsters don't attack certain factions.

PVM'ers:
More monsters could drop silver and more items could be purchased with it to incentivize PVM'ers. More risk for more reward.

Silver Vendors:
There's already some pretty cool stuff on the silver vendors. It would be awesome to see more.

The current sigil system is fun because it encourages the factions to defend their areas. It might also be fun to give each faction a particular city to claim as their own. It would be that faction's permanent base. The old bases could be scrapped or utilized in some other manner. Basically, I think it would be fun to see massive wars going on in the streets of each city as the factions struggle to defend and invade. Raiding a city could require siege equipment and the defending faction could build defenses as well.

Keeping factions balanced is key. You also really want players to buy into the system. Factions would be more fun if it were more engrossing. I envision a more substantial commitment than just having a single character in factions for when you get bored and want to PVP. Entire accounts could be locked into factions or much longer commitment times for single characters could be required.

Anyways, these are just some ideas that have been floating in my head. I'm sure there are some better ones out there. But I truly believe that factions could set UOF into a new era that would be unique to the server. The key is getting the player base to buy in and the way you do that is by incentivizing the hell out of it. You don't have to join factions - unless you want the really cool stuff. Then its time to defend it by playing your part in the war effort. Armies aren't just the infantry, the supply chain and infrastructure requires a variety of talents and skills. I believe faction warfare should require the same.
 

Streets

Grandmaster
I like the idea of factions but I do not participate atm due to their current implementation. Not that it is wrong or bad just not a ton of insensitive to do so and to be honest pvp in most mmos have little incentive but here are a few of my personal ideas/peeves thoughts etc. *warning these are opinions you are entitled to your own as well*

Factions in general: 4 factions seems like a bad number. I liked 3 opposing groups better than 2 or 4. 3 alow for a rock paper scissors match up. 3 also prevents from armies from being spread to thin, yet having diversity of constantly being at was with 1 group.

Rewards: there has to be a reward to pvp other wise players will n orally gravitate to the best reward for the easiest way to get it. A low risk high read will always be more attractive than a low reward high risk.
Also (some )rewards need to be usable out of factions not everyone wants to pvp and that's fine but there should be disregard to interact with those that do.

PvM: needs to be there you want mini skirmishes all over and not just a main zerg. By encentives from pvm (silver) you gI've players a reason to want to be out in the world as well and with that more opportunity for world combat not just city.

Tools to prevent abuse: for examole accounts (all 3 if a player has them) should only be slowed in the same faction. No faction spy accounts.


I'm sure there are more ideas but this post is getting long already so I will stop here for now. Again these are opinions nothing more.
 

sampsonized

Master
@Tard some great ideas would love to see these implemented @Street if it's only 3 TB has to go. No one needs a bunch of hooded big birds running around.


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Tard the Paladin

Grandmaster
@Tard some great ideas would love to see these implemented @Street if it's only 3 TB has to go. No one needs a bunch of hooded big birds running around.


Sent from my iPhone using Tapatalk

The idea of reducing the factions down to three might help keep the faction numbers balanced. It would be interesting to see guilds have to work together towards certain goals.
 

GluttonySDS

Grandmaster
The idea of reducing the factions down to three might help keep the faction numbers balanced. It would be interesting to see guilds have to work together towards certain goals.

Theres already 4 pretty active factions though

EQMS - minax
CoM zerg
POWER - SL
$/russians - TB
 

Streets

Grandmaster
What about something way out of the box? A 5th faction? I can explain in more detail if desired but the basic idea is you have the faction you are in and 2 of the remaining factions are allied to your faction the other 2 you are at war with... so every faction has 2 allies at all times and 2 enemies. Allies can heal each other and can not attack each other. Enemies can not perform any benificial abilities on each other.

Just an idea like I said it sounds complex at first but if I explain with some diagrams it is quite elegant actually.
 

GluttonySDS

Grandmaster
You dont need to add or remove a faction -- you simply need to make it so sigils are worth capturing, right now -- none of the sigil bonuses are attracting people to faction, and those that do have no interest in the sigils other than for bragging rights.
 

Tard the Paladin

Grandmaster
You dont need to add or remove a faction -- you simply need to make it so sigils are worth capturing, right now -- none of the sigil bonuses are attracting people to faction, and those that do have no interest in the sigils other than for bragging rights.

That's why faction crafters would be neat to have. They could create elite gear that could aid in pvp or pve. Additional silver items on the vendors would be nice too. The statues, mounts, and explosion relic are cool already. I'd like to see more.
 

Fattson

Grandmaster
I would like to see incentive for solo and small group play as well as punishment for res killing and pking players in your own faction.

I'm mentally and emotionally prepared for the flame coming my way. Knock yourselves out.
 

Tard the Paladin

Grandmaster
I would like to see incentive for solo and small group play as well as punishment for res killing and pking players in your own faction.

I'm mentally and emotionally prepared for the flame coming my way. Knock yourselves out.

The more incentives the better. PK'ing your faction members should definitely have a cost.
 

Tard the Paladin

Grandmaster
Nothing too crazy. Maybe heat of battle lasts twice as long and hope karma does the rest?

I think factioners should lose punkte for res killing.

If res killing is that big of a problem then sure. There are times when the newly res'd can pose a problem but for the most part its a dick move.
 
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