Tard the Paladin
Grandmaster
Last night was a great example of the problem on UOF concerning PK'ing. A single party of reds stopped the double champ spawn - a server wide event. To me its kinda sad that a single party of reds can stop the entire blue population in their tracks. Let's save the flamey debate over whether or not reds should be allowed to do what and when. Rather let's focus on finding a solution that keeps blues and reds happy. I firmly believe that the Kingdoms idea can do so if it properly incentivizes PvP. In other threads players have expressed skepticism over whether Kingdoms will become popular. They feel it could become exploited or zerg-tastic. There's also the fact that many players don't want to PvP under any circumstances. These are legitimate concerns that are easily remedied.
Consider that the Kingdom's stuff could be balanced several ways. Guilds that join Kingdoms could automatically go to the smallest Kingdom to prevent the largest guilds from making one huge Kingdom. This would provide balance on the number of guilds in each Kingdom.
The only way the Kingdom stuff will actually become popular is if it properly incentivizes blues to join the action. PvM bonuses and pixels would be the way to achieve that. The incentives would also need to be based on the number of members in a Kingdom. This would give an edge to the smallest faction and make the largest faction less appealing in terms of gaining pixels. This provides balance for incentives.
The other concern besides numbers is abusing the Kingdoms system. IE having different accounts in different kingdoms. Providing incentives based upon a players activity will prevent players from leeching off the work of others. A player in a Kingdom that doesn't pull their weight shouldn't receive bonuses like the players that do. Putting that in context would be akin to a faction player with a low punkte score receiving very little silver from mobs where a player with a high punkte score would receive a lot of silver. The punkte score type system prevents players from running up their score by killing alt characters.
Those are just some ideas in my head about balancing the new faction-type system. I'm sure there are other good ways to prevent imbalances and exploits.
The Kingdoms idea is a great way to get blues involved in PvP. Their involvement in PvP will allow them to get better pixels when they PvM. The Kingdoms system can be balanced in terms of numbers and participation.
If Kingdoms becomes popular then it will solve the so-called red crisis. We reds will be doing Kingdoms rather than raiding the dungeons. It will also encourage blues to join the fun because they will have incentive to do so. They surely don't have to PvP because there's nothing to make them. However, if they want the shiniest pixels and the best bonuses then the amount of work they do will determine their rewards.
I think eventually Kingdoms would become contest to see who can create the smallest Kingdom with the best players. This is because remaining smaller and having active hard-working players will result in better rewards. Having a small group of PvP'ers scooping up the bonuses for the hordes of PvM'ers in the same Kingdom simply wouldn't work.
Consider that the Kingdom's stuff could be balanced several ways. Guilds that join Kingdoms could automatically go to the smallest Kingdom to prevent the largest guilds from making one huge Kingdom. This would provide balance on the number of guilds in each Kingdom.
The only way the Kingdom stuff will actually become popular is if it properly incentivizes blues to join the action. PvM bonuses and pixels would be the way to achieve that. The incentives would also need to be based on the number of members in a Kingdom. This would give an edge to the smallest faction and make the largest faction less appealing in terms of gaining pixels. This provides balance for incentives.
The other concern besides numbers is abusing the Kingdoms system. IE having different accounts in different kingdoms. Providing incentives based upon a players activity will prevent players from leeching off the work of others. A player in a Kingdom that doesn't pull their weight shouldn't receive bonuses like the players that do. Putting that in context would be akin to a faction player with a low punkte score receiving very little silver from mobs where a player with a high punkte score would receive a lot of silver. The punkte score type system prevents players from running up their score by killing alt characters.
Those are just some ideas in my head about balancing the new faction-type system. I'm sure there are other good ways to prevent imbalances and exploits.
The Kingdoms idea is a great way to get blues involved in PvP. Their involvement in PvP will allow them to get better pixels when they PvM. The Kingdoms system can be balanced in terms of numbers and participation.
If Kingdoms becomes popular then it will solve the so-called red crisis. We reds will be doing Kingdoms rather than raiding the dungeons. It will also encourage blues to join the fun because they will have incentive to do so. They surely don't have to PvP because there's nothing to make them. However, if they want the shiniest pixels and the best bonuses then the amount of work they do will determine their rewards.
I think eventually Kingdoms would become contest to see who can create the smallest Kingdom with the best players. This is because remaining smaller and having active hard-working players will result in better rewards. Having a small group of PvP'ers scooping up the bonuses for the hordes of PvM'ers in the same Kingdom simply wouldn't work.
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