u/AlbionCeb

Faction warfare suggestions

I know there was a rework but its still missing some more additions that could make it better. So here are my every 6 months post I think that can help improve FW.

Increase the size of royal continent, remove orange zones. Add rezones back next to cities.
Add disarray to factions, add a function so callers can choose whose party can be integrated into a large zerg to prevent rats and so that disarray works. What this means is that even if youre flagged as the same faction you wont get any heals supports from a zerg that youre not in, minor nerf to cities with large player base but buff the overall gameplay quality from getting too many shitters/rats.
Caerleon should also has the ability to merge different parties into a zerg during bandit to fight back.
A cool idea I have with faction warfare is that Caerleon outposts/terries if captured may turn a zone into a safe zone to every players of a faction, which means red flagged players cant attack players from that faction BUT players from other factions can.
By capturing and maintaining a trade route this encourages people to join factions to fight for the faction benefits. While providing the rewards for other factions that want to take away this profit. By concentrating risk and reward into bandit timer we will have more organized faction fights, more people joining, better silver sink. More newbies will be encouraged to join pvp. Weak guilds who cant fight in blackzone will have a battle field.
Caerleon as a faction should feel more like a final boss for everyone, Maybe Caerleon castles + terries.

I really enjoy small/midscale in blackzones and if SBI can make redzones activities and risks more like blackzones with lower entry requirements and slightly easier time to find others it may make faction more fun and move more people to pvp.

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u/AlbionCeb — 2 days ago