Problem #1:
WIth NW/Siege changes including Silver and other rewards, there needs to be a solution that makes the game more competitive by removing advantages from all enemy guilds having leaks & spies across different guilds that leak base placements on a nightly basis. This removes the competitiveness and instead gives guilds an ease of access to avoid actually fighting one another because certain individuals send pictures of there own guild fort and leak it to other guilds, then the enemy guilds make a decision to rip up there fort or completely avoid placing on the node, or just having an unfair advantage at starting at enemy bases just from a leaked base placement. Placements should only be leaked from pre scouting, not by individuals maliciously trying to give another guild an advantage by telling where there own guild has placed that night or showing them a picture of where there fort is.
Solution:
1. Make it so that ONLY in game appointed Officers and up ranks can see the forts on map prior to nw/siege assemble. So if there is a leak in guilds, its easy to isolate who the person that is lacking integrity is since guilds have less Officers than general members. This will promote strategic placements and mysteries which in result will be more competitive for all guilds involved.
2. Make it so ALL members can't participate for nw/siege in game UNTIL after you are unable to place anymore for that nights Node War or Conquest War. (Example: You can't place a base after 8pm EST on Saturday, so make it that all members can only participate after 8pm EST. This should apply to node wars as well. No participating in game till after 8pm EST) While eliminating the base placement leaks, this solution targets avoiding fights. This will remove any loopholes because if you just apply solution 1, then members that were leaking prior can just swap to every server and participate throughout the day before 8pm EST until it allows them to participate in game on that specific server, which would give away what territory you are on for Siege and for node wars it will give away what node you are on exatly if there is only 1 Node for that specific day on that set server, or worst case scenario give other guilds a server to completely avoid if they know a specific guild is placed on that server. The 2 solutions applied together will create the upmost competitiveness where there is zero advantages for all guilds UNLESS your own fort was scouted when your builder was building.
Problem #2:
Majority of guilds use Canute (Discord) for there NW/Siege Attendance for every day use. Sometimes, there is issues where people are signed up for Canute and listed to participate and random members just can take peoples pre signed up spots instead if there is a cap on a node. This is something that can create tension and frustration between members if theres people stealing eachothers spots.
Solution:
Make it so Officer ranks and higher can manually UNPARTICIPATE members who are participated in game between the ranks Apprentice-Quartermaster. This not only provides a solution for people taking other peoples spots, but it can be more than essential to manually unparticipating someone if something last minute comes up for an individual who is signed up but is no longer online to unparticipate. Therefore an officer or higher can make sure they are manually un signed up so the spot can be allocated to someone who can actually show up.
With the recent wave of changes to Node Wars and Siege, it only makes sense the guild systems and functions are updated as well. This is long overdue and I know the vast majority of players agree with this.
Regarding the NW/Siege changes.
1. Need more uncapped nodes / nodes in general.
With only 1 uncapped node, with very high member limit. Has cut off 25% of the available nodes on some days because of 1 top guild. Some days that leaves 3 other nodes between T2-T3 for every other guild to reasonably compete on.
With all viable nodes being capped it forces guilds into alliances. Alliances stop any solo guild from having a chance at acquiring a node. Without nodes guilds can't even place for Siege. Before the changes a guild could have pride in being strong on their own. Now with the key factor being numbers alone, it forces multiple guilds to work together nearly every day of the week creating an unfun and unfair advantage. While this is the case for Siege it should not also be the case for nodewars. Nodewars used to be a structured enjoyable experience to test a portion of a guilds strength, skill and most imporantly progress. Now it has devolved into who can bring the most warm bodies.
2. T1s should be only capped nodes.
--People play the game to get better gear to either grind faster or pvp better. -- (excluding Lifeskills)
With gear being meaningless, there's no reason to play to improve once you reach T3 caps.
Better gear you can use to grind faster for gear you can't benefit from in pvp? Useless.
Long time players log in for nodewar and then log off. Several players have flat out quit over it. There's 0 reason to play if there isn't anything to gain.
Caps are designed to allow new players to experience PvP which many consider endgame without being at a disadvange against long time players. The old t1 system was excellent for this. These new changes have ailenated a staggering number of long time *heavily invested* players.
MMMORPGs are built around having no ceiling for player improvement. Aka unbeatable. Every successful one expands that with better gear, expansion, new content etc.
Caps have made bdo "beatable" you can do a season, get tuvala gear, grind a month and be at t3 cap. That's $30 dollar season pass, $30 value pack.
$60 dollars / 2 months playtime per player isn't a sustainable business model. Especially without a subscription.
Regarding the NW/Siege changes.
1. Need more uncapped nodes / nodes in general.
With only 1 uncapped node, with very high member limit. Has cut off 25% of the available nodes on some days because of 1 top guild. Some days that leaves 3 other nodes between T2-T3 for every other guild to reasonably compete on.
With all viable nodes being capped it forces guilds into alliances. Alliances stop any solo guild from having a chance at acquiring a node. Without nodes guilds can't even place for Siege. Before the changes a guild could have pride in being strong on their own. Now with the key factor being numbers alone, it forces multiple guilds to work together nearly every day of the week creating an unfun and unfair advantage. While this is the case for Siege it should not also be the case for nodewars. Nodewars used to be a structured enjoyable experience to test a portion of a guilds strength, skill and most imporantly progress. Now it has devolved into who can bring the most warm bodies.
2. T1s should be only capped nodes.
--People play the game to get better gear to either grind faster or pvp better. -- (excluding Lifeskills)
With gear being meaningless, there's no reason to play to improve once you reach T3 caps.
Better gear you can use to grind faster for gear you can't benefit from in pvp? Useless.
Long time players log in for nodewar and then log off. Several players have flat out quit over it. There's 0 reason to play if there isn't anything to gain.
Caps are designed to allow new players to experience PvP which many consider endgame without being at a disadvange against long time players. The old t1 system was excellent for this. These new changes have ailenated a staggering number of long time *heavily invested* players.
MMMORPGs are built around having no ceiling for player improvement. Aka unbeatable. Every successful one expands that with better gear, expansion, new content etc.
Caps have made bdo "beatable" you can do a season, get tuvala gear, grind a month and be at t3 cap. That's $30 dollar season pass, $30 value pack.
$60 dollars / 2 months playtime per player isn't a sustainable business model. Especially without a subscription.
No we dont need more nodes cause then that would make everyone be able to run away and not fight even more than they already are. Alliances arent forced cause theres no nodes, its forced cause all of yall are pussy. Excuse my language kings/queens. Everything else seemed fine tho in what you said.
Regarding the NW/Siege changes.
1. Need more uncapped nodes / nodes in general.
With only 1 uncapped node, with very high member limit. Has cut off 25% of the available nodes on some days because of 1 top guild. Some days that leaves 3 other nodes between T2-T3 for every other guild to reasonably compete on.
With all viable nodes being capped it forces guilds into alliances. Alliances stop any solo guild from having a chance at acquiring a node. Without nodes guilds can't even place for Siege. Before the changes a guild could have pride in being strong on their own. Now with the key factor being numbers alone, it forces multiple guilds to work together nearly every day of the week creating an unfun and unfair advantage. While this is the case for Siege it should not also be the case for nodewars. Nodewars used to be a structured enjoyable experience to test a portion of a guilds strength, skill and most imporantly progress. Now it has devolved into who can bring the most warm bodies.
2. T1s should be only capped nodes.
--People play the game to get better gear to either grind faster or pvp better. -- (excluding Lifeskills)
With gear being meaningless, there's no reason to play to improve once you reach T3 caps.
Better gear you can use to grind faster for gear you can't benefit from in pvp? Useless.
Long time players log in for nodewar and then log off. Several players have flat out quit over it. There's 0 reason to play if there isn't anything to gain.
Caps are designed to allow new players to experience PvP which many consider endgame without being at a disadvange against long time players. The old t1 system was excellent for this. These new changes have ailenated a staggering number of long time *heavily invested* players.
MMMORPGs are built around having no ceiling for player improvement. Aka unbeatable. Every successful one expands that with better gear, expansion, new content etc.
Caps have made bdo "beatable" you can do a season, get tuvala gear, grind a month and be at t3 cap. That's $30 dollar season pass, $30 value pack.
$60 dollars / 2 months playtime per player isn't a sustainable business model. Especially without a subscription.
Guilds would be able to get more nodes if they actually spread out instead of placing together on a daily basis to avoid fights, and there is the possibility for fun nodewar fights but none of your alliance guilds are willing to try it. I agree with your other points though.
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