deathwish wrote: » Probably the most important feedback I will bring over to AoC. If you're not apart of the mega super multi guild that controls the server you are not allowed to play the game. Meaning you either get the benefits of being the #1 guild on the server and snowball or you become content to be farmed by the #1 guild and quit the game to do something more fun. New World had this, Throne and Liberty has this and Arche Age 2 will have this. These games have all failed or are going to fail. Add factions to Ashes to prevent this problem. Two factions is great. Three would be the best design. Small scale GvG has little to no accessibility which means less players playing in the game and spending money. Good luck.
Ludullu_(NiKr) wrote: A question to the faction lovers. What makes you believe you'd get even the tiniest bit of content if there's factions in the game? Do you think some strong guild will suddenly decide to let you take content simply because you're from the same faction?
Laetitian wrote: » Ostensibly, content in a faction-based game would just largely be designed to involve and benefit the entirety of the faction. If you control the territory, you control its content, and there's a part of it for you to participate in, and a part of it for the enemy to contest.
deathwish wrote: » Ashes needs Factions
deathwish wrote: » Probably the most important feedback I will bring over to AoC. If you're not apart of the mega super multi guild that controls the server you are not allowed to play the game. Meaning you either get the benefits of being the #1 guild on the server and snowball or you become content to be farmed by the #1 guild and quit the game to do something more fun.
Ludullu_(NiKr) wrote: But yes, I wholeheartedly agree that the current design should simply be balanced in a way where a weaker group of people at least has a slightly higher chance of standing up to a stronger group. And you know which games never fucking have that design? Faction-based bullshit. WoW servers go to completely one side to such an extent that Blizzard literally had to cave in and say "yaaay, friendship has won, so now both factions can play with each other". And afaik NW's servers were also usually dominated by a single faction. Not sure about AA though. But even with 2 examples of factions completely fucking failing, I find it hard to believe that a faction-based design would magically be better than guilds. [...] So it's not about factions. It's about content that rewards participation rather than winning. It's about being presented with something on a silver platter simply for existing.
Githal wrote: » I would say: bring scaling aoe spells that the more targets the spell hit the bigger the dmg. So if you hit 1 target the spell would deal 300 for example. If the same spell hit 5 targets, it will deal 1k dmg to each of the targets. IF it hit 50 players it will one shot them all. GG now there are no mega zergs on the battlefield, and the positioning of players will be important Or can be balanced if needed that this increase dmg takes effect if you hit more than 10 targets. So if you hit from 1 to 9 targets the dmg is 300. Then the more above 10 you hit the bigger the dmg