Quantcast
Channel: The Official ArcheAge Forums
Viewing all articles
Browse latest Browse all 26927

Design flaw in the Castle/Siege System (and a possible fix)

$
0
0
Overall I like the general direction you're going with the castle siege system but it has a critical flaw that will give an unfair advantage to a single group and lock most players out of the siege content. That design flaw is that the top hero gets to hand pick who is allowed to be in the raid and the raid only holds 50 people. This is a problem because large zergs can easily lock down the top hero spot and subsequently choose only their members for every castle siege.

Past content was locked down by zergs through violence but now they can lock it down using the kick/invite mechanics.

How do we fix this?

I would recommend having one public raid similar to Halcy and one Erenor hero raid and coraid the 2 raids automatically. Give the Erenor hero the power to kick people from their raid but ONLY their raid so PUGs can still participate in the content.

If you consider a fresh server scenario this becomes a larger problem because it allows zergs to secure 10-20 blue salts on every member every week. That quickly turns into high tier Ayanad weapons and Ayanad suits. Players who push Hiram will get in comperable gear around T3 but it will take considerably longer.

I'm not sure whether anyone should be able to kick people from the general raid but I think it would be ok to have a mechanic where the raid leader can see the "team" that will be going on the siege and set a GS limitation to keep trash alts out. That's a little tricky to do because GS requirements are relative to server age. I'm sure a good system could be fleshed out.

I don't feel like it will be difficult to fill both raids considering Halcy has several raids every day and gives less reward.

Viewing all articles
Browse latest Browse all 26927