Archived Faction Wars

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XvW

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Just an idea that I thought of when reading this thread: http://forums.massivecraft.com/threads/breathing-life-into-the-pvp-community.16972/ .
For those of you who have played Guild Wars 2 this idea is based a little on their Server Vs Server Battleground.

I'm not sure if this is possible but I think it would be cool with a new map claimed by warzone.
This map could contain several cities, strongholds, forts and villages that could be captured by factions in a domination type manner.
This map would need 4 peaceful spawn areas in NE, NW, SE and SW to prevent spawncamping.

To make sure that people are not running around alone capping everything, guards could be created with either Massivemobs or NPCs and they will attack anyone not in the owning faction, making it harder to capture bigger, more awarding structures without a large army or strong warriors.
The mobs will have to be strong enough to be a challenge in 1v1 to enhance the importance of friendly units.

To make this more awarding for the players different structures could give occupying factions a bonus amount of exp or regal gain from slaying mobs in the other worlds based on the tier and amount of dominated locations (example: village could give +1% XP whilst a city gives +5% XP and +4r).
Maybe a reward of a random voting item could be given to the factions online players when they capture a new location.

To reduce lag i suggest that mob spawning except MassiveMobs is turned off and that they only spawn in set areas (domination locations)

I also recommend that Item drops are disabled to get as many people as possible to join in without the fear of losing their stuff. Aswell as getting moved from this world upon logout so that you can't spawn inside the greatest structures domination area upon login.
Disabling ender pearls would be a good idea to make sure that people have to fight their way to the domination area.

The world should be reset every week so that a powerful faction doesn't just take the highest rewarding location and then hold it forever.
Neutral locations should have guards just like occupied locations so that it is a challenge to take control of these.
Killing an enemy in this world could give your faction a "Faction Wars" Currency that can be used to upgrade Guards in your occupied areas, thus giving a suitable reward instead of item drops.

Adding this may also decrease the amount of minor factions crowding MassiveCraft since the best way to gain the reward buffs is by being in a big faction that is powerful enough to hold several areas.

Please feel free to comment any Ideas or Pro's and Con's you can think of and I will add them here :)
 
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I was thinking of something like - Having 3 strongest factions, turned into empires, and then have another world, where they fight for land, something like World War. It would need lore compliance and mature players. I think it would be great idea.
 
Sounds perfectly! Probably a lot a of work but should be worth it, considering the benefits.
 
Well, the current main Lore wars are between the Regalian Empire and the Qadir Sultanate.
The other party that's against everyone is the Dakkar, waging war on the outside world.

If it can't be empires, there should be something like a contest, where mods would judge factions and see if they are big enough to be considered an Empire, so they could join the war in said world or piece of land.
 
Well, the current main Lore wars are between the Regalian Empire and the Qadir Sultanate.
The other party that's against everyone is the Dakkar, waging war on the outside world.

If it can't be empires, there should be something like a contest, where mods would judge factions and see if they are big enough to be considered an Empire, so they could join the war in said world or piece of land.
The problem with this is that it would limit which players could participate a tooonnn.
 
The problem with this is that it would limit which players could participate a tooonnn.
Not actually. I didn't really work on the idea, but what I really mean is that players would build the "empires" and mods would judge to see if the battlegrounds are good enough. Then they would create a permantent faction, owned by an NPC or something, and players could join one of the empires to play weekly, monthly or something like this. c:
 
Well, the current main Lore wars are between the Regalian Empire and the Qadir Sultanate.
The other party that's against everyone is the Dakkar, waging war on the outside world.

If it can't be empires, there should be something like a contest, where mods would judge factions and see if they are big enough to be considered an Empire, so they could join the war in said world or piece of land.
Or there could be a team choosing thing so that the super strong factions don't dominate this, for example : I join the Regalian Empire, my friends join the Dakkar, that way you can fight your own faction members and friends in a fun system where you don't lose items.
 
I see only one problem: the small factions. The major factions like Mag will have all the advantage. Other factions will have their allies of course, but it is not the same.
Therefore, I propose this modification:

  • There are some number...maybe four...factions. Call it Regalians, Elves, Demons, and Orcs for now. This would be a kind of minigame type world, only on a much larger scale. Upon entering for the first time, you go to a faction selection room, where you choose which faction you want to join. Ever after, you spawn in that faction's spawn room. Each faction would have their own faction chat, in addition to the faction and ally chats of other worlds. This would solve the problem rather nicely.

There would be some significant coding required I imagine, so Cay would have a lot of work. That said, this is definitely an idea worth exploring by the staff.
 
Not actually. I didn't really work on the idea, but what I really mean is that players would build the "empires" and mods would judge to see if the battlegrounds are good enough. Then they would create a permantent faction, owned by an NPC or something, and players could join one of the empires to play weekly, monthly or something like this. c:
Oh, I thought you meant factions from the medieval universe.
 
I see only one problem: the small factions. The major factions like Mag will have all the advantage. Other factions will have their allies of course, but it is not the same.
Therefore, I propose this modification:

  • There are some number...maybe four...factions. Call it Regalians, Elves, Demons, and Orcs for now. This would be a kind of minigame type world, only on a much larger scale. Upon entering for the first time, you go to a faction selection room, where you choose which faction you want to join. Ever after, you spawn in that faction's spawn room. Each faction would have their own faction chat, in addition to the faction and ally chats of other worlds. This would solve the problem rather nicely.

There would be some significant coding required I imagine, so Cay would have a lot of work. That said, this is definitely an idea worth exploring by the staff.
Adding this may also decrease the amount of minor factions crowding MassiveCraft since the best way to gain the reward buffs is by being in a big faction that is powerful enough to hold several areas.
I think it is better with medieval server factions since it will create a stronger foundation for the factions on the server and making it more about big factions/cities instead of minor 2-person factions
 
Perhaps some kind of system that combines both?
I was thinking that any faction could participate, though smaller factions will have a harder time to occupy anything larger than a village. This will encourage players to join bigger factions which will reduce the amount of 2-player factions and make the bigger factions more populated and active, which in turn would encourage Regalia RPers to join factions aswell to get the capture bonus, this will then make it more possible to spread RP to the different worlds outside regalia.
 
This could be one of the coolest features of the server, people would be amazed by how fun this is I think, and if we market it well MassiveCraft could grow a lot (assuming it's made at least :P)
 
I was thinking that any faction could participate, though smaller factions will have a harder time to occupy anything larger than a village. This will encourage players to join bigger factions which will reduce the amount of 2-player factions and make the bigger factions more populated and active, which in turn would encourage Regalia RPers to join factions aswell to get the capture bonus, this will then make it more possible to spread RP to the different worlds outside regalia.
That would work...but I don't think it is worth it. Small 2 person factions have their uses, if only to be a reclusive hermit somewhere. Large factions are great and all, but a minigame like this should not be contingent upon being in a large faction.
 
I personally love the idea, this would add an amazing new aspect to factions.
 
If anyone has every played the Arathi Basin Warzone in World of Warcraft, I envision it much like this. The overall goal of thee WOW warzone was to acquire points of interest such as the Lumber mill or the Gold Mine, which provided the capturing team with points every minute or so. I think buffs given to the capturing faction would be cool too.
 
I was thinking that any faction could participate, though smaller factions will have a harder time to occupy anything larger than a village. This will encourage players to join bigger factions which will reduce the amount of 2-player factions and make the bigger factions more populated and active, which in turn would encourage Regalia RPers to join factions aswell to get the capture bonus, this will then make it more possible to spread RP to the different worlds outside regalia.
I actually like this..And, another thumbs up and winner for having such a nice idea, organized thoughts/arguments and great responses :D
 
If anyone has every played the Arathi Basin Warzone in World of Warcraft, I envision it much like this. The overall goal of thee WOW warzone was to acquire points of interest such as the Lumber mill or the Gold Mine, which provided the capturing team with points every minute or so. I think buffs given to the capturing faction would be cool too.
I have never played WoW warzones, so correct me if I'm wrong. It seems like what you are talking about is a smaller map/minigame of domination?
What I am going for with this idea is a big map with capture points that are only reset every week that are giving perks to occupying factions as long as they can keep control.
Because of timezone differences a single faction will probably not be able to hold areas for long unless they have upgraded thier defenses and as such the perks will not be too much to ruin the rest of the server.

I do like the idea of points per minute though. If possible, there could be a scoreboard that is reset weekly. Every occupied area would then give 1-4 points(depends on tier of the occupied area) per 10minutes.
After the week is over the winning faction could get a reward, maybe a set sum of regals for their faction bank and a sign with the faction name and what week they won on a wall somewhere in regalia or a multiverse Hall of Fame?
 
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I have never played WoW warzones, so correct me if I'm wrong. It seems like what you are talking about is a smaller map/minigame of domination?
What I am going for with this idea is a big map with capture points that are only reset every week that are giving perks to occupying factions as long as they can keep control.
Because of timezone differences a single faction will probably not be able to hold areas for long unless they have upgraded thier defenses and as such the perks will not be too much to ruin the rest of the server.

I do like the idea of points per minute though. If possible, there could be a scoreboard that is reset weekly giving 1-4 points(depends on tier of area) per 10minutes and the winning faction can get a set sum of regals for their faction bank?
The WOW map is essentially domination. I was just using that battleground to compare to what I thought you were going for with your idea. I do like your idea though. Could revolutionize why people train PVPers for their faction.
 
If anyone has every played the Arathi Basin Warzone in World of Warcraft, I envision it much like this. The overall goal of thee WOW warzone was to acquire points of interest such as the Lumber mill or the Gold Mine, which provided the capturing team with points every minute or so. I think buffs given to the capturing faction would be cool too.

I haven't played WoW in ages and I remember this because it was my favorite pvp area :D. I also liked how WoW grouped people based on skill - for example, instead of having Mag and NoobFac183 you'd have Mag and Valyria in one 'version' and then Noobfac128 and Noobfac192 are put into a different 'version'. Basically what I'm saying is that you'd have like... 5 of these maps, all of them identical, but each serving a different level of pvper. Map 1: Anyone under 50 in their highest pvp stat. Map 2: 50-100. Map 3: 100-300. Map 4: 300-500. Map 5: 500+. And like so, people can go up against enemies without feeling like they're either having too little difficulty or feeling like they're trying to bash their way through obsidian without a pickaxe.
 
I see only one problem: the small factions. The major factions like Mag will have all the advantage. Other factions will have their allies of course, but it is not the same.
Therefore, I propose this modification:

  • There are some number...maybe four...factions. Call it Regalians, Elves, Demons, and Orcs for now. This would be a kind of minigame type world, only on a much larger scale. Upon entering for the first time, you go to a faction selection room, where you choose which faction you want to join. Ever after, you spawn in that faction's spawn room. Each faction would have their own faction chat, in addition to the faction and ally chats of other worlds. This would solve the problem rather nicely.

There would be some significant coding required I imagine, so Cay would have a lot of work. That said, this is definitely an idea worth exploring by the staff.
Just saw some things I missed responding to. Seeing as only the occupying faction will be getting the rewards, it will be faction vs faction meaning that medieval universe alliances will not work here. As you said, facyions like Mag will have an advantage over smaller factions, don't they have a right to have that advantage though? Seeing as since they are a big nation it only makes sense that they have a big army and can control more land.
 
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I haven't played WoW in ages and I remember this because it was my favorite pvp area :D. I also liked how WoW grouped people based on skill - for example, instead of having Mag and NoobFac183 you'd have Mag and Valyria in one 'version' and then Noobfac128 and Noobfac192 are put into a different 'version'. Basically what I'm saying is that you'd have like... 5 of these maps, all of them identical, but each serving a different level of pvper. Map 1: Anyone under 50 in their highest pvp stat. Map 2: 50-100. Map 3: 100-300. Map 4: 300-500. Map 5: 500+. And like so, people can go up against enemies without feeling like they're either having too little difficulty or feeling like they're trying to bash their way through obsidian without a pickaxe.
But what will happen if the faction with 0-50 skill levels past that cap? Will they lose all their areas only to restart on a new version of the map?
One of the benefits with having this gamemode is that bigger factions can recruit new players into their army and through the areas they occupy, give them a small XP buff so that they can train to become a part of their army.
Most of the time the defenses of the different areas will be the guards (massivemobs or npcs) meaning that a bigger army would probably be more effective than a single powerful soldier.
Another way to fix this is to have a boss(difficulty based on area and upgrades) guarding each capture point. The boss would have to be killed to capture the area.
Once their boss is attacked, the occupying faction could recieve a notification saying that their village (example) is under attack. This means that you will want to finish him off as quickly as possible before being overwhelmed, which would be easier with more players rather than one.
 
Not actually. I didn't really work on the idea, but what I really mean is that players would build the "empires" and mods would judge to see if the battlegrounds are good enough. Then they would create a permantent faction, owned by an NPC or something, and players could join one of the empires to play weekly, monthly or something like this. c:
I like this as it would make it possible for allied factions to band together and fight alongside eachother, making bigger armies and battles.
However I see no easy way of doing this besides adding a lot of stuff to the factions plugin so that it will be possible to create empires like you create factions, and then invite factions in the same way you invite players.
 
@[XvW] - Except that 1 player with Grideron or Jquailes level of skill is stronger than 100 players with stats under 50. Either of them could literally just mow down an army like that, meaning there's no reason to recruit the army. Maybe have broader categories, but still have different worlds for different general levels so that it isn't as pointless to go there as it is to pvp in the main universe.

So yeah, they lose their stuff - but now they have another map to conquer.
 
@[XvW] - Except that 1 player with Grideron or Jquailes level of skill is stronger than 100 players with stats under 50. Either of them could literally just mow down an army like that, meaning there's no reason to recruit the army. Maybe have broader categories, but still have different worlds for different general levels so that it isn't as pointless to go there as it is to pvp in the main universe.

So yeah, they lose their stuff - but now they have another map to conquer.
I do see your point, however these people cannot be everywhere at once, yes they will make a difference in a battle but if they are off defending/attacking one area, the others are left vulnerable.
This will force them to prioritise to protect the high tier areas against other players that are a threat to them, leaving the lower tiers open for conquering by weaker players.

This is why recruiting is essential, a faction will want as many good warriors as possible so that they may control as many areas as possible.
 
I do see your point, however these people cannot be everywhere at once, yes they will make a difference in a battle but if they are off defending/attacking one area, the others are left vulnerable.
This will force them to prioritise to protect the high tier areas against other players that are a threat to them, leaving the lower tiers open for conquering. This is why recruiting is essential, a faction will want as many good warriors as possible so that they may control as much as possible.

Unless this map is like the size of old Ceardia... the fact that there aren't 100 Grids out there won't mean jack, I've lost count of how often Raptum folks just manage to get around with such ease. Even if they aren't near one location they can easily run to it or ride horses to it, or use a portal. Especially if they get an alert that it's being attacked.

The above said, if they can be convinced to fight the way you think they will (instead of the usual "kill everything" fighting) than it would work out. But I have little doubt that there will be idle nuts that don't tie to a base but just kill everything.
 
Unless this map is like the size of old Ceardia... the fact that there aren't 100 Grids out there won't mean jack, I've lost count of how often Raptum folks just manage to get around with such ease. Even if they aren't near one location they can easily run to it or ride horses to it, or use a portal. Especially if they get an alert that it's being attacked.

The above said, if they can be convinced to fight the way you think they will (instead of the usual "kill everything" fighting) than it would work out. But I have little doubt that there will be idle nuts that don't tie to a base but just kill everything.
Maybe it would be a good idea to disable portals except to the spawn areas. This will delay reinforcements and players that have recently been killed cannot just warp back. Horses could be set to spawn at different areas depending on type and tier.

The world size must be big enough for a variation in controlling factions, yet not so big that areas are left occupied only by npcs/mobs.

The problem with having many worlds is that a faction may have 2 high stat members, 4 medium stat members and 9 low stat members, that would make it impossible for them to play together.
 
I like this as it would make it possible for allied factions to band together and fight alongside eachother, making bigger armies and battles.
However I see no easy way of doing this besides adding a lot of stuff to the factions plugin so that it will be possible to create empires like you create factions, and then invite factions in the same way you invite players.
Not a lot of stuff, or maybe nothing at all needs to be added. I'll explain in further detail, so no one can misunderstand what I mean.
  • A group of players create a battleground. The battleground is a giant city, so that's why I call it "empire".
  • A group of mods will then judge this city, and see if it's good to be a battleground.
  • If it's approved, the whole area can be turned into a WarZone.
  • Like Regalia, there are regions that can be rented, but instead of being rented with money, they are rented with power, so this way people can gain territory killing others, and lose it as well by being killed.
I tried thinking a little about this power feature, but I couldn't develop the idea a lot. Give some thought into it. c:
 
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Something that I would like to point out, that is why I think this idea is getting so much positive feedback.

This idea allows PVPers to fight outside of the normal Medieval Universe, effectively reducing the amount of "lolraiding" and flaming that comes from it, while the fighting that they are doing in these battlegrounds/warzones/areas gives them benefits in the Medieval Universe.
 
Not a lot of stuff, or maybe nothing at all needs to be added. I'll explain in further detail, so no one can misunderstand what I mean.
  • A group of players create a battleground. The battleground is a giant city, so that's why I call it "empire".
  • A group of mods will then judge this city, and see if it's good to be a battleground.
  • If it's approved, the whole area can be turned into a WorldGuard protected region, like Regalia.
  • Like Regalia, there are regions that can be rented, but instead of being rented with money, they are rented with power, so this way people can gain territory killing others, and lose it as well by being killed.
I tried thinking a little about this power feature, but I couldn't develop the idea a lot. Give some thought into it. c:
I'm sorry but this has me a bit confused.
I find this to be more like warzones than what I am suggesting. Could you read through the main post again and then ask if there's anything that is unclear? :)
 
Or rather, instead of this crazy power idea, make regions rentable montly like in Regalia using regals, but there's a limit of 1 base for a single faction. Around the battleground, there would be lots of "flags", so factions would need to capture them in some way. If a faction holds all the flags for 24h, they will receive a reward, of maybe around 100R in their faction bank.

If even one flag is taken down, and taken by another faction, the timer goes back to zero until they get all the flags again. C:
 
Something that I would like to point out, that is why I think this idea is getting so much positive feedback.

This idea allows PVPers to fight outside of the normal Medieval Universe, effectively reducing the amount of "lolraiding" and flaming that comes from it, while the fighting that they are doing in these battlegrounds/warzones/areas gives them benefits in the Medieval Universe.
Yes, I think it makes the battles a little less personal, reducing flame and so on but you will still be testing your skill against others in the same kind of battle. Raids for loot, RP and expansions will still be going on in the medieval universe as before.
People who just raid for fun can do it here where Roleplayers and villagers/non-pvpers aren't affected and where it has a more positive outcome.
 
Yes, I think it makes the battles a little less personal, reducing flame and so on but you will still be testing your skill against others in the same kind of battle. Raids for loot and expansions will still be going on in the medieval universe.
People who just raid for fun can do it here where Roleplayers and villagers/non-pvpers aren't affected.
I see the bases in this world being like expansions. Holdings of the faction that has claimed it. Outer bases in an ever changing world due to fighting. Factions fight for loot and honor! Glory!
 
I'm sorry but this has me a bit confused.
I find this to be more like warzones than what I am suggesting. Could you read through the main post again and then ask if there's anything that is unclear? :)
Well, the main colliding point that you are suggesting is the creation of a new world. This will take ages to be released if staff need to make another custom world.

I'm proposing that players build the fortresses, cities and villages, and they are turned into Warzones, so that we are able to enjoy it in a quicker way. I like the idea of the new world, but world staff has it's ahnds completely full at the moment. :S

EDIT: maybe they can create a simple terrain world, and copy factions from the medieval universe into it, but with changes, like an aged version of your fortress or a run down version of your village. .-.
 
Maybe it would be a good idea to disable portals except to the spawn areas. This will delay reinforcements and players that have recently been killed cannot just warp back. Horses could be set to spawn at different areas depending on type and tier.

The world size must be big enough for a variation in controlling factions, yet not so big that areas are left occupied only by npcs/mobs.

The problem with having many worlds is that a faction may have 2 high stat members, 4 medium stat members and 9 low stat members, that would make it impossible for them to play together.

Perhaps use this world to see how stat nerfs and other changes to pvp directly effect large-scale multi-player pvp? For example, removal of Portals, enderpearls, a 15 second delay before you can move at the spawn after death? Stuff that could make pvp more interesting but wouldn't/shouldn't be tested directly in the main universe.

World size wise, it should be large enough to have 2-3 bases that are unoccupied so that there are always bases that people can snag without worrying about attacks from high-end pvpers. Make it so that it is impossible for 1 group to control the entire map, but small enough that 1 group can attack the entire map.

I concede the worlds point. Maybe if it was put under general 'honor' not to attack people who are too much weaker than you unless they are the aggressor? Could be done with a world-announcement: "Jquaile has killed Noob110 - JQ's Powerlevel | Noobs Powerlevel" so that it becomes embarrassing to attack noobs because everyone replies to it "hur, what a brave pvper... come fight ME!" lul. Sorry... I have a thing against noobkillers.
 
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