The video covered
- Leaderboards and how they will track influence related data points
- They talk about timing windows for pushing influence to compress the action for attackers and defenders
- They are in early (EARLY was stressed) concept phase of control point activities for influence pushing
The changes mentioned between timing windows and control point activities are steps in the right direction, but they are small changes on top of a system that is fundamentally not fun. The missions are boring run here and then run back. It is too easy for one side to out zerg the other sides. Once a player dies they are worthless for PvP experience for a good bit so it gets really annoying having to kill someone over and over and over and over and over and over and over and what was I talking about again?
Oh right! The territory push via PvP missions is crap. Which brings us to the community question: What do you want to see happen with the Territory Game?
First and foremost this system has to become more about the faction and not just the individual company. No offense but my faction's companies are equally as likely to screw me on taxes as any other faction so why do I care... at all.. about the system? The Territory Game needs to be more about the broader faction than single companies.
We also JUST started getting way from super companies with shell companies owning the entire map. Even with the changes there is still examples of large companies still owning more than makes sense. These large companies already organized and plan territory pushes so they are really setting "timing windows" already. Official timing windows just means they can take a breather until the actual window and be even more prepared for it.
And this goes right back to point number one: the territory game is for the elite WAR gang. So the answer to the question, in my view, STOP MAKING THE TERRITORY GAME ABOUT ONE GOSH DARN COMPANY! Make the territory game relevant faction-wide!
A few ideas (outside of getting rid of the idea of companies owning towns since that is not on the menu):
- Give all faction members a clearer reward and benefit for a territory being owned by that faction (tax break, access to a unique crafting station, free fast travel, etc).
- Add aspects to territory influence that are not tied to combat and boring missions; involve the crafters and gatherers. With more wide reaching rewards for the faction this gets more players involved.
- Update the taverns to be full of cool stuff for the controlling faction; stop in to get unique food and music related buffs.
- Instead of the repeatable faction quests; just give every player in the faction a set of task-like quests to complete when the influence window opens. Then let players share these quests with other faction members so they can be completed. Once the window closes the quests go away. The key is faction members get them automatically so they know there is something to go do. Some examples:
- Gather 10,000 X resource that can only be gathered while PvP flagged in the zone and prevents fast travel. The resource drops if you get killed and the defending faction can also turn it in.
- Kill "named boss" while defending faction has "defend named boss" (boss would have to be unique to the territory game)
- Capture points; goes with the boss suggestion
- Remove companies from owning towns (sorry couldn't resist); let home owners elect governors
How would you answer the community question? Leave a comment and tell me.