AreYouKidden
Grandmaster
Like many I was incredibly excited when I heard at the end of September, they'd be rolling out a more guild oriented consensual PvP system (Militias), which had been in development for months, with a whole pile of promises from Shane. The launch was really buggy, and lacking that development that was discussed, and now 6 weeks later, we still haven't even scratched the surface of what Militias could be. To be honest it was a poorly executed launch, where eppy has said many times he didn't have much of what was talked about even developed, nor did the system get tested to what was needed.
With that said, as the consumer, I want my experiences to all be good - and in the absence of that, one starts to theory craft. So I've put together what I've envisioned as the Militias system - it's a long read, and is obviously open for a ton of discussion, and number tweaking, but in my eyes this would be way more compelling than what we have now (and Militias will get there), are all things we've had in the past with factions (mostly), and would be a true starting off point. And besides, @Shane said he wanted ideas, so here, you've got all of mine in one place.
What is the intent of Militias?
Militias is a consensual competitive PvP playground for guilds who have a PvP focus, and/or are looking to provide small bonuses to their guild. By providing this playground, you pull top level PvP’rs off the field of Blue vs. Red, giving new players a chance to get their toes wet, without getting over run by an influx of reds.
How do we realize this intent?
In order to get players into the Militias system and off the standard field, it needs to be compelling on a number of different levels, but also needs to cater not just to the 10v10 larger scale warfare.
Proposed Vision: (more on these high level visions below)
Seasonal Leaderboards
Leaderboards are something that are directly aimed at a PvP’rs ego. There are many who won’t care about their ranking, however creating an archive, and potentially giving statues for the guild or for the individual for winning a season, is a great way to give bragging rights, and retain a history for the shard, something that is sorely needed here. These statues would be replaced each quarter, but imagine going to the hall of hero’s and seeing yourself every day for 3 months, or seeing a plaque for your guild. Scoring would need to be determined, max points caters to who has the most game play time, but tying it to points farmed per hour in militias (min 30 hours over 3 months), would give a more valid assessment.
Guild Perks – and the guild bounty pool
There should be a number of things you can do as a guild to make Militias compelling. There could be some high end deco items that could be purchased with large amount of bounty points. Some ideas but not limited to:
With that said, as the consumer, I want my experiences to all be good - and in the absence of that, one starts to theory craft. So I've put together what I've envisioned as the Militias system - it's a long read, and is obviously open for a ton of discussion, and number tweaking, but in my eyes this would be way more compelling than what we have now (and Militias will get there), are all things we've had in the past with factions (mostly), and would be a true starting off point. And besides, @Shane said he wanted ideas, so here, you've got all of mine in one place.
What is the intent of Militias?
Militias is a consensual competitive PvP playground for guilds who have a PvP focus, and/or are looking to provide small bonuses to their guild. By providing this playground, you pull top level PvP’rs off the field of Blue vs. Red, giving new players a chance to get their toes wet, without getting over run by an influx of reds.
How do we realize this intent?
In order to get players into the Militias system and off the standard field, it needs to be compelling on a number of different levels, but also needs to cater not just to the 10v10 larger scale warfare.
Proposed Vision: (more on these high level visions below)
- Seasonal leaderboards – players and guilds compete quarterly to be the best on the shard, you accrue militia bounty (guild is separate from individual), through various activities, and through killing one another. At the end of the quarter, the leaderboards are archived (both on the forums and in game – hall of heroes), so there is a past history for those who have competed. This helps to feed the egos of PvP’rs which is a big key to making PvP compelling for many – but not all.
- Guild Bounty - The guild bounty pool can be used by the guild leader – and assigned generals, in order to provide perks to the guild as a whole. This creates incentive to get new players into PvP, and for guilds in general to participate at different levels. Perks are not necessarily tied to in game perks – there will be items above and beyond these.
- Individual Bounty - The individual bounty pool can be used by each member to buy aesthetic items off the vendors, generally decoration, or clothing oriented items, nothing to provide a bonus in PvP. (willing to see small bonuses in PvP, like war horses that have meaning – please introduce mount stam and war horses would have a higher stam, or shrouds with a 2-3 AR bonus)
- Activities - Activities for both the 10 man group, and for individuals. Bounty should be able to be farmed both by capture points (for the groups who want to farm it quicker), and by killing higher end mobs (for individuals who don’t have groups to run with), and potential by crafters (based on slayer crafted items)
Seasonal Leaderboards
Leaderboards are something that are directly aimed at a PvP’rs ego. There are many who won’t care about their ranking, however creating an archive, and potentially giving statues for the guild or for the individual for winning a season, is a great way to give bragging rights, and retain a history for the shard, something that is sorely needed here. These statues would be replaced each quarter, but imagine going to the hall of hero’s and seeing yourself every day for 3 months, or seeing a plaque for your guild. Scoring would need to be determined, max points caters to who has the most game play time, but tying it to points farmed per hour in militias (min 30 hours over 3 months), would give a more valid assessment.
Guild Perks – and the guild bounty pool
There should be a number of things you can do as a guild to make Militias compelling. There could be some high end deco items that could be purchased with large amount of bounty points. Some ideas but not limited to:
- Setting a Guild Color: These are unlockable colors used for other deco items by achieving a set number of points in the guild. Standard Colors, 10k points, BOD colors, 20k, 30k, 40k, 50k, 100k (dependent on bod level), Unique colors (250k+ dependent on the rareness – PW, Blood Red, Blaze, Pure Black etc..)
- Guild Banners: Using the guild color set above, a standard deco banner that provides the main guild color plus an off color. For guilds to hang from their guild hall walls. - 100k. (variations could be provided with higher costs)
- Actual Perks: (purchased as an upfront fee – so the guild leaders can have control over how guild bounty is spent, max of 3 active perks at a time)
- Pet Rez (cost: 300 bp + (population * 10) – for 100 accounts it’d be 1300 bp) – this perk lasts 72 hours, giving the guild the benefit of resurrecting their pets for 5k + (1k * population) cap of 20k gold, as well as a 5% damage buff in PvM.
- Talisman Juju (cost: 300 bp + (population *10) – for 100 accounts it’d be 1300 bp) – this perk lasts 72 hours, giving the guild the benefit of a 10% decrease to all relic timers, at the cost of a 10% + (1% per population, capping at 100%) increase to the tribute costs, to reactivate your talisman before the temporary downtime timer ends.
- Wealth Perk (cost: 300 bp + (Population * 10) – for 100 accounts it’d be 1300 bp) – this perk lasts 72 hours, giving the guild the benefit of a 5% increase to gold dropped on mobs.
- Gatherers Perk (cost: 300 bp + (Population * 10) – for 100 accounts it’d be 1300 bp) – this perk lasts 72 hours, giving the guild the benefit of a 5% chance to harvest double the resources.
- Crafters Perk (cost: 300 bp + (Population * 10) – for 100 accounts it’d be 1300 bp) – this perk lasts 72 hours, doubling the chance for slayer crafted books & weapons, and also giving crafters in Militias the ability to gain 1 bounty per slayer item crafted.
- Militias Perk (cost: 300 bp + (Population * 10) – for 100 accounts it’d be 1300 bp) – this perk lasts 72 hours, giving the guild the benefit of receiving 1 bounty per evil monster (400 hp or more) mob killed.