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[Town Crier Originated] Strategic PvP Spawnpoints

Duffy Swiftshadow
During the show last night we speculated on some ideas regarding the current spawning mechanics and came up with some that we thought would be very interesting.

Primary Assumption: These rules only kick in when you die by another player and possibly only during a feud/war.

We debated the idea of simply having everyone spawn some # of hexes away from where the battle actually is, but concluded that while an improvement over what we have today it still makes the strategy level of conflict fairly uninteresting and turns a battle into a timed deathmatch. To not only fix the spawn issue but make these fights more interesting we came up with the following:

Defender Holding Shrines
Certain holdings or a specific holding will have a shrine that defenders can spawn at when they are killed, but you can never spawn in the same hex that you died in. This encourages building these shrines throughout your territory or around particular choke points. If you do not have one of these shrines available you spawn at your settlement or the closest allied settlement. This encourages good defensive planning and creates significant risk for controlling territory far outside existing claims.

Attacker Assault Camps
The same respawn rules apply to an attacker during the assumed PvP state; if they die they respawn at their home settlement, nearest allied settlement, or nearest holding shrine. To get around this they may construct a temporary Assault Camp in any hex that is not already claimed by another company at a small or medium camp location. This camp can be destroyed and gives the defenders the option of ending a battle by destroying the attackers spawn point. This also encourages attackers to work their way through an enemy's territory, possibly making claimed choke points actually advantageous. This may also allow multiple camps within a hex up to some limit if destroying one is far too easy a task.

These ideas work together to create strategically interesting conflict that would hopefully help break up the tendency to blob and help prevent every battle from becoming one of attrition.

Our second idea (and probably much crazier idea):

Mobile Shrines
Perhaps in the form of a donkey with a shrine strapped to it's back (Tink's idea). This would work within the same assumed context as the above example. While significantly easier to destroy the attackers would gain the advantage of mobility albeit at donkey speeds. If a moving spawnpoint is too powerful, perhaps require the donkey to deploy at a small or medium camp location in an uncontrolled hex before it can be used, it can of course pack up and move if desired. This camp should be much weaker than the one we described above. This would also be a good option for bandits if feuds or wars were not required to trigger the assumed PvP state mentioned above.

Commence with the commentary, extrapolation, criticism, and usual shenanigans!
Brighthaven Leader
One of the things I mentioned is that the mobile spawn points needed to be deployed, possibly in one of the smaller camp slots, with a shrine, and a camp fire. They couldn't be deployed in any territory that had a holding in it, that wasn't an allies/your own holding.

This creates sort of a supply line mechanics, where its hard to strike deep into enemy territory, so you have to start from the outside in.
Brighthaven is a Neutral Good settlement focused on defending its citizens and its allies from negative fringe based PvP (Player Killing and Griefing) while striving to become a large and shining beacon for Good. Whether you wish to benefit from this protection or you love PvP and wish to assist in providing this protection, Brighthaven aims to be the home and support center for you!
Duffy Swiftshadow
Tweaked cause it's an important point.
Bringslite
Wasn't there some noise (way back) that "Twice Marked by Pharasma" might be something along the lines of being able to construct (or a vital part of) shrines?

How could that be used here, for this issue, and not be P2W?
Virtute et Armis
-Unknown
Dreaden
While I think the ideas are good, we need a quick fix ASAP. Something that requires very little development time that can be pushed to the live server quickly. No respawn in a hex during active PvP window would suffice,and be a vast improvement over the current mechanic, until GW can commit resources to something more elaborate.
Duffy Swiftshadow
Agreed and I don't think we necessarily expect something this complex to happen quickly but it's an extrapolation that got started because of the current problem. While an interim solution is fine to make things a bit better, there's no harm in discussing a better long term one.

That said even the simple 'no respawn in the hex you died' in can have some issues. You could find yourself tossed over elevation levels (something that already happens), sending people to different hexes causing group fragmentation, cascading deaths causing you to get spawned farther and farther away, or even spawning putting you in a better location to attack a different hex. Solve half those problems and you've already done most of what we outlined in first idea, slap it onto engineer (or even the existing camps and holdings) and your done.

But hey, the devs would know the feasibility of any solution more than we would. I personally don't think we're gonna get a quick fix that wouldn't be very drastic but we'll see. Pretty sure they are aware of the issue by now.
Tink says Stab
#DonkeyShrines.
Tink quivers in sheer euphoria as the dank memes course through his fedora
Duffy Swiftshadow
Bringslite
Wasn't there some noise (way back) that "Twice Marked by Pharasma" might be something along the lines of being able to construct (or a vital part of) shrines?

How could that be used here, for this issue, and not be P2W?

Not sure if it could be, it would either be far too integral or far too much of a leg up to use it in a situation like this. I feel if you are going to make Twice Marked needed for some sort of binding thing the situation should allow you hire/talk someone into using theirs for you. Making it a required part of the endeavor causes some P2W issues.
Brighthaven Leader
TINK no no no no no no wrong hashtag….

#AddGushers

get it right!

Kero, a member of my settlement, suggested an easy fix that Defenders Spawn in the nearest Holding not in the PvP hex, and the Attackers spawn in the nearest non holding hex. Maybe a fairly easy fix.
Brighthaven is a Neutral Good settlement focused on defending its citizens and its allies from negative fringe based PvP (Player Killing and Griefing) while striving to become a large and shining beacon for Good. Whether you wish to benefit from this protection or you love PvP and wish to assist in providing this protection, Brighthaven aims to be the home and support center for you!
Dreaden
Cheatle for TEO
Kero, a member of my settlement, suggested an easy fix that Defenders Spawn in the nearest Holding not in the PvP hex, and the Attackers spawn in the nearest non holding hex. Maybe a fairly easy fix.
Good idea, that would prevent the awkward walk of shame back to the fight next to the same guy you were just fighting.
 
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