In our newest Dev Talk, Albion's Game Director, Robin Henkys, introduces the major changes coming to Faction Warfare with the Call to Arms update. (Note: since this is a huge feature with lots to discuss, we'll have multiple videos covering this topic.)
Prefer a written summary? Then read on...
As many of you know, Faction Warfare has been in the game for quite a while now. In this system players can sign up for one City Faction and go fight on behalf of their city against enemy Faction NPC and players. They can capture Outposts and earn Faction Points to spend on Faction rewards.
Key goals of the rework:
Accessible and inclusive for all players on the Royal Continent
Meaningful incentives for loyalty to a city
Exciting large-scale battles that are easy to join and reward participation
Supporting existing Faction Warfare players and ensuring their current full-loot system is continued and improved
So how will these goals be met?
1. Accessible and inclusive:
Faction Warfare in yellow and blue regions is now non-lethal, so new players can engage with this feature without losing their gear
Faction Warfare in the red zones remains lethal
Increased number of red zones in the world
Red zones have higher value Faction Point targets for advanced players
2. Faction loyalty:
Enlistment and flagging up is now a two-step process:
Step 1: enlist with a Faction to become a permanent member
Step 2: actively flag up to actually fight on their behalf
If you choose to un-flag, you will still remain enlisted
As long as you remain enlisted, you will keep your rank and other advantages, encouraging loyalty to a chosen Faction
3. Large-scale battles:
Lets new players gain their first experience in open-world warfare, while veteran players can participate during periods of low guild activity
Focuses on bringing opposing Factions into conflict via a “front line”, where large battles occur frequently and players can easily join
To achieve this, we made regions of the world map conquerable
To conquer a region, a Faction needs to control and hold the majority of Outposts within it
Controlling a region allows you to push the front line further towards the enemy while protecting your own regions
In yellow and blue regions, players knocked out can rejoin the battle from a nearby friendly Outpost, so retaining control of Outposts is critical
Should a region get separated from the rest of your regions, you will no longer be able to respawn there, cutting you off from reinforcements
Players can use this to their advantage by capturing regions strategically and breaking an enemy’s supply line
4. Faction rewards:
Players will still be rewarded in Faction Points, which they can spend at their Faction stores
Earn points by capturing Outposts and whole zones
The value of capturable objectives increases over time, offering an incentive to push behind enemy lines
Players are also rewarded for defense, as regions generate more points the longer they are held
In addition to immediate rewards, a weekly report sums up your performance and rewards additional points based on personal and overall Faction success
Notes on red zone play:
Red zones give the same rewards, but in much greater amounts
With no respawning at Outposts, red-zone players will have to maneuver carefully and strategically
In addition to generating much higher rewards, the red zones will have a new enemy to be announced soon
The Faction Warfare rework is so large we’ve split it into multiple videos – join us next time where we’ll discuss Faction Rewards, ranks, balancing, and the all new Faction Seasons.
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