See what Korn has to say about this topic.

Posted by FuS 2 months ago

I've been playing the game a long time as a leader and a player, these are some of the the changes/ideas I would love to see .

1) Pressure on GMs/Officers to create content for their guild even though there are zero tools in place to help them do it. Guild hopping is rampart part of the game people jumping ship trying to find somewhere they can get consistent content but a lot of people don't realise how much work it is for the higher ups in guilds. I’m not sure if this is brought about by a lack of just content in the game or just that personal goals feel very unrewarding compared to “dominate a region of black zones”.

Things that could help:

A way to tax gatherers: Honestly the single biggest headache is getting gatherers to contribute their fair share to the guild. My idea for this would be to tax a % of their gathered resources by making them grey(inaccessible) in their inventory of course it would still have weight and if they died all the resources would drop but they wouldn’t be able to trade/transfer them out of their inventory. The only way would be to run into the borders of a guild territory, the resources get auto taken out and put into a guild stash tab. This would then allow officers to easily check how many resources there are on a given territory and set up the appropriate convoy to get them.

Guild missions : They don’t have to be complex just simple things like, kill 500 enemy players, capture castle, kill raid boss, capture a relic coffer, kill 500 morganas/skelies/keepers. Just getting people out in the world with an objective would help a lot. This could then segway into guild levels/bonuses much like BDO/GW2

Reward loyal members: Something as simple as giving them stars on their cape based on rank, we need things that members want to achieve within the guild. Hey that guy has 5 stars on his cape he must be an OG.


2) Never changing landscape: same guilds, same teams, same times, every day, kill me. On the gvg side the only thing I can compare it to is imagine if you are going to play league of legends but it’s at the exact same time every night, but before you can play you need to log on for 1-2hours before to set up for the match. Then you are playing the exact same comp against the exact same enemies as the night before and you’ve done this for a month.

Things that could help:

De-isolate guilds: There is a lot of good players across the black/royal zones that will never fight each other because it’s just not in their interest. Guilds usually only care about caerleon prices and the 4 zones around their homeplot. I would say remove the portal lockout timer and have world based events 20% more fame in these 4 zones, mobs drop more silver over here, no reputation loss on PvP. Get the player base circulating so people can create more enemies/friends.

Make losing homeplots painless: @Sinatra.SUN had a great idea where your guild island would be the template of your homeplot.You win the homeplot your entire guild island gets swapped with it, everything gets transferred no hassle easy peasy. Same if you lose everything automatically gets relocated to your guild island. No defender bonus, 3 losses and you’re out. The reason I like this is you don’t lose anything, you don’t have to organise 100 ox loads of stones/resources to be transferred, people won’t quit because you don't lose power just accessibility and you can always retake it back.

IP Cap GvG’s: I hate to say it but new aspiring teams/guilds just can’t compete with legacy guilds economy even if town plots were winnable it won’t be new guilds getting them it will just be already established guilds owning more homeplots. I would then realign the strength of high tier gear so it becomes the open world gear if some is in 8.1 they should be able to win a 1v3 against t4 players etc. That way guild economies are actually by the guild for the guild and not just by the guild for GvG teams.

3) Not enough gear loss, gold going up. Prices on gear going down.

Things that could help:

Realign the power of gear: like I said before in the IP cap gvg’s. Get people in high tier gear in the open world not in gvg’s.

4) Solo PvE - doing solo PvE in OW is just a death trap. Not sure the solution to this one but this is one of the main reasons people either stand around in town and wait for a group or just do expeditions. Maybe boost the fame so even if people die the payout is worth it. Let's get more people in the world!

Posted by Korn 2 months ago (Source)

Hey Fus,

thanks for the great feedback.

Please see my comments in red.

FuS wrote:

I've been playing the game a long time as a leader and a player, these are some of the the changes/ideas I would love to see .

1) Pressure on GMs/Officers to create content for their guild even though there are zero tools in place to help them do it. Guild hopping is rampart part of the game people jumping ship trying to find somewhere they can get consistent content but a lot of people don't realise how much work it is for the higher ups in guilds. I’m not sure if this is brought about by a lack of just content in the game or just that personal goals feel very unrewarding compared to “dominate a region of black zones”.

Things that could help:

A way to tax gatherers: Honestly the single biggest headache is getting gatherers to contribute their fair share to the guild. My idea for this would be to tax a % of their gathered resources by making them grey(inaccessible) in their inventory of course it would still have weight and if they died all the resources would drop but they wouldn’t be able to trade/transfer them out of their inventory. The only way would be to run into the borders of a guild territory, the resources get auto taken out and put into a guild stash tab. This would then allow officers to easily check how many resources there are on a given territory and set up the appropriate convoy to get them.

Guild missions : They don’t have to be complex just simple things like, kill 500 enemy players, capture castle, kill raid boss, capture a relic coffer, kill 500 morganas/skelies/keepers. Just getting people out in the world with an objective would help a lot. This could then segway into guild levels/bonuses much like BDO/GW2

Reward loyal members: Something as simple as giving them stars on their cape based on rank, we need things that members want to achieve within the guild. Hey that guy has 5 stars on his cape he must be an OG.


Guild management tools right now are lacking. We want guild to be able to do the following things much more easily than right now: Organize and manage their guilds. (rights / roles / guild bank with tabs / etc) Track what guild members are doing (detailed stats and activity logs with API support). Reward their guild members (guild currency ("DKP" system). Guild market with rights management. etc. These features have been postponed for too long due to the pressures of getting the game ready for release.

2) Never changing landscape: same guilds, same teams, same times, every day, kill me. On the gvg side the only thing I can compare it to is imagine if you are going to play league of legends but it’s at the exact same time every night, but before you can play you need to log on for 1-2hours before to set up for the match. Then you are playing the exact same comp against the exact same enemies as the night before and you’ve done this for a month.

We will make it easier to take home plots, and the upcoming invasion feature should change the guild landscape on a regular basis and keep it fresh. We'll also increase the value of watch tower territories, allowing open world raiding of them (beyond resource stealing) and have seasonal guild ranks with special rewards to top it off.

Things that could help:

De-isolate guilds: There is a lot of good players across the black/royal zones that will never fight each other because it’s just not in their interest. Guilds usually only care about caerleon prices and the 4 zones around their homeplot. I would say remove the portal lockout timer and have world based events 20% more fame in these 4 zones, mobs drop more silver over here, no reputation loss on PvP. Get the player base circulating so people can create more enemies/friends.


Not sure about removing the lock-out timer, as it would create drastic power projection problems. The above mentioned changes to Outland territories however should increase guilds interest beyond their home zones. On top of that, we can always strengthen open world objectives to encourage more PvP.

Make losing homeplots painless: @Sinatra.SUN had a great idea where your guild island would be the template of your homeplot.You win the homeplot your entire guild island gets swapped with it, everything gets transferred no hassle easy peasy. Same if you lose everything automatically gets relocated to your guild island. No defender bonus, 3 losses and you’re out. The reason I like this is you don’t lose anything, you don’t have to organise 100 ox loads of stones/resources to be transferred, people won’t quit because you don't lose power just accessibility and you can always retake it back.

What we'll likely do is this: drastically reduce the defender bonus. But: if you lose a home plot, you get a certain number of days to evacuate your stuff before the new owner takes over.

IP Cap GvG’s: I hate to say it but new aspiring teams/guilds just can’t compete with legacy guilds economy even if town plots were winnable it won’t be new guilds getting them it will just be already established guilds owning more homeplots. I would then realign the strength of high tier gear so it becomes the open world gear if some is in 8.1 they should be able to win a 1v3 against t4 players etc. That way guild economies are actually by the guild for the guild and not just by the guild for GvG teams.

We did consider this prior to release, but instead of going for a cap for GvGs, we decided to just flatten the top end item power curve in general. How, what we do think is an issue for GvGs is that the stronger team often wins without suffering from a single death - hence, they do not really risk that much by bringing their best gear. This has to do with the battle mode currently used for GvGs. There is probably a case to be made for using the arena battle mode - or something similar - for GvGs instead. In that mode, if you always bring your best gear, you'd likely still suffer the occasional death, costing you a lot.

3) Not enough gear loss, gold going up. Prices on gear going down.

The overall gear loss rate seems to be pretty good, otherwise, we'd have seen significant gear inflation which as far as I can tell we don't have. This would be concerning only if at some stage, enchanted T7 or T8 gear would be the "standard" gear to use. The gold/silver price is only indirectly related to this, due to gold being used to pay for premium. Now, when it comes to lower end gear, if we'd feel there is a massive issue, then we could always increase gear sinks via the black market corruption mechanic. From an economic point of view though, gear prices are only an issue if and only if gathering is no longer really "worth it", as gear prices are a function of resource prices. So how much silver would I make right now if I do safe zone gathering? How does that compare to running expeditions, for example? As long as these two numbers are not totally out of whack, low end gear sinks are sufficient

Things that could help:

Realign the power of gear: like I said before in the IP cap gvg’s. Get people in high tier gear in the open world not in gvg’s.

4) Solo PvE - doing solo PvE in OW is just a death trap. Not sure the solution to this one but this is one of the main reasons people either stand around in town and wait for a group or just do expeditions. Maybe boost the fame so even if people die the payout is worth it. Let's get more people in the world!

I don't think there is too much room for boost open world fame even more. (we recently boosted it and dealt with the speed running issues in expeditions) I'm pretty sure that even right now, doing open world PvE in the Outlands with cheap gear is more effective than running expeditions even if you get killed from time to time. (please let me know if you disagree) It's just that many people don't want to do this for lack of experience or psychological reasons.


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