Rep isn't just the PKrs problem though.The system will change no worries but even if it was as is, once the crafting stations and storage come in for housing which is probably next patch it won't matter because pkers will just live out of town.
It won't help because the whole idea is flawed. Without forced wardecs - and i suspect SV intends to keep it this way - anyone slightly interested in PvP in any form has to do the stupid tasks. It doesn't matter if there's 100 variations of those tasks - i shouldn't be forced to run them if i'm not an RPK.The devs have already stated that they plan to rework parcels (currently the only way to get standing), add new ways to get stand, and add more task to task mangers beside parcels. I think the issue isn't how the system works right now, I think the issue is that its clearly not finished. We'll have to see how it turns out when they finish revamping task mangers and add more ways to earn standing.
The game already had a working system with full gameplay loop to help people get rep back 2 patches ago. People should complain, devs fault the system is broken when it didnt have to be.The devs have already stated that they plan to rework parcels (currently the only way to get standing), add new ways to get stand, and add more task to task mangers beside parcels. I think the issue isn't how the system works right now, I think the issue is that its clearly not finished. We'll have to see how it turns out when they finish revamping task mangers and add more ways to earn standing.
Rep isn't just the PKrs problem though.
It won't help because the whole idea is flawed. Without forced wardecs - and i suspect SV intends to keep it this way - anyone slightly interested in PvP in any form has to do the stupid tasks. It doesn't matter if there's 100 variations of those tasks - i shouldn't be forced to run them if i'm not an RPK.
They did, but after clear testing that alternative way was too effective. RPK guilds were able to go from 5 to 75 standing in only a few hours thus the reason why they removed it. You also need to keep in mind that right now the game is clearly in an unfinished beta state pre judging how a system or systems work when they clearly aren't finished an the devs already plan to change them is a waste of time. Until we see how the game works on launch we really can't say if the system is shit or good, because we have the frame work of the feature not the full feature. What we can do is voice feedback on what we believe as players works or would like to see when the devs do return to finishing the feature.Everyone who is a victim of a system which is unable to understand context is a PeeKayer and Greeefer.
The game already had a working system with full gameplay loop to help people get rep back 2 patches ago. People should complain, devs fault the system is broken when it didnt have to be.
Its the common theme to break a system on purpose and not fix it for months. Cant wait for it to happen in persistance for some one to tell me its OK they devs will unbreak it in a couple of patches.
The idea behind forced wardec works great on paper because on paper both sides are on an even playing field and fight each other, but there many issue with forced wardec that quickly make the system flawed. Firstly what to stop a stronger guild with more players from wardecing a weaker guild with less players an just camping them at towns all day? Second if they implement a high cost for decing other guilds an have that cost increase the longer the dec last well what to stop people from making multiple guilds that they switch their players between to keep the wardec cost cheap? Third should wardec allow you to kill players in protected towns an why? If no than whats the point of the wardec system? Iif yes than why should one guild be allowed to physically prevent a whole guild from being allowed to play the game?It won't help because the whole idea is flawed. Without forced wardecs - and i suspect SV intends to keep it this way - anyone slightly interested in PvP in any form has to do the stupid tasks. It doesn't matter if there's 100 variations of those tasks - i shouldn't be forced to run them if i'm not an RPK.
Game isnt even beta its a alpha and wont be beta for at most a year from now after it launches.They did, but after clear testing that alternative way was too effective. RPK guilds were able to go from 5 to 75 standing in only a few hours thus the reason why they removed it. You also need to keep in mind that right now the game is clearly in an unfinished beta state pre judging how a system or systems work when they clearly aren't finished an the devs already plan to change them is a waste of time. Until we see how the game works on launch we really can't say if the system is shit or good, because we have the frame work of the feature not the full feature. What we can do is voice feedback on what we believe as players works or would like to see when the devs do return to finishing the feature.
The idea behind forced wardec works great on paper because on paper both sides are on an even playing field and fight each other, but there many issue with forced wardec that quickly make the system flawed.
Firstly what to stop a stronger guild with more players from wardecing a weaker guild with less players an just camping them at towns all day?
Second if they implement a high cost for decing other guilds an have that cost increase the longer the dec last well what to stop people from making multiple guilds that they switch their players between to keep the wardec cost cheap?
Third should wardec allow you to kill players in protected towns an why?
If no than whats the point of the wardec system?
Iif yes than why should one guild be allowed to physically prevent a whole guild from being allowed to play the game?
Half of your answers work in an ideal world but we don't live in an ideal world, the other half don't even relate or make sense to what I posted.Except every PROPER PvP MMORPG has them and it's much less flawed than the makeshift alliance system we have now.
Limited wardec slots / prohibitive costs / whatever. Again, this all was figured out millena ago.
Nice long cooldown on switching guilds, for example. Community making fun of you, too.
Because that's one way to fight zerg guilds - to deny them the guardzone.
You don't loose reputation fighting someone you're at war with.
You can still play the game, though. Move to another town, negotiate surrender, find allies (who can force war on your enemies now), whatever. Again, this worked before and this should work now.
None of this is an issue.
It doesn't but it prevents it from being that much of a problem. There is much more weak guilds than there are strong guilds, and a big guild will have to choose their targets more carefully. And there isn't much to gain for a zerg from wardeccing a 10-men group. I'm leading a very small group of mostly newbies myself, we don't have a single veteran player and constantly being wiped by almost everyone, AND we still want wardecs to be forced."Limited wardec slots" Has does limiting how many guilds you can dec prevent stronger guilds from decking weaker guilds exactly?
Literally never seen anyone complaining about CD on switching guilds. Lots of complaints about consensual wardecs in this game though.This mass CD on joining and leaving a guild is a very disliked feature in other games
Oh. You probably misunderstood. I don't know you and sure as hell don't hate you. "Community making fun of you" wasn't aimed at YOU, i merely wanted to say that a guild that cares about it's reputation wouldn't do things like that. Not every guild cares for reputation of course, but many do.IDK how this relates to anything I posted this is just you projecting a personal hatred toward me as if everyone shares your opinion of me.
You underestimate how much damage a small tight knit community with a crappy equipment can do to a zerg. Think terrorism. Zergs thrive on constant influx of newbies and you won't get many if your members are constantly slaughtered in the guardzone. Try wardeccing a bigger guild now and see what happens. They will DECLINE because they understand this. They also tend to have a lot of enemies. Smaller guilds are weaker in a sense that they can't defend their property like houses and strongholds, but otherwise they do just fine in a big world like Nave.How does allowing players to freely kill each other in protected towns work against the stronger guilds? If anything this would punish weaker guilds.
It's not trying to bypass anything though. With limited wardecs you can't just wardec the entire game's population so it won't work for RPK so well. People involved in legit warfare however shouldn't be punished by a system designed to limit RPK.Wanting a feature/mechanic added to the game so you can by pass another feature/mechanic you don't like isn't really an optimal solution if anything you may as well just be asking the devs to remove the feature/mechanic your trying to by pass.
I still kinda dislike the in town aspect of warfare. I do think it's unfair. I mean, I guess that could be the consensual part? Force and then if dudes wanna go all in the say TOWNS TOO. WAT U TOO WEAK TO TAKE IT ALL THE WAY BUD??