So wardecs it is. Discord is quite vocal about it and as much as i like to talk about things there, this thing is way too much to talk about there so here is my take on in.
I want to remind you while reading this, that if you are in for a relaxed wardec pvp without heavy restrictions and drawbacks this may be not for you at all. So please refrain from just posting "Carebear PvP, this sucks so no."
The most important thing for me personally is meaningful PvP and there should be consequences, like real consequences when you go around murdering people without reason and meaning.
Like the current crim system where you go around killing ppl because your group is bored and then wait for hours and farm some risars or do task to magically turn into the champion
of the city a day later is not ideal in my eyes. If you chose to be a murderer it should be a consequence not taken lightly.
Also keep in mind ANY and ALL numbers and stats ARE NOT worked out at all and have to be modified for this system to work probably.
I'd like to start this by defining some elements i think are kinda cornerstones and key elements in this system.
Assuming a guild that wants to use blue towns on a regular basis
1. Turn individual wardecs into global ones. The guild can chose when to go to war. This does not make NPC guards kill you on sight (unless you are red) but fighting near guards will make them engage you (no town fighting).
2. Once your guild decides they want to go to war, every member gets flagged and they can be killed by EVERYONE without reploss or murdercounts.
3. When war starts the individual murdercounts of the guild members get frozen and the system shifts over to a guild murdercount system, where every kill on a non war flagged player automatically counts as a guild murder count.
4. Individual murdercounts dont deplete while in war and red status of individual members can only be reverse when the war status has ended.
5. Guilds get an index based on their member count, lets say guild a has 10 members (index 1) and guild b has 100 members (index 10), if guild b kills a member of guild a the guild murdercount will rise by 10, while the other way around it raises by 1.
6. The upper limit of that guild murdercount, lets say 200, means guild b can gank guild a with 100vs10 and wipe them 2 times before they reach their guild murdercount limit and drawbacks start to take place.
7. These drawbacks are mainly reploss on a guildwide level. If your guild goes past the limit and someone in your guild kills anyone else who is not at war, every member in your guild loses rep. Also your guild cant gain any rep if you are past the limit and can only do so once the amount of guild murdercounts has fallen below the chosen limit.
8. Reploss and guild murdercounts dont apply when you are in the sphere of influence of your own TC structures, so you can always defend yourself.
9. The upper limit of the guild murder count can be chosen by the guild and depending on that limit the guild has to contribute material for their war effort. Not gold but material. The guild has to meet its demanded materials or their war will end. Itempool and amount of requested materials scales with chosen guild murdercount limit. The materials needed are chosen by RNG once a day from the itempool and the guild has 24 hours to deliver said material to keep the war going.
10. Once the guild decides to end the war or they stop delivering materials, the war status remains active for another 2 hours before it is turned off unless you keep killing people, which refreshes the countdown on each kill. The length of the lingering war buff is extended by a factor determined by the amount of guild murdercounts past the chosen limit. Lets say your limit is said 200 and you have about 300 the buff is extended by 5 minutes per guild murdercount above the limit you have the buff lingering for about 10 hours in total.
11. The unconditional use of siege weapons to fight for territory is tied to the war status. If you use a siege weapons without a war status amd damage something, you lose rep. There should be an option to grant usage of siegeweaponry for each guildmember to prevent abuse.
12. The addition of roaming NPC lictor patrols around blue cities to make reploss meaningful and help defend the local player structures around blue cities.
13. For red guilds this basically changes nothing. They dont have to care about rep, then again they have no risk free business near towns either. They can use siege weapons unrestricted and do as they please.
14. Resource distribution on the map has to be adjusted to give meaning to the TC mechanic and give incentives for players to venture past lictor patrol zones.
So these are just some ideas to think about and improve upon.
The main idea is to basically prevent chivalry TDM gameplay with added mmorpg elements and make this a real medieval sandbox mmorg experience.
Now on to horses.
The current meta is desert horses for everything. I know henrik already mentioned stats will change but still i think this will not help much in terms of leveling it out the usage of the different horses.
Why not break our current roster of horses into 3 categories like the horse armor, light, medium and heavy and only let the matching category wear corresponding tier of armor or below without major drawbacks
The war and heavy duty horses
Jotun and Bull(not yet ingame) - Heavy - Highest stamina and health reserves - Stamina balanced moving gear 2 or below - Slowest speed - Least stamina usage in 4th gear for charging - Can wear heavy armor without penalty - Highest carry capacity - Can draw carriages and siege weapons
The daily use horses
Mongrel and Steppe - Medium - Medium stamina and health reserves - Stamina balanced moving gear 2 or below - Medium Speed - Medium stamina usage 4th gear - Can wear medium armor without penalty - Medium carring capacity - Can draw carriages
The exploration and scout horses
Jungle and Desert - Light - Lowest stamina and health reserves - Stamaina balanced moving gear 3 or below - Highest Speed - Can wear light armor without penalty - Lowest carrying capacity - Can draw nothing
Thas it for now and i hope for a healthy discussion.
Have a nice day.