Here an old trailer of how terretory controll worked in MO1.
In MO 1 there was a radius arround every keep, that was highlighted on the Map as the terretory of the guild owning the keep. This terretory could be explanded with controll towers. Keep owners could set the property taxes on their territory. If the taxes were too high, there was a peasant uprising and attempts were made to destroy the towers, so that the owners would lose control of this area.
When a tower was attacked, there was a global massage in the chat that read e.g. as follows. "The Koto controll tower in Spider Valley is under attack"! This global massage appeared when the Tower received 1 % damage !
This caused several alliances to move to this location and triggered a major battle, or at least should have triggered a major battle.
1. Now to the problems of TC in MO1 and how the system could be improved in MO2.
Why i wrote should have triggered a battle ?
Because the controll towers had too low HP in MO1 ! They got destoyed many times before the different armies arrived at the battlefield !
They could be placed at nearly unreacable places and sometimes player fake attacked the towers.
Everyone moved there, after reading the massage in global chat, but there were no opponents at the scene, because a single player smashed the tower and then fled. Just to trigger the message, and not intending to destroy the tower.
This could be avoided by having this massage appear every time the tower takes an additional % damage, so players know it's not a fake attack from someone that want to troll other palyers, and if the towers have enough HP for the palyers to reach there and defend it in time. the best would be to replace controll towers with controll outposts, that are having a gate, that have to be destoyed with a battering ram to be able to reach the NPC´s inside and kill them.
The control towers have generated points over time. This allowed you to upgrade them and increase their radius. You could build more towers and if they were all connected to a city, the guild could take control of that city.
Then that guild could spend the generated points to e.g.
1.1- to blacklist players/grifers and thieves. They were then no longer able to enter the city, because they got flagged as criminals, if they came closer then 50 meters to the city.
1.2- They could turn the guards on and off for a specific ammount of time
1.3- They got the tax from the broker, so most guilds wanted their city to flourish, for trade to take place there.
What wasn't possible, but is absolutely necessary, for the rulers of a city, is the option to spend the points on certain guilds being automatically flagged as criminals, as soon as they enter the landowner´s territory. This is important, so that they cannot give out mudercounts, if they attack a city such as Meduli !
Almost all players who took part in the big battles during the beta ended up being red ! This have to change and could be prevented with this option. It is not fun and healty for the game if everyone get red and if you are forced to do time consuming parcel runs.
That makes the game toxic. When you have so many murder counts that you can never go blue again, then new players are rarely spared since everyone is already red anyway!
2. Now to the siege mechanics, how it worked in MO1, what did not work and how it could be improved
There were some great sige battles in MO1. Sieges that took place during prime time and in which countless players took part.
Sieges that led to 12-hour non stop group pvp, like during the Koto win in Mo1.
Unfortunately that was the exception. Often it came to deadly boring "Nija Sieges" at ungodly times. Either in the middle of the night or on public holidays.
Sieges without resistance and I think we all agree on that. Sieges without resistance are time-consuming and boring and shoudl not happen in MO2 !
The defenders need enough time to be informed of the attack so that they can mobilize their forces to make sieging fun !
Now to my suggestion of solving the problem.
Let the construction of a Manganon require a specific part, which can only be commissioned from a specific NPC at the nearby Siege Camp ! The production of this specific part (e.g. hemp ropes) should take arround 24 h to construct and the defenders should get a visual indicator or a massage, that the NPC´s in the Siege camp are working on an order. For example, black smoke could rise from the chimney. This would give the defenders the time they needed to mobilize their forces.
Each keep owner should indicate whether it is a NA or EU guild. Depending on what timezone the guild is playing in, the NPC inside the Camp should not be avalible or taking request, because he is sleeping. (from 12 pm to 6 am from that specific timezone), so the siege not happen, while the guild is sleeping but in the overlapping time of NA and EU timezone.
In MO 1 there was a radius arround every keep, that was highlighted on the Map as the terretory of the guild owning the keep. This terretory could be explanded with controll towers. Keep owners could set the property taxes on their territory. If the taxes were too high, there was a peasant uprising and attempts were made to destroy the towers, so that the owners would lose control of this area.
When a tower was attacked, there was a global massage in the chat that read e.g. as follows. "The Koto controll tower in Spider Valley is under attack"! This global massage appeared when the Tower received 1 % damage !
This caused several alliances to move to this location and triggered a major battle, or at least should have triggered a major battle.
1. Now to the problems of TC in MO1 and how the system could be improved in MO2.
Why i wrote should have triggered a battle ?
Because the controll towers had too low HP in MO1 ! They got destoyed many times before the different armies arrived at the battlefield !
They could be placed at nearly unreacable places and sometimes player fake attacked the towers.
Everyone moved there, after reading the massage in global chat, but there were no opponents at the scene, because a single player smashed the tower and then fled. Just to trigger the message, and not intending to destroy the tower.
This could be avoided by having this massage appear every time the tower takes an additional % damage, so players know it's not a fake attack from someone that want to troll other palyers, and if the towers have enough HP for the palyers to reach there and defend it in time. the best would be to replace controll towers with controll outposts, that are having a gate, that have to be destoyed with a battering ram to be able to reach the NPC´s inside and kill them.
The control towers have generated points over time. This allowed you to upgrade them and increase their radius. You could build more towers and if they were all connected to a city, the guild could take control of that city.
Then that guild could spend the generated points to e.g.
1.1- to blacklist players/grifers and thieves. They were then no longer able to enter the city, because they got flagged as criminals, if they came closer then 50 meters to the city.
1.2- They could turn the guards on and off for a specific ammount of time
1.3- They got the tax from the broker, so most guilds wanted their city to flourish, for trade to take place there.
What wasn't possible, but is absolutely necessary, for the rulers of a city, is the option to spend the points on certain guilds being automatically flagged as criminals, as soon as they enter the landowner´s territory. This is important, so that they cannot give out mudercounts, if they attack a city such as Meduli !
Almost all players who took part in the big battles during the beta ended up being red ! This have to change and could be prevented with this option. It is not fun and healty for the game if everyone get red and if you are forced to do time consuming parcel runs.
That makes the game toxic. When you have so many murder counts that you can never go blue again, then new players are rarely spared since everyone is already red anyway!
2. Now to the siege mechanics, how it worked in MO1, what did not work and how it could be improved
There were some great sige battles in MO1. Sieges that took place during prime time and in which countless players took part.
Sieges that led to 12-hour non stop group pvp, like during the Koto win in Mo1.
Unfortunately that was the exception. Often it came to deadly boring "Nija Sieges" at ungodly times. Either in the middle of the night or on public holidays.
Sieges without resistance and I think we all agree on that. Sieges without resistance are time-consuming and boring and shoudl not happen in MO2 !
The defenders need enough time to be informed of the attack so that they can mobilize their forces to make sieging fun !
Now to my suggestion of solving the problem.
Let the construction of a Manganon require a specific part, which can only be commissioned from a specific NPC at the nearby Siege Camp ! The production of this specific part (e.g. hemp ropes) should take arround 24 h to construct and the defenders should get a visual indicator or a massage, that the NPC´s in the Siege camp are working on an order. For example, black smoke could rise from the chimney. This would give the defenders the time they needed to mobilize their forces.
Each keep owner should indicate whether it is a NA or EU guild. Depending on what timezone the guild is playing in, the NPC inside the Camp should not be avalible or taking request, because he is sleeping. (from 12 pm to 6 am from that specific timezone), so the siege not happen, while the guild is sleeping but in the overlapping time of NA and EU timezone.
Last edited: