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   Forums-->Ideas and suggestions-->

AuthorPvE only factions
Faction design and balancing in this game revolve around pvp. And its a known fact that balancing is HARD.
As a result, we've gone over a decade with pretty much the same style of play, same set talents, same set of factions same set of spells.

We've also seen that admins are perfectly capable of coming up with a wide variety of non-playable troops and factions. They just can't be made regular factions because of how it would mess up the balancing. We still don't have alt-tribal.

Proposal: Introduce factions and classes that are only allowed in PvE. Make them not count for hunt/merc records.

I've magically solved the balancing problem.
They can have castles, lots of troop choices and fun talents. Admins can also freely tinker with these factions with minimal consequences.
They can even have access to more advanced spells that admins have been so afraid of letting us use.

Extra Proposal 2: Convert tribal into one such faction.
It's clear that Tribal will suck at PvP. Remove it from PvP and give it extra talents so it have a wider set of build options.

Events already do per-faction balancing, which is fully automated by this point. There should be no trouble accommodating extra factions.
Extension: Have new talents, and new spells that are only usable in events.
More combat options, that won't mess up either pvp or existing records.
Neat idea. I wouldn’t mind it, but I don’t think it’s worth it due to how counterintuitive it would be.

FSP is a complication though. I guess it would have to give points to the faction you last played, with the FSL-related damage reduction working the same way.
Wouldn't that make the events less varient in terms of which class to go for?

also PVE can also mean pvp but vs Ai hero
So if you think about it what makes a troop better in pve
Mostly it goes around ini and range troops in hunt and vs ai hero depend on the type of faction and talents

if we talk about talents vs hunts it's holy magic luck attack and nature
Which means these are also can work against so pvp fights
The only difference is the player can priortize the moves based on his thinking

I am not against the idea but I don't know how it will be imblemented

unless you can share an example of popular games that has this concept of factions or playable characters that mainly focused for pvp and other for pve
For the longest time, Techies in Dota 2 wasn't allowed in Captain's mode or ranked play.
So you could have fun with it in regular play, without it impacting anything else.
Dota also has a lot of non-competitive modes like Ability draft, which just allow having fun.


also PVE can also mean pvp but vs Ai hero
So if you think about it what makes a troop better in pve
Mostly it goes around ini and range troops in hunt and vs ai hero depend on the type of faction and talents

AI heroes are balanced according to your faction in most settings, while PvP hero enemy has the same army independent of who you are. That's the big difference.


FSP is a complication though. I guess it would have to give points to the faction you last played, with the FSL-related damage reduction working the same way.
Yeah, it's definitely a big change, but I think the core design of the game constrains the admin's ability to innovate. And I don't think that's a good thing.
Most popular online games constantly make big changes year-on-year so the meta changes and it always feels fresh. New maps, new heroes, modified abilities, tinkering ability values.
This game can't do that because of how sensitive pvp balancing is, and how they lack enough levers to do it.
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I'm not sure about this. Seems like you could bank a tonne of fsp on factions you don't even play, without even having the castle.

It would also suck variety out of the game, everybody would just play the strongest PvE faction. Main factions would become secondary and for PvP only.
I think the core design of the game constrains the admin's ability to innovate. And I don't think that's a good thing.
Most popular online games constantly make big changes year-on-year so the meta changes and it always feels fresh. New maps, new heroes, modified abilities, tinkering ability values.
This game can't do that because of how sensitive pvp balancing is, and how they lack enough levers to do it.


I do agree with this but that's kind of why we're all still here. LWM is fundamentally the same game it was in 2008, the game has grown but the core mechanics are essentially unchanged. It's predictable, nostalgic and I can't think of a single game like it (HOMM obviously excluded) I'm not sure the game would really benefit from radical changes, if it changed to a point of being unrecognisable I think loads of people would leave.
As a result, we've gone over a decade with pretty much the same style of play, same set talents, same set of factions same set of spells.

This may be true but how is it a bad thing on its own? I don't like the idea personally so -1.
I am always amazed with characters who are most of the time in oblivion always come back with an extra super dooper idea before they even see what changes have been made if they have been made all this time and then go to oblivion again.

-1
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