This is in response to this thread in the "Ask the Devs" forum.
The Pros of moving Faction Combat to other facets will, I am sure, be covered by others. These Pros exist, are worthy of consideration, and I am sure will be considered by the teams.
Therefore, I will devote myself to the Cons, with the hope that they will be given equal consideration.
1. It defeats the purpose of Factions in the fiction of the game. In the fiction of the game, political control of Trammel is held by the Crown, currently occupied by Queen Dawn. Practical control of Felucca is held by whatever the dominant PK guild of the moment is. And political control is held by whichever Faction has whichever city.
So....Why have the fighting in Trammel, unless you are changing the fiction. And to have yet another few years of "realm in chaos" would just be.....Lame. We've just come through Warriors of Destiny, it smacks of desperation to in essence replicate that, yet again. How often can you have "realm in chaos" as a plot device before it just gets....Stupid?
2. It defeats the gameplay purpose of Factions as well. I've always thought of Factions as a form of PvP apart from the "under constant assault" aspect of life in Felucca. Even when Factioners couldn't be healed in Trammel, the Faction life could still be escaped from to some degree. Factioners can come to Trammel to RP, for example. To enable Faction fighting outside of Felucca effectively turns a Faction character into only a Faction character. You could effectively not use your Faction character for RP or for the Doom Gauntlet. It would be too easy for ones Faction rivals to effectively "grief" you and be well within the game's rules.
3. As a consequence of point 2, and to a lesser degree point 1, such a move would lessen participation in Factions, and I fear restrict it to those who want to PvP from the moment they log in until the moment they log out. And those people already have an outlet: It's called remaining in Felucca, especially if they are willing to go red. Given how comparatively under-populated Felucca is, what do you think the result will be if you decide to effectively bring more of Felucca into Trammel?
4. Will there also be Faction skill loss upon death? Will there be Silver farming? Food for thought.
5. Are you going to also re-enable non-healing of Factioners in Trammel facets? If so be aware that the logical consequence of this will be to cut off Factions from much of the rest of the game.
I don't intend to address this issue much, if at all, after this post....So if any of the team is curious, please read this now before it's crushed under the weight of "Pro" posts. Be assured, though, that if you could somehow distill the opinion of the majority of your players.....your customers....They would be closer to mine than to the other Stratics residents.
I'm fully aware that there's counter-arguments for all of my points. This post is just to bring to light the "Con" side of the argument.
The anti-deserter code would be a far better option.
-Galen's player
The Pros of moving Faction Combat to other facets will, I am sure, be covered by others. These Pros exist, are worthy of consideration, and I am sure will be considered by the teams.
Therefore, I will devote myself to the Cons, with the hope that they will be given equal consideration.
1. It defeats the purpose of Factions in the fiction of the game. In the fiction of the game, political control of Trammel is held by the Crown, currently occupied by Queen Dawn. Practical control of Felucca is held by whatever the dominant PK guild of the moment is. And political control is held by whichever Faction has whichever city.
So....Why have the fighting in Trammel, unless you are changing the fiction. And to have yet another few years of "realm in chaos" would just be.....Lame. We've just come through Warriors of Destiny, it smacks of desperation to in essence replicate that, yet again. How often can you have "realm in chaos" as a plot device before it just gets....Stupid?
2. It defeats the gameplay purpose of Factions as well. I've always thought of Factions as a form of PvP apart from the "under constant assault" aspect of life in Felucca. Even when Factioners couldn't be healed in Trammel, the Faction life could still be escaped from to some degree. Factioners can come to Trammel to RP, for example. To enable Faction fighting outside of Felucca effectively turns a Faction character into only a Faction character. You could effectively not use your Faction character for RP or for the Doom Gauntlet. It would be too easy for ones Faction rivals to effectively "grief" you and be well within the game's rules.
3. As a consequence of point 2, and to a lesser degree point 1, such a move would lessen participation in Factions, and I fear restrict it to those who want to PvP from the moment they log in until the moment they log out. And those people already have an outlet: It's called remaining in Felucca, especially if they are willing to go red. Given how comparatively under-populated Felucca is, what do you think the result will be if you decide to effectively bring more of Felucca into Trammel?
4. Will there also be Faction skill loss upon death? Will there be Silver farming? Food for thought.
5. Are you going to also re-enable non-healing of Factioners in Trammel facets? If so be aware that the logical consequence of this will be to cut off Factions from much of the rest of the game.
I don't intend to address this issue much, if at all, after this post....So if any of the team is curious, please read this now before it's crushed under the weight of "Pro" posts. Be assured, though, that if you could somehow distill the opinion of the majority of your players.....your customers....They would be closer to mine than to the other Stratics residents.
I'm fully aware that there's counter-arguments for all of my points. This post is just to bring to light the "Con" side of the argument.
The anti-deserter code would be a far better option.
-Galen's player