We are looking at providing a solution to this by centering battles in a mirrored area of the shrine....something along the lines of you go to a shrine, then head to the battleground area. This allows us to both deal with housing in the area that could complicate things, as well as provide different areas for battle with varying landscapes and other natural features...which of course makes for a more fun fighting experience.
Thanks for the feedback!
Please do not dump us in a pre made battleground. There are a lot of options here.
*Clear the area around shrines or your battle arena much like you did to mag and allow restricted housing designs that have houses restricted to "no player access restriction list and no secure storage"(thieves vs trap makers vs trap removers) Give us the rules and let us make our own designs.
* Each battle drops you in random cities/locations to fight. There are a lot of great places to have large scale battles. Give us the tools to plot our own defense and attack methods. Traps, guards, and block aids in a large area can help players defeat better players with tactics.
You are free to ship anything wherever you want (to a degree), as the introduction of the transfer token changed the shard economy to a global one long ago. With the way the battles will work, a certain threshold must be met on each team before the battle initiates...if there are 300 Virtue players online and only 1 Vice...the battle won't initiate until sufficient balance has been met.
Love that you are bringing back the idea of not being able to join/participate in a team unless both sides are equal, but there is one major flow in the "threshold" when you only have two teams. How do you prevent players in a small groups or large guilds from taking advantage of this? Way to easy to grab some buddies and put a couple toons on each side just to start the threshold and kill each other to get the rewards. Going to be pretty damn hard for players to police this at night.
There is a **** load of directions you can take this. Remember the devs are few and the players are many. We will learn your design and then learn to abuse it. Give us the ability for changing how we fight in your sandbox. PvP'ers don't need much, just a good reason to organize fights and we will stay entertained killing each other for years as long as there is a worthy objective. If you are going to make one new structured pvp design you better be willing to continue updating it every week, every month, and for years to come. Factions took a long time, a lot of updates and a lot of player interaction to figure out all the complications. Once this stopped it took a decade before factions died out. You best be willing to make it better then factions because nobody will complain a couple years from now if it works. A **** load of players will come back for a pvp expansion . If it is worse then a couple thousand subscribers that have been patiently waiting will leave this game. Just one design will work as long as you stick with it. There is no need for new monsters, dungeons, quests, land masses.... Just one activity to keep us pvper's staying actively fighting.
Kyro tell your bosses that this is your baby and you are going to make it work no matter how long it takes.
For the love of god what would we do with a dedicated, knowledgeable, and interactive dev that focuses all his time into pvp...