| Reworking Alliances|
|Categories|| Player vs. Environment|
Player vs. Player
Let’s face it, Alliance Battles have become stagnant over the recent years due to poor play ability, huge amount of Luxon alliances coming to the front and the ease of MQSC, affecting the amount of available Luxon faction.
Alliance battles need some new motives for play and I think I’ve found it. Currently in Guild Wars 2 World vs World gives benefits to world that hold the most capture points. Things like increased exp gain and increased coin, or guild benefits. I think these could be easily translated to Guild Wars 1.
How I will explain below:-
The border controls which towns or outpost can be controlled by the faction on either side. Currently the border is controlled by victories in Alliance Battles. As such due to near constant Luxon victories most of the Echovald is controlled by the Luxons. And here I get into the mechanics.
The border will now be controlled by a points system. Every three hours the border changes by how many points the current side has.
A limit of 240000 points can be earned in any one day. That means 30000 points can be earned each three hour period. Every three hour period the points are totalled and the border is shifted left or right depending on which faction has the most points.
But how do I earn these points?
2 Points are awarded for a successful vanquish in your home territory as in your side of the border.
5 points are awarded for a successful vanquish in enemy territory on the opposite side of the border.
5 Points are awarded for a victory in Fort Aspenwood or The Jade Quarry.
10 Points are awarded for a successful play through of The Deep or Urgoz’s Warren.
15 Points are awarded for a victory in Alliance Battles.
However, you will only earn points for vanquishes twice in each 3 hour slot. This is to deter influence of MQSC and DTSC.
Another important mechanic is a rework of Underdog Bonus. While you are in a defending map for your faction, (Ancestral Lands and Grenz Frontier for Kurzicks and Kaanai Canyon and Etnaran Keys for Luxons) you will gain a bonus to your offense and your defense.
Kaanai Canyon and Ancestral Lands: Underdog Bonus. You are defending your home. You gain a 25% chance to block attacks and deal an additional 10 damage with your attacks and spells. You also gain a 25% boost to your movement speed.
Grenz Frontier and Etnaran Keys: Underdog Bonus. You are fighting back against invaders. You gain a 10% chance to block attacks and you deal an additional 5 damage with your attacks and spells. You also gain a 10% boost to your movement speed.
The underdog bonuses are subtle but definitely provide advantage to defenders.
Also the shady luxon and suspicious kurzick will be removed.
And the reward of being in an alliance on the side that is winning?
Members in an alliance of the winning side will gain increased gold by 10%. Receive double the faction gained when turning in imperial faction. Receive double Zaishen quest rewards for kurzick/luxon missions, bounties, vanquishes and Guild Wars Factions PvP modes. However you will only receive these rewards if your guild has been a member of the alliance for 14 days and you’ve been a member of the guild for 7 days.
The reason for these changes are I feel that the alliance system has been diluted and the benefits of playing Alliance Battles are far inferior to to negatives of playing Alliance Battles. Hopefully with the rewards above there is motive for battling for the border rather than just let it slide. And with the underdog bonus there is reasonable power for the defending team to stand a chance.
I love feedback and if you have any improvements or additions to the above feel free to leave it on the talk page. Thank you for taking the time to read my suggestion and while I accept that the live team is very busy with GW Beyond and other things, I sincerely hope they give this a look over and think “Yeah, the Faction system needs a rework.”