A group/player can 'claim' an area of land. In game, you could place a flag down that covered a certain amount of area, in that area, you are given preferential treatment of the mob there. preferential treatment meaning: most of the exp from the kill goes to your group, and loot goes to your group. Another player can challenge you to this contested area by dueling you. One member of the group versus one member of the challenging party or, if there are even numbers of opposing sides, 2v2, 3v3, etc. Buffs from 3rd parties deactivated for fight. Whoever wins gets claim of that land. To stop abuse, you could only claim/challenge land so much per day, forcing players to really choose what they want to claim/contest. Perhaps not every area could be claimed or challenged, but I just thought of this and thought it was an interesting idea, what do people think?
ghost7 said:A group/player can 'claim' an area of land. In game, you could place a flag down that covered a certain amount of area, in that area, you are given preferential treatment of the mob there. preferential treatment meaning: most of the exp from the kill goes to your group, and loot goes to your group. Another player can challenge you to this contested area by dueling you. One member of the group versus one member of the challenging party or, if there are even numbers of opposing sides, 2v2, 3v3, etc. Buffs from 3rd parties deactivated for fight. Whoever wins gets claim of that land. To stop abuse, you could only claim/challenge land so much per day, forcing players to really choose what they want to claim/contest. Perhaps not every area could be claimed or challenged, but I just thought of this and thought it was an interesting idea, what do people think?
On a PvP server maybe. Personally, I want 'play nice' rules and mechanics so those issues are avoided. I don't play games, especially coop-group-based ones so I can have conflict with other people.
If this was a PVP focused game, I'd probably think that idea was intriguing. But it's not. A system like this would cause massive divisions and hostility within the community that would run counter to much of the core ideology that (I think) Pantheon is going for. Great idea, wrong game to implement it in.
I'd really not prefer another in game UI/object to worry about (camp markers), though I understand why that may be attractive to some. I guess it would have to be done right.
I want dungeons designed organically, so they feel like they were really built by the inhabitants. But I think you can solve "camp" issues by stretching out the areas between clusters of enemies. If say two large rooms of enemies/named are separated by a long tunnel of enemies, I think organically that would create two camps that both groups could easily agree with.
ZullyZevize said:I would prefer reasons not to camp in static location. Its the journey of the crawl that is enjoyable, not the sitting in one spot waiting on spawns.
Different strokes for differet folks.
Dungeon crawling sounds nice but in an open/non-instanced world shared with thousands of others it is a recipe for far more arguments, fighting, and frustration between players.