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Here's my idea about Crowfall Online

Albion Online has something similar with their smaller instanced GvG matches that fight over territory and what not and Hell Gate dungeons that limit number of players per team inside.


While it is an interested mechanic to make things more "fair," I believe it goes against the spirit of an open world PVP game. Adding in artificial gamey mechanics to balance everything takes away from the thrill, for me at least. If I want to do 5v5 or whatever, I'd play one of the numerous games designed that way.


They'll already have Crowfall import restrictions in place along with systems for control of things (Bane's or whatever it will be called).


If I'm running around with 10 and you are running around with 20, either my side needs to be "better" to compensate or we lose. ACE said long ago that smaller groups would need to join forces vs larger ones. This is a "Throne War" after all.


One guild might lose a few 5v20 while the next day they win a bunch of 50vs30. It's up to us to figure it out instead of watering it down with "fair" systems.


While I agree that a game should be fun for everyone, if losing in a game built around open world pvp with player looting, item decay, and lose is too painful, might not be the game for some. Losing is just an outcome, the means to which should be where the fun is happening.


My issue is when it's entirely one sided without hope of victory ever. Luckily Crowfall has ending Crowfall so we get to restart and try again if the entire campaign is hopeless. However, I see issues down the line depending on how guilds/alliances and power management ends up.


Not to say we need giant zerg guilds only, but if the goal is to win a campaign, a small group probably isn't going to do well. Faction based Crowfall sure, but then they are just a part of a larger whole. In The Dregs however, numbers are going to matter and should.


If I show up with 50 to claim a POI, shouldn't be forced to pick the best 5 to battle your group of 5 for it. Makes little sense. It isn't fair that I have 50, but it isn't supposed to be.


For me, "emergent" gameplay is allowing players to be and create the content, not have it handed to us or directed by the devs. You said it yourself, relying on us to do it is risk and ambitious.


It will be great or not. Rather have the chance to try.


It's a slippery slope when devs start trying to cater to a larger audience or specific demographics and they said from the start it might not be for everyone. Again, Albion is having issues trying to please a wide audience with one model. Doesn't seem like it will turn out all that great. The more systems added to make it "fair" and "fun" can result in a watered down experience that doesn't really please anyone overall.


Guess I worded it backwards, but a larger group wouldn't use a ward obviously. But I don't see much help for a smaller group if the larger can just wait for it to drop and run them over. Why even send people in and split the force to begin with?


A temp protection on resources seems against the entire point of a open world PVP game. That is a risk v reward no no.


Glad you are giving suggestions, but the concept doesn't seem to mesh with the Crowfall vision. Maybe try something like it on a Crowfall to see what people like, which is great about having multiple rulesets. But I for one don't want to magically avoid being in battles with anyone with some artificial system.

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