Suddenly collecting gear would be more of a challenge and the end-game is guild politics and war. Lets say that two guilds go into war and the winner (body count of both enemy NPCs and players) have a small but noticeable boost in guild abilities.Kas wrote:Let's say we set a limit of champ for the sake of argument. For those above, what other gameplay options beside gearfarming and statgrowth do you suggest? I suggested lateral growth. Other ideas?
Endgame content is another.
People would collect the gear not to go on endless script runs at TT/Mithas/Qualinesty/Faerun but to raid each others guild halls to slay enemy guards and its members, with each kill they get a bit closer to the win and lets say that after two or three days of war they get tagged as the winning fraction and gets their boost. The loosing guild could either take the loss and give up making the winner loose its boost, it would only work during war, or start fighting back to lower the boost the enemy have gained and to win to gain the boost themself. Each kill(enemy NPC guards would have less impact than a player and the size/toughness of the guard/player would also count) would lower or raise the boost. The boost would of course have a cap.
If two or more guilds would go into war against the same guild(alliances) the boost would double for the guild that is alone and split between the alliance. War could be started by officially going into a state of war(guild council could do this) or just by attacking a guild. If a number of kills of a guilds guard would be killed by another guild the state of war would start automatically and the body counter would start. If one guild do not have any active members so to stop other guilds to use that to gain the war-boost the council of that guild could retreat from the war and give up and if one side do that any agressive action made against that guild for the next week or would count as a (-) in body count in future war for the agressor. But during that week the guild that retreated would have a small but noticeable loss in guild abilities.
For example, some knights decide to collect HSC from AAs guards and after the fifth kill they would have started a war. And there are no active AAs around and one of their officer wakes up for a moment and see this and decides to withdraw from the war the knights would stop farming for HSC at the AA hideout or they would start at a negative body count in their next war. But after a week they could start again.
This would create more PvP and guild wars, people that have reached the cap can still improve their effectiveness, there would be alliances to take down very strong guilds and broken alliances to gain full war-boosts, more guild politics to try to gain the maximum amount of boost for less risk while unactive/weaker guilds could either join an alliance or withdraw (with a small penalty for a short time).
There you have a fun end-game for people I think.