svntrw
Active Member
Since the garden update has released east has been stuck at Rank 3,
West has always had more points yet east still gets considered dominant but cannot move to any faction and cannot receive west exiles.
I'm trying to shoot some ideas to simplify this system and get rid of the "close points so no exile slots" mechanic that disables people from exiling to a faction with less activity points.
My idea is to use the Ranks as a straightforward rule
Rank 1 Very Weak
Rank 2 Weak
Rank 3 Normal
Rank 4 Strong
Rank 5 Very Strong
-Do not allow three factions to achieve the same rank
Instead have GMS determine which two factions should achieve them via observation of actual player interactions (Worldbosses, Siege, etc)
(This scenario is never likely to happen anyways atleast on NA)
-Two Factions of the same Rank cannot move to each other
-The lowest rank faction can always accept exiles from the other two sides
(ie PIRATE and WEST at Rank 3 or higher can move to EAST under a *shared slot cap if EAST is ranked 1-2)
-Factions with higher rank status can always exile to factions with lower ranks, but not to a Rank that is higher than them
(ie EAST is at Rank 4, WEST at Rank 3, PIRATE Rank 2, EAST can move to either WEST or PIRATE, WEST can only move to PIRATE, PIRATE cannot exile)
The obscure way points are allocated can stay the same way, atleast with this type of Rank system people are able to move around factions and should balance itself as weaker factions would have a cap that includes both east and west characters, its also possibly easier and straightforward to understand
*Right now slots are described as "East x slots, West x slots" when it could just be a collective cap of the respected 1-2 stronger factions.
I'm shooting out a number like weakest faction can accept 12 players, Second weakest can accept 8, strongest faction cant accept any.
**A small note for alliances, I think it should only be possible for factions that end up in rank 1-2, to keep two strong factions from allying against a weak faction, this should also help the weak allied factions gain activity points like it says in the ingame description
West has always had more points yet east still gets considered dominant but cannot move to any faction and cannot receive west exiles.
I'm trying to shoot some ideas to simplify this system and get rid of the "close points so no exile slots" mechanic that disables people from exiling to a faction with less activity points.
My idea is to use the Ranks as a straightforward rule
Rank 1 Very Weak
Rank 2 Weak
Rank 3 Normal
Rank 4 Strong
Rank 5 Very Strong
-Do not allow three factions to achieve the same rank
Instead have GMS determine which two factions should achieve them via observation of actual player interactions (Worldbosses, Siege, etc)
(This scenario is never likely to happen anyways atleast on NA)
-Two Factions of the same Rank cannot move to each other
-The lowest rank faction can always accept exiles from the other two sides
(ie PIRATE and WEST at Rank 3 or higher can move to EAST under a *shared slot cap if EAST is ranked 1-2)
-Factions with higher rank status can always exile to factions with lower ranks, but not to a Rank that is higher than them
(ie EAST is at Rank 4, WEST at Rank 3, PIRATE Rank 2, EAST can move to either WEST or PIRATE, WEST can only move to PIRATE, PIRATE cannot exile)
The obscure way points are allocated can stay the same way, atleast with this type of Rank system people are able to move around factions and should balance itself as weaker factions would have a cap that includes both east and west characters, its also possibly easier and straightforward to understand
*Right now slots are described as "East x slots, West x slots" when it could just be a collective cap of the respected 1-2 stronger factions.
I'm shooting out a number like weakest faction can accept 12 players, Second weakest can accept 8, strongest faction cant accept any.
**A small note for alliances, I think it should only be possible for factions that end up in rank 1-2, to keep two strong factions from allying against a weak faction, this should also help the weak allied factions gain activity points like it says in the ingame description
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