Player Associations Archive
Thread: Guild War: broken?
Greetings all,
I'm the leader of a guild on sunrunner and several times our guild has been asked to participate in a guild war, but from what I understand there is no TEF, but a PEF (permanent enemy flag) so that griefing becomes prevalent in clone centers and the fun is taken out of the "war."
Have any of you participated in guild war and what are your thoughts and opinions on it?
Also, if it is still "broken" do we know when we may see alterations or changes in Guild War?
Thanks,
Sharc
I don't see this as broken. A PA War is the most extreme mode of combat. How can there not be a permanent enemy flag when two PA's are at war? I am PA "A", you are PA "B"... we see each other, we kill each other, anytime, anywhere.
It is my opinion that PA Wars are best fought between two civil PA's. If you are challenged by a PA that are full of griefers, don't accept the PA War. It is a good idea to set some rules with the war. Will there be Deathblows? Are there any off-limit or non-combat areas (such as a 100 meter radius arounda cloning center)? These decisions can be made between the two PAs prior to the war and internally enforced. Of course you may have some rule-breakers, but that is usually the exception.
There are a variety of rules that two PAs might come up with, so the devs just made the most open-ended battle possible and leave it to the PAs to enforce their restrictions. It would be very cool if we were somehow able to translate our self-determined "War Rules" into actual "game rules", but I imagine the coding would be very difficult. Maybe if they could have a few common options you could set when declaring war (DB/no-DB, etc).
I agree, if you're going to be involved in a guild war you would want to lay down some ground rules for it beforehand. You'd only want to participate with a guild you know so the war is fun, and not a griefing fest like it has become with some guilds.
Some things with the way the wars work in certain areas should be changed in my opinion, but other than that, you just need to be careful who you war with.
My feelings, you shouldn't be able to attack anytime anywhere, but almost everywhere. For instance, now we have a 60 second timer for Over to Covert while traveling, it should be the same way with guild warring, preventing one from camping a Starport, Shuttleport, or Cloning center. Maybe even have it so NPC cities are off limit areas inside buildings for the guild war.. not sure if it's a solution, but it may be a starting point.. opinions?
I have been in many guild wars. Really what you have to do is sit down with the leader of the guild you are going to war with and preset rules of going to war. Mail those rules out to your members of the guild and have their leader send them out and give it about 2 days for everyone to know about it. After that then the war should start, usually clone camping at the clone center is something that is a major rule. However, the rules hardly ever stick and usually you have to beat the other guild senseless outside the clone center until they give up. Nothing you can really do about it. Everyone is human, everyone is bound to bend the rules a little.
Guild war we had, a little skirmish costed the other guild 900 faction points on the previous system (not this lose 45 points of faction) to each member. They, of course, got pissed off and started killing in the clone center. The war ended in about 6 hours from that moment after everyone was tired of fighting.
Best thing to do is to take it on the battlefield whenever those come back.
My opinion....
If the present Guildwar rules totally discourage the vast majority of PAs from initiating Guildwar, then what is the point of having the feature? Should guildwar be *only* for the hardcore? Or ,should there be different levels of Guildwar so that more PAs are comfortable with participating? What if different guildwar options could bedecided upon and accepted before the war begins? Some examples:
1.Free For All (present Guildwar system)
2.Safeguards (Upon logging in, cloning, and taking shuttleports members are immune for a certain amount of time)
3. Coverts Allowed(Members of the PA choose whether to be covert or overt in the Guildwar by visiting the Guild Terminal and hiding their PA tag. This would be subject to the same time intervals and temporary enemy rules as being a covert Rebel or Imperial. This way crafters of both PAs could be covert and not subject to random attack.)
4. Time limit. The number of days a guildwar lasts by default could be set before the guildwar begins. One Guild could still back out, but of course backing out equates to losing the war.
5. Victory conditions. Unfortunately the present system doesn't track things like kills, but what if there was Guild Faction Points? At the end of the Guildwar the Guild with the most Guild Faction Points would win.
6. Winners / Losers granted a Guild Badge. If there are Guild Badges (see the other idea thread) a Guild would be granted badges based upon the outcome of the guildwar.
I believe the guildwar feature is underutilized in its present state. Anyone have more ideas? Try to think about how the current system works and incorporate things that use existing code.
The Guild Management Permissions simply need to include another checkbox... called "Soldier" or "Military". This way when a Guild War is set... only those with the "Military" permission are involved. Those without are treated as normal.
-Ex
That works ![]()
Then we just need some objectives, not just griefable PvP...
LordValadon wrote:
That works
Then we just need some objectives, not just griefable PvP...
/agree
-Ex
But now that I think about it, setting people to soldier wouldn't work, because they could still be griefed because you can't go "covert".
I would favor a system where you could go overt or covert in the guild war, but there would be strict limits on what percent could be covert, or maybe how you could be covert. That way one side doesn't raid the other PA and find everyone covert. As for declaring, you could do it at the hall terminal, or perhaps the leader would get the option to drop "PA Recruiters" which would essentially be satelite guild management terminals.
Having the one hour time limit like factional coverts, and having it be set through the PA Terminal would be good safeguards I think. The system already exists for being covert, it would just have to be translated into a guild context.