I'd like to say something, I am fairly new to the forums.. But still I will give it a go..
A lot of good ideas here. Glad to see you're actually listening to us and coming up with interesting ideas yourself.
Concerning Guild Skills:
Guild skills should not have a "level requirement" to learn. They should work just like any other skill tree-- if you have enough skill points (and learn the prerequisites), you can learn the skill you want.
There is no reason to force guilds to be level 20 to use the mediocre/limited guild storage. Even when you increase it to a reasonable amount, I don't see why it needs such a huge investment-- there's nothing broken about giving guilds early access to their storage. Having to be level 10 just to learn a sub-par 5% mount movement speed buff is IMO stupid.
Also, the current "guild level" requirement is completely unfair for those guilds that did not take full advantage of the PvP arena scarecrow exploit, because they either did not know about it or considered it cheating. (The exploit I'm referring to is where when you killed the scarecrows that had ~3k HP, they rewarded you with ~500 experience a kill. They give 0 experience now after the patch that "fixed" it.)
On Spawn camping:
- Make the base spawn points like towns-- no one can attack each other. And when they leave that safe zone make it so that "invisible boss wall" appears to block them from getting back in (unless they choose to do so via some other method). This can help alleviate people dancing between the safe & hostile zones, as well as force people to be ready before they venture outside.
- Only allow siege weapons to be built if at least 500m away from the base safe zones (the ones people load into when they zone in from prontera), with exception to the defender's castle and gates. This is the kind of thing they did in guild wars 2...and it works.
Some general ideas to improve WoE:
- Do not show enemy locations on the map every time there is an individual skirmish. Instead, only display a red dot if there are a SIGNIFICANT amount of skirmishes going on, and even then, 1 red dot in the general vicinity of those fights will suffice.
Allow people to be ninjas and take people out without being picked up on the map radar. If an entire raid is engaged in combat, then you can give people a hint of where they are. This will force more communication and strategy.
- Force people to have a certain amount of WoE supplies to build ANY and ALL siege weapons. Please don't require a huge zeny price, as that won't reward strategy or skill.
I don't mean to mention guild wars again (I know this isn't guild wars), BUT, in that game, they have it so players can only hold a limited amount of supplies, and then must use those supplies to create any weapon blueprints they have. An individual player CANNOT complete a siege weapon all by himself-- in that game it required at least 2 people to use all their supplies in order to fully build one.
I prefer this because it forces more strategy and will also force defenders to rotate who gets the WoE supply boxes in order to build more siege weapons. People will have to stop defending to get more, and it will allow gaps where attackers actually have hopes of breaking in there without depending on a 100 player zerg.
- Create a universal limit to the amount of siege weapons and barricades each guild can have active on the field at one time.
I don't know what this number should be, but if you do that you won't see 1000 barricades surrounded by 1000 cannons anymore. You can allow guilds to constantly create siege weapons (and barriers) as they are destroyed, but they need a hard limit as to how many can be on the field at once. (Perhaps make it 2 different limits, one for barricades and one for weapons).
I think if that's combined with the idea you have about "Siege hp deterioration when un-manned", you will make a lot of players happy. It will force people to only use siege weapons when they feel it's necessary, and they won't want to leave that weapon because it will force them to get more supplies to rebuild it. This will force people to make tough choices as to whether or not they should move somewhere else or stay holding the weapon the entire time.
That's just off the top of my head so far
I really like this idea actually, this will like what he said force guild to come up with strategies and actually use the supplies and or items they get efficiently and not just recklessly use it. I believe this suggestion will be good for WoE, this will make it fun and challenging.
For the Spawn camping I have another Idea in mind, this is already seen inside the PvP Arena, that whole area/map is a non-pvp zone except for the middle ring where everyone in it will change from the normal PvE mode to PvP (red names). You can also do this for WoE, having the entrance a non-pvp zone.
Where's point 7? Was it eaten by a panda?
Anyway, to point 1, I'll quote myself from a different topic:
Basically, I don't agree in having loss and gain the same, to be honest. I also don't agree in a percent system because at 1,000,000BP, 1% is 10,000 per kill. That's a hefty gain and a bit unfair for someone who has 100,000 and is only getting 1,000 per kill. What about someone who only has 50,000? 20,000? 10,000? 5,000? I don't agree with percentage suggestions at all.
I do like the suggestion of sharing it within a party/raid for support classes, though, as long as everyone still gets a set number (1,000, for example). A party of 10 people with 1,000 points divided among them is obviously 100 points a person, which isn't much, per kill, really.
Pertaining to that matter, I also think the size of the party/raid should be extended to 15+ in WoE (20 would be great, honestly). In a VOIP, you could have 5 chat groups of 20 people formed. It's easier to manage than 20 groups of 5, or 10 groups of 10.
Keeping in mind what I just said, along with everything you've said, I'm going to quote something else I've said in another topic:
For reference, the time-stamp in the above quote is wrong, but it's probably because I copied it from a locked topic or something.
As for what you said about alliances... Official alliances will make it even harder for smaller guilds, but unofficial ones do that now. However, honestly allowing a larger party system and making it so you can't attack your party members regardless of the guild the party members are in, would allow small alliances.
Even better, allowing guilds under 50 people to form official alliances (ones where you couldn't hurt each other under such alliances). Each guild could have up to 2 alliances. It wouldn't be too bad, considering people with 100+ are already having unofficial alliances. At least those people would be put at the disadvantage of accidentally hurting/killing an allied guild because it's not official, whereas the smaller guilds with official alliances wouldn't have that problem.
Like what is said here and to that other dude I was unable to quote, WoE should work like Colo, but in a different way. Say you don’t lose BP from your current BP, instead points will be evaluated “per guild”, meaning the point system from colo will be used but it will be totaled per guild and the amount of BP earned will depend on which rank your guild is placed (of course the highest would be the one who seized the castle) point should also be given for gates, capture points and etc. You should not lose any BP during WoE the risk of dying and repairing buying supplies, pots, defending and etc is already a sacrifice as it is. Anyway back to what I was saying, after WoE ends all of the guilds who participate will be ranked according to the total point they gained example:
Rank 1: 100K BP per member who participated during WoE (this would mean only those who were actually there during WoE will be given)
Rank 2: 50K BP ~
Rank 3: 30K BP ~
So on and so forth. This is only during WoE, if WoE is not active then you can go about doing a Maximum BP Gain per day. For example you can only gain/lose a total of 100K BP per day. This would nullify farmers and give a warning to other to actually try to be careful.
Also just to point out, the raid can hold up to 20, there are 4 Groups in 1 raid, maybe adding more would help. But you should disable raids inside WoE instead there should be an automatic list of people who are in the same guild who are inside the WoE Map. Would work like raids but, it is a guild only thing, this is to eliminate unofficial alliances if you really want that.
Hmmm, I guess that is all for now. I have lots and lots of ideas for RO2. Guess I’ll have to hold them back until next time.