Limit Faction Power Loss to PvP Deaths Only
Submitted by cschwingg
Suggestion
TL;DR: Faction power is lost on every death (4 each), not just PvP, and regens slowly. On a new, low population server this harshly punishes new players and PvE, pushes people off the server, and does little to enable the PvP raiding it's supposed to support. I think we should limit power loss to PvP deaths only. Reasoning below.
Power loss currently applies to all deaths at 4 power each, including fall damage, mobs, environmental, dungeons, and bosses. To be clear, fall damage alone would be too much, let alone every death counting. I think this is the most pressing balance issue.
Dungeons and bosses are gated behind passes and both involve various forms of punishment (e.g armor damage). They're already costly to attempt, and any death inside them also drains faction power toward being overclaimable. So a player can spend a pass and still come out with their land exposed. This will either piss people off when it happens to them, or scare them off when its explained to them.
1 or 2 deaths can essentially force players offline due to power loss, or risk the existence of their faction. If it's explained to them, they'll probably just leave. And if it isn't, then they'll find out later when they get raided by someone who claimed over their base.
Overclaiming is meant to enable PvP raiding, which is a fine long term goal, but the population is too low for that to matter yet. The cost is already visible though: one solo player is stuck at about a chunk because he can't afford normal deaths.
There are 4 solutions and only 1 is optimal (in my opinion)
- Remove overclaiming until Domination is ready. Goes too far; pvp raiding should still exist.
- Raise per-player power 10 to 20. Ignores the cause, lets big factions claim much more.
- Raise regen 1 to 5/hr. Also ignores the cause; deaths still threaten claims and push players offline.
- Limit power loss to PvP deaths only. Perfect solution. PvP raiding enabled, takes little work to accomplish
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