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Originally Posted by Bizanich Lets say Guild A takes a node and says bring it on. They need people to bring it on to get the PvP points. |
Yes, as in every PvP game, you need enemy players to get points. It happens in DAoC, it happens in WoW. If there aren't other players, no points.
The goal of a PvP system is to be fun and provide an excuse for a fight. A context, a strong motivation. Some persistence.
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Opposing faction doesn't like Guild A, so they don't go fight Guild A to essentially give them points, they go elsewhere (or a BG if they're still around). They go to a different node where an enemy guild they like is, and they swap kills to get the points to buy stuff.
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Swapping kills is another problem that should be solved elsewhere. It also already happen in WoW, so it's not something that my idea triggers that wasn't there before.
Of course you cannot add to the game a bunch of hotspots because the essence of PvP is about a convergence of players. So it's just bad to have one hotspot for each guild.
On top of that, capping an hotspot with your flag gives you a sudden burst of points. This type of reward comes from a sort of bounty pool. As people get killed around the zone, a part of their points is added to a bounty pool that keeps raising. When the hotspot switches sides, the side who capped it receives the cumulative reward.
So, if a guild is holding an hotspot from a long time, there's an incentive for the enemy faction to go there and conquer it.