The second stretch goal is behind us, and ensures that Adversarial
Camps will become a reality. You can expect an article on this feature
after the implementation is complete
The next stretch goal is an
extension to the engagement system which we are referring to as Points
of Intrigue. In the PvE world Points of Intrigue will pop up in random
places infested by creatures or NPCs. Some will require a few players to
clear out, others will require multiple groups. The more complicated
the Point of Intrigue the better the rewards for capturing it. Rewards
will include longer term buffs that will aid your player during your
play session, as well as the usual assortment of engagement rewards.
Once a Point of Intrigue has been captured, any player who visits that
location will receive a receive a buff for a period of time. Some Points
of Intrigue will also spawn special NPCs who are only available upon
their completion. Once the timer expires, a new Point of Intrigue will
appear somewhere else in the world, attracting players to the new
challenge.
The PvP variety will work in a similar fashion with
players needing to conquer the Point of Intrigue, but only 1 Nation can
be considered the winner. The Nation then will be able to select if
Allies of the Nation will receive any of the minor benefits. More Point
of Intrigues will provide city and nation incentives, such as improving
happiness in the Nation’s cities.
The goal of this system are
similar to most engagements: To provide an ever-changing list of
opportunities, which encourage players to work together under a common
goal.
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