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12/4/2013 2:30:26 AM
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[quote]Competitive match ups occur between factions, in which factions hire you to compete against guardians of other factions. The different factions are revealed to be integral in the development of and defense of the city.[/quote] I really hope this means that winning or losing a competitive match has actual consequences on the game world. I would love that.
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  • Bungie has said that we'll shape this story. Maybe this is how?

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  • That would be great until one faction is losing all the time. No one would then be part of that faction and everyone will be on the "best" faction. It would completely unbalance pvp.

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  • Don't worry, if that happens, I'll just switch factions.

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  • Nah ive played other faction based clan war games, and thw thing is is some of the best clans will choose one of the least liked factions for the fun of it

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  • Yea but people who want to play competitively and want to be part of on clan, they can't fight [b]and[/b] win, by themselves.

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  • I thought about that too. See my reply to TU.

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    Would be sweet from a game economy standpoint too. If this were to happen, do you think it should periodically reset to keep everyone from joining the same faction?

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  • Edited by Saxoclone: 12/4/2013 3:09:00 AM
    I guess it depends on if it's a more permanent thing, like you choose to join a faction for a period of a week or longer and it eventually resets, or if it's done more on a game-by-game basis. I suppose there's more of a "sculpting your identity" concept if it's more permanent, but I guess I wouldn't matter if they had to be reset periodically for the sake of balance. I think it would work better if was presented as more of match-by-match choice for PvP. Here's an idea if it's more game-by-game: assume that the competitive matches are presented like contracts. Factions can offer different rewards for winning under their employ, rewards that are randomized each match, and you get to choose which faction to support. So say the player wants to go into a match and they are presented with the faction choices. Faction A offers a reward of lots of money, but faction B offers bonus experience, and faction C offers a random weapon of high rarity. Players get to choose whichever they prefer, and the randomized rewards offered by the factions reduce the chance of people gravitating towards only one faction. Then after a certain period of time the total number of wins for each faction is tallied up and the resulting winner can have certain effects on the world for a period of time, like maybe lowering prices in certain shops, or maybe something more drastic that happens to physical play spaces if its possible. I'm really giddy about the potential for a dynamic world, it's something that I think very few games have done, and those that do manage it don't usually do it on a large scale. I'm really hoping to see significant changes to the game through something like this.

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  • That's a really good system of avoiding a problem like that. I'm really excited to see where they take the game with Factions.

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  • Edited by JohnGalt: 12/4/2013 3:21:24 AM
    can't you offer greater rewards for the less popular factions too? That might balance things. Kinda hard since we still don't know details about factions or their true motivations and if you actually have to stick with one or we can move between them.

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  • Edited by Saxoclone: 12/4/2013 3:35:46 AM
    I think I might have worded that confusingly. So at the beginning of each match you would be presented with your choice of factions that you can represent during the match. Each one offers you a different reward for winning under their name. You get to pick which reward you are playing to win. The rewards are randomized for each match--for example faction A could offer money and faction B offer a weapon for one match, and then the next match A would offer extra experience and B would offer extra money. That way, no one faction can become more popular than the other because they have better perks or something, because they are constantly changing what they offer and you can switch between factions depending on [i]your[/i] needs rather than some arbitrary allegiance. Thus the balancing of the factions can be kept in check. It just might happen that on one day more people tend to win games while playing under the employ faction A, and the next day more people will win under faction C. Edit: After rereading your comment I think I understand what you mean better. But with the system I described you wouldn't need to worry about one faction becoming more or less popular than the others. As long as the rewards are spread around and no one reward is clearly superior for all players, it would work.

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