Honestly folks, the past two pages of posts I literally walked into their office and spoke face to face with Todd and Gordon to discuss the importance of EK's. We (LotD) wanted to have meaning to the EK's. We wanted to be able to war EK's. We wanted to have player loss. We wanted to go in and just fck people's shit up. (I've gone a little overboard here on this, but you get my point)They are currently commited to random loss my man. The details are still unclear on this however. I'd rather the risk of loss be player enforced and not just some stupid tax just because.
Here's my thoughts on the subject:
Make gates to the EK realm player craftable or one per Campaign in extremely accessible central location.
- Set base import/export reduction percentages on materials only
- Structures cannot be built in a certain radius around the gate
- The gate only opens at certain times of the day (Primetime)
- The gate spawns rediculously hardf Hunger mobs when it opens and periodically while it remains opened
- Set a resource cap per day (or week) to be imported/exported from the campaign before the portal closes
- Possibly set material type restrictions based on season of the server etc.
Here is what I was told and what you can expect:
1. EK's are the salad bar at the steakhouse. They are content, but not why you are there. The EK's are going to be player housing. They are going to be player crafting stations. They are going to allow you to adjust rulesets, such as +/- PvP. They may even allow more changes, who knows.
2. EK's are going to be where you house your blessings/relics. This is an important piece that people are not picking up on yet. When you win a campaign, you get rewards on top of just resources. These rewards will scale in quality, but to what degree I don't know. The more campaigns you win, or shit you find, the more flexibility of selection you will have in what blessings you have active. Lateral Progression.
3. EK's are going to also serve as a trophy case. Why is this important? Because at it's root, Crowfall is a tournament game. This game is not like DAOC, or UO, or SB. The "winner" in Crowfall is simply the winner until the next championship tournament.
4. EK's are NOT going to have any form of serious risk involved in their implementation. This is simply what neighborhood you live in when you aren't off in combat in the campaigns.
Now, for a lot of the PvP community, we don't particularly care about player housing ect. We just want to log in and have meaningful PvP. The meaning behind PvP in crowfall will be the tournaments. You can go out and kill x number of people to your hearts content, but if you are seeking something that brings importance and gives your opponents that extra incentive to fight harder and make it that much more precious to win, you will be fighting for a championship.
The export/import rule sets have yet to fleshed out, I'd assume they don't even know yet TBH, and will use the Alpha/Beta to tweak them for balance. But they are there to prevent carebears from dominating the game and forcing the pvp communities to a regulated position within Crowfall. Everyone starts out at relatively the same point and skill, coordination, probably some politics and execution will be what you'll need to succeed in a campaign.
And when people are talking about resources, remember that most of the valuable resources in a campaign are transported via pack animals, which can be attacked and the resources stolen.