Some more thoughts on this idea:
- For the zone(s) make sure it is one without hills. On live, the z-axis sync went wrong or something and people appeared to walk in circles when they strafed there.
- The resists system on live was the biggest problem in PvP inbalance. When people have low resists all spells landed and casters were all-powerful and because of that all spell PvP damage was reduced to 60%. Heals were not changed however. When people were getting high resist stats, no spells landed and melees were all-powerful. Resist debuffs were increased by 50% to compensate for the latter, which only increased the inbalance because they had a great effect on low-resist players and still did not solve the problem for casting on high resist people.
The right solution is very simple though, and can be implemented in SoD PvP easily. Resists should have a soft-cap in PvP or resemble a logarithmic function like (chance of resisting spell) = normalisation * ln(1+(resist gear)), where the normalisation factor can be changed till the appropriate balance is reached. In this way the difference between high-resist people and low-resist people is lessened but more resists still mean something. On live a bard with resist song on was immune to all spells. Also, resist debuffs could remove a percentage of the resist stat instead of an absolute value.
- Speed imbalance. Selo and horses are for travel, not for combat. Those abilities give an overly unfair advantage. They should drop when "combat mode" is on, so once a spell is cast on you by another player or you cast a spell on the player. Only when the combat is over (maybe after 5 minutes of not being hit/cast on/casting/hitting) it should be usable again.
- For the rewards I thought about how to do this better so it is less exploitable. It could be implemented in a slightly different way, in steps:
1) There are several 'goals' that you can choose. For example 'exclusive inner prison access for 6 hours'. You state this goal near an NPC. The NPC repeats your goal and a time at which you want it to start, which is an hour from that time. No one can zone into the zone that you claimed from then on by normal zoning (they can with resses, so a raid in progress can not be thwarted) not even you. You can only state each specific goal once per week, and if you lose you are barred from the zone you chose for a longer time (a day?) than you would have gotten access if you won. You have to pay the NPC money for the claim to be registered as well (guild money sink).
2) You will all get a teleportation stone with 1 charge that teleports you to the PvP zone if you hail the NPC and you are in the raid that started the goal. A broadcast will say that guild X (or raid X) has claimed goal Y.
3) From then on, any other guild / raid (the attacking group) can challenge you once by zoning into the PvP zone and telling the NPC that you want to challenge the claiming group (the defending group). The attackers do not have to pay any money (this stimulates more fighting from lower-equipped guilds). The defenders get a notification that they are challenged and should then stop what they were doing and click their stones to zone in. They have 15 minutes to gather up and set their fight timer, otherwise the timer starts automatically or they lose if no one of the defending group shows up.
4) The fight starts as described above. No zoning, gating or ressing allowed during the fight. During the fight all in-combat rules apply like when fighting NPC's. So no meditation during the fight and no bandaging.
5) If the defenders win, they gain nothing yet but they do get a new teleportation stone to the PvP zone. If the defenders lose, they are barred from their goal zone for a day and they can not claim that goal for a week. If the attackers win, they become the new defenders however they cannot be attacked by the group that they have just won from. They have an hour again before their prize can be claimed. Of course any other guilds or raids can challenge them in the mean time.
6) Once the time is over that a guild can be challenged, they get half of the money that the original defenders had to pay to the NPC. They can now use the portal in the PvP zone to go to the raid zone. The normal zoneline is barred for 6 hours and you will get a message saying that guild X has won it as a prize.
Some more random thoughts about this:
- On guildwar people should become un-anon, otherwise the world is too big to find them.
- Perhaps ousting another guild from some raid zones by this PvP idea is not a bad idea after all.
So guild A is raiding inner prison, but guild B wants it too. They zone into the PvP zone and let the NPC know that they want the inner prison zone (and they pay the NPC a lot). Then guild A will have to fight them to keep the zone. The one who loses is barred from the zone for a day. There is no "reward" other than that for the winner (the fact that the loser loses the zone). A guild can only try to oust someone once per day and only specific high level raid zones are subject to this. If you lose you cannot start a fight with that guild on that day again for that zone.