Im not even sure where to start. Used to have enough info to make a full report on this lol. But that was before abyssea, and things have certinaly changed since then. However several are still relavent.
First off, some basic changes.
Let ppl be able to warp to beastman strong holds. While i get it from a storyline perspective of not being able to, its a bit more then an inconvience. Even if campaign was full of ppl again, (and even back when it was) most ppl will simply ignore fight in those areas because the time involved to get their. And by the time they do, the fight would probably be over anyway, so what was the point.
And on that note, (expecaly in the beastman strong holds) you should rly reposition the natural mobs away form the campaign fight. Their nothing quite as fun as trying to do campaign and getting killed by reg mobs because their so close to the fort.
Or atleast make it so no none-campign mobs will agro while under the effect of allied tags unless you provoke them somehow. (or run to far away form fort)
Reposition certin tag giver npcs.
Some of them are in very bad locations for the mobs given. The perfect example is Battalia Downs. The Npc is directly in front of the fort where the orcs will attack. But since their the Gravemaker division, (high magic users) they stand right next to the npc and spam high tier aga's. So the moment you get tags your killed.
On the same note, when you get tags it should automaticly inrole you into a Union. Nothing like trying to select one while getting aga spamed by mobs. Set a maximume number to a union and let it place them into the next available one untill its full, then start next one.
Union loot
Im sure of anything said here that ppl might not like, itll be this one. But their should be some sort of limit to what you can lot on from the spoils. Most ppl simply lot every single item without even looking at it. It doesnt matter if its a high seller or something they can use, jsut lot lot lot. Iv seen ppl go grazy over lotting an arrowwood log (like 18gill to buy).
But whats more annoying is seeing the same peron/s winning the lots every single time. Many times iv seen untions with 10-20 ppl in them, get a full list of drops at the end, and the same two people have the high lots on every single item. While everyone else is out of luck.
I always wanted to see unions with a 10 person maximue (since 10 loot items max) with a limit of each person only able to obtain one item. I think it would be a lot more fair, and make ppl actuly think about what they want. However im sure all the greedy ppl wouldnt care to much for that.
Jeuno
This one iv wondered about ever since the north lands were added. It used to be one on one in terms of forces. (Sandy/orc Bascock/turtle Windy/birds) THen they added the north lands (which is fine) and a ton of demon divisions which shifted the power a fair bit. So if their added for the beastman, why is jeuno not added to the allied side? They were part of the war so theirs no reason they shouldnt be added. The question would be what areas do they take charge in. Since each nation has 5-6 areas to patrol, id say keep it the same. Let jeuno forces patrol the areas right outside their border alogn with the main nations. (battalia downs/the eldiem necroplos - rolenberry feilds/crawlers nest - saumaruge champaign/garalidge catedreal) (massivly bad spelling i no, shame theirs no auto translate here). 6 Areas, all directly outside their gates, so it makes sence they would patrol them. And help even the score.
Spawn locations/advancing
These have a number of problems. Mainly when attacking a fort since theris no mobs around. Instead of having the enemy advance on the fort to defend it (which would make sence) they simply spawn outa nowhere with no warning, directly on top of you. And simply massivly killing anyone that was atakcing or near the fort with no effort. Some times you cant even raise up till the battle over because theirs no way you can excape the area before they kill you. That deffenitly needs to be altered. If you cant simply appear liek that to attack, then you shouldnt be able to, to defend.
Beating the endless wall
As it stands now, their is absolutly no real point in this. You dont get any kind of rewards, you get no exp, you risk mobs poping on top of you and killing you, and it becomes a massive waste of time. It realy needs to be changed/altered.
Incentive
Theirs not a ton of incentive for anyone to do campaign now a days. Abyssea took care of the exp issues for the most part, and the drops in campaign arnt all that note worthy. So some incentive needs to be added. Increaseing the exp/AN cap was a good start, but alone will not be enough. Considering all the other events and new items each lvl cap raise, new equipment is not realy something id be happy to see. Which leaves very few things i can think of that make sence.
One would be a little bit of an increase in small ancient curreny peices. (1 byne bills, O bronze peices ect) The other (and im sure everyone would support this now) is the reintroduction of skill ups to campaign. While i saw the logic in removeing them back when you did, with the level cap increased, skilling up can be a bit of an issue if you dont want to waste a lot of time/stones in abyssea. A good choise would be to do campaign if you were allowed to skill up again. At this point, its probably one of the biggest incentives you can logicly implament. It would also help take care of the 'beating the endless wall' probablem.
The soloer
This ones purly for the players. Im sure everyone that did campaign a few years back can remember the one guy that would take a mob, and run to the other side of the map to ensure that noone could find him, that way he can solo his own mob.
While soloing them in general is no big problem issue, when all the mobs are defeted except that one, and everyones running around the fort with nothing to do because they cant find the mob, is highly annoying. Expecaly if its something like an Anderes dog which can heal itsself forever. Meaning everyone else is force to span the globe trying to find it, or waiting till the system forces the battle to end.
Few options to try and offset greedy behavior like that. You can make it so campaign mobs will only chase a player so far, then jsut go back to fort. Or make it so campaign tags wear off if you run to far away form battle (like in viodwatch). Both could be abused somehow im sure tho. So my first idea was simpley; after a certina mount of time after the battle starts, say the time it takes the enemy to rech the fort or when theirs only a certin number of mobs left, they appear on the palyers map. That way no matter how far they run, they cant hide. And a marker on a map is much harder to abuse then the other two options.
Beastman strong hold or northlands
It was hard enough for nations to take over beastman strongholds, but with forces now divided to atk the north lands, its impossible for them. At least on my server, i have never seen the La Value taken over since the intro of north lands. Their needs to be a new ballance for that.
* New tactics.
This ones a bit diffrent from what were acustomed to seeing in campaign. But ever since the beggining, certin troop deploymenys never made sence to me. If sandy has all areas except La Value lets say, that means were right up on the orcs door step. So how exactly are they able to mount an attack on east ron? (same thing applies to allied forces attacking) That just never made sence to me.
I was thinking that forces can only attack areas that are connected to areas they controll. Which to me, is logical. So if the ocrs only have La Value under their controll, they can only reach Jugner Forest, so thats all they can attack.
If the orcs owned jugner however, they could attack east ron, vunkerl, and battala downs, since jugner has exits to all those areas.
And on the reverse side, if sandy lost most of its areas, and only controlled east ron, then the only areas they could attack is jugner since thats the only exit on the map.
It seems much more local to me. And would make for some interesting campaign battles. Im sure programming new troop deployments to work within that would be no samll task however. It might also help take care of the problem with troops divided between attacking beast strong hold and the north lands (assuming nations managed to hold their areas)
And since im way behind schudel today, ill end it their for now!
If you actuly read all that, i comende you'