Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

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Sharana
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Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by Sharana » 28 Sep 2017, 03:40

Short introduction from Bobik before we started with the questions:

Real open world (everything happening on 1 world) is much better than instances - no doubt about that. But there is the performance issues - if they manage to optimize with 300 players then it will lag on 320 and will be unplayable with 350. And the more players are involved the harder it gets, the server load and data transfers grow exponentially. It’s impossible to have unlimited amount of players, so as many other developers it comes to a choice - keep it entirely open world and hope that the amount of players that can kill the server’s performance won’t bunch up in 1 place, because of game design decisions, soft limitations etc … or go with hardcaps on the server. That’s why they went with instanced battles and sieges - to provide that cap where performance in battle involving X amount of players is guaranteed. Yes it is possible to gather 500 people and go raid someone. Yes that will lag like hell, but at the same time the defender won’t lose his claim in the lag. The battles that actually have serious consequences will be instanced to ensure they are playable and fair. Will do everything possible to keep all aspects of the siege even with instance.

1. Are you going to implement the sieges before Steam EA. How is Steam EA looking at this point - is it in sight or still so much left to do?
Bobik: Unfortunately can’t say anything about that right now. Steam EA might undermine the OBT release and that’s a good point. Wanted to launch the EA in order to perform more advanced tests, but now that doesn’t look like such of a good idea. Right now there are no certain plans of how, when and if EA will even happen - might go directly to OBT when ready. Will of course try to get as much functionality before OBT as possible.
Sieges will never be in final state - optimizing and changing them will be ongoing process all the time - just want to introduce “0.5 version” of sieges to the players initially (all the basics and some of the advanced stuff, but lacking high player cap, many types of siege equipment etc). There will be no siege towers and siege ladders initially, only trebuchets, sapper charges and undermining, but the rest will come eventually.


2. Can you place more than 1 siege totem? Meaning can guilds A and B place 1 totem each on guild C? If yes how will that be handled? If not what prevents guild C that is ally with guild A to put siege totem first to “save” them from the guild B that will come for real instead of fake battle?
Bobik: You can place only 1 siege totem and yes you can place “fake” totem and start “protective siege” to help your ally before attackers put down their one. The system will never be able to distinguish who is friendly and who is enemy, so that can’t be avoided. But the price of setting up siege totem will be quite significant even for big guilds. So yes such tactic can buy day or two, but it shouldn’t protect the claim this way long term.

3. How far away can you put the siege totem? Also there is the question of claim locations - there are possible locations like hilltops and small islands that players terraform quite a lot and you will not even get close to the claim itself. How do you plan to handle that?
Bobik: Tier 2 monument radius, so up to 60 tiles away. Yes some places will be harder to siege compared to others, but there will also be no realm claim at that point. You can terraform the area for siege camp and build landbridge to island for example.

4. What exactly will be copied to the instance server? You mentioned the entire 3x3km server will become instance - if that’s the case is the server (37 for example) going to be “closed” during the siege? Will buildings that got destroyed during the siege be destroyed on the live map as well?
Bobik: Our main DB will be replicated to create the instance. It will not be exactly the 37 server - if you are near the edge of the server we will get part of the other servers as well. The instance will be 3x3km with the sieged claim in the middle of it, so no it’s not specific server replication. Unlike the Instanced battles however everything that was done on the main world will be in the instance as well - other claims, terraforming etc. While the live server will keep living it’s own life there will be communication between both, so when you destroy building in the siege it will get destroyed on the main world as well. Of course that will work only for the sieged claim - you won’t be able to destroy 3rd party claims that end up in the instance as well. The sieged claim will be “locked” so that not even guild members can interact with it and empty buildings that are about to be destroyed in the instance to save the stuff inside for example. After the siege if defenders lost their bindspots (houses destroyed) they will spawn in server 25.

5. What happens to the claim after the siege - if the defenders win why should the claim still disappear after the 1 hour looting?
Bobik: Winners gain 1 hour rights to loot the claim. If defenders win they have 1 hour to loot the siege camp after which it will disappear, but the guild monument will NOT. If attackers win they have 1 hours to loot after which the guild monument will be gone. At that point they can place their own one to claim the land or ally of the defeated defender can put their monument, so it’s good to have friends nearby. And of course 3rd party can come and “steal” the ruins by placing their monument there.

6. Can you build trebuchets outside of the siege camp?
Bobik: Yes of course - you can even do it on the live map before the siege and it will carry over, you just need to protect it somehow as it won’t be protected unlike the ones in the siege camp. Also I realise that if two guilds are close to each other they might fight from their own bases even as the other claims that get in this 3x3km area will carry over to the instance as well and attackers will be able to use them if they have the permissions set. If they have bindspots in that 3x3 area (claim close to the sieged one) they will be able to respawn in their own keep, it’s viable option - they will just need enough respawn point in the siege camp for the respawn tickets. That might put smaller guild in disadvantage against bigger neighbour, but well - Life is feudal :)

7. LiF wars are about alliance against alliance and not really guild against guild most of the time. How will the defenders allies re-spawn during the siege? Do they need tents, will such tents count to the amount of bind spots (to calculate the amount of respawn tickets)?
Bobik: The sign up process will be the same as for the Instanced battles. If someone doesn’t have spawn inside the sieged city they will spawn on the monument (attackers on the siege totem). Same for destroyed spawn (like keep) - if defenders lose the keep they will keep respawning at the monument (no respawn tickets will be lost).
Tents placed outside of the town claim won’t count to the respawn tickets.


8. Can you give some more details on how exactly will the amount of respawn tickets be calculated for both defender and attacker? Will it count only the town claim or the realm one as well? You also mentioned that attackers will have about 4 times more respawns - is that going to be the case only if they have every single tile in the siege camp taken by tents?
Bobik: For the defender it depends on the minimum amount of house and keep slots that are present in the town claim. For example if you have 50 house spots and no keep then you don’t have any respawns. If you have 50 house spots and 100 keep spots you will have 50 respawns for the defenders side. Tent can be placed instead of keep to, so if you have no keeps, but 5 tents that still 25 tickets given that you also have 25+ house spots.
For attackers it will be only “rally points”, so tents. Each has 5 spots, but attackers get x4 bonus so each tent will be 20 respawn tickets.


Comment: Large keep will have 120 spots, architecture houses will be 25 spots. So defenders will have about 120-160 respawn tickets total realistically speaking. Attackers can place up to 25 tents in the area they have + some trebs and defenses, so they can expect up to 500 respawns for their side. Later it was mentioned that respawns are automatic, so if you have a noob that dies 10 times in 10 minutes you will have to thank him and just not accept him to the next siege :)

9. 3 hours siege is quite some time unlike the relatively fast instanced battles. Will you consider the option to let crashed players rejoin the instance? If someone is leaving can the next player on the list (above the cap that didn’t get in on the start) be teleported in the instance to take his place (so that there are always 100-150 players inside depending on the cap)?
Bobik: If we see that 3 hours are too long and most don’t have enough time for that we might lower it down to 2. But we think that siege should be long and major event. Also right now it’s quite hard for the attackers to win and shorter siege times gives even bigger advantage to defenders. Currently working on system to reinvite players back to the instance if they crashed inside, but there will be no way to jump in and out after it started. Nothing against such system tho, so might be implemented later on.

10. How is the siege schedule going to work for sieges - same as instanced battles?
Bobik: Yes, same system. It’s not exactly 24 hours, it’s moved to the primetime. For example let’s say the primetime is 19:00 to 22:00. If you put the totem on Monday 23:59 then the battle will be on Tuesday 22:00 (last possible prime time window) which is less then 24 hours. If you place it at 3 in the morning on Tuesday then the battle will be delayed till Wednesday 19:00 (earliest possible timewindow) which will be more then 24 hours. If totem is place in the primetime window like 20:30 then it will be exactly 24 hours.

11. On the topic of instanced battles - what do you think about the maps and the mechanic picking them - is everything final? Many hope not, because it’s ridiculously unfair given the fact that instanced battles are the main defense against a siege. There are maps that favor the attackers, others the defender and some maps are terrible for both sides.
Bobik: There are performance related problems with the forest maps now, so there is slight chance that we will remove such maps from rotation. Aside from that it’s actual terrains from the MMO, so if someone believes it’s too unbalanced we can review it on case by case basis and make adjustments or remove such maps from rotation.

12. Can you provide us with some overview of the entire war system, many players don’t know how it’s going to work? Explain us how will the war between 2 big guilds look like from the point of war declaration to the triumph of winning the siege in your imagination? How is that involving both instanced warfare (instanced battles + instanced sieges) and open world combat (JH demolishing the realm claims and siege camp preparation battle)?
Bobik: The only way to damage the city claim will be siege. Siege can start only with tier 1 monuments so guilds will fight in instanced battles to degrade the monument to tier 1. The time depends on how many battles are lost, but multiple totems can be placed down at the same time by different guilds - 2 for tier 2 monument, 3 for tier 3 and 4 for tier 4. So if you lose all of them in that evening you will have 2 to 4 defeats, so if you are attacked by multiple guilds you need enough people to put in all battles that can be simultaneous or the monument will go down rather fast. There is also the “raiding JH” that will be held DAILY for guilds that are in state of war. It will be active during the prime hours, so 1-2 hours long and in that time buildings on the realm claim can be looted or destroyed. If they are protected by personal claim then that claim will has to be removed with “long and loud” ritual first, so defenders should be there to prevent it.

13. Are you happy with the 20 tiles radius town claim? When it comes to siege that’s pretty much the citadel and many players feel that the sieges in YO (with the 64 man limit total) involve bigger castles on top of the smaller player base. Do you think 150 players defending that 20 tiles radius citadel won’t feel really cramped?
Bobik: From economy and castle building perspective I such size is small. In siege the entire 3x3km map is battleground, there will be skirmishing attacks outside and enough terrain to flank the attackers, so it should be enough as well.
Yes many think it’s too small, but there can be balance between bindspots for a siege and crafting stations - guilds will have to make their decision. Having maximum amount of bindspots doesn’t guarantee winning the siege.
Guilds should try to stick to the compact castle designs. But it also depends on strength and political influence. As huge kingdom that no one wants to provoke you might have the safety of building some big town or just enough players to defend it. So big realm claim towns are still possible - but they will require active instead of passive protection.


14. Can you attack/siege vassals or you need to defeat their sovereign first?
Bobik: Yes you can of course - being part of a Kingdom doesn’t give any protection, it just suggests that you will have more players coming to help you in such situation.

15. Are there news about the NA server?
Bobik: NA server will come really soon. Hardware is installed, fixing some small problems. Not this week, but it might be UP next one.

16. Have you reconsidered the idea about "100% secured" personal claims?
Bobik: We have a solution for that - we will implement some influence area around the claim that’s like x1,5 of the realm claim. So if you have tier 4 monument with 100 tiles radius there will be another 150 tiles with this influence area. And you will be able to contest such claims in that area. Such influence areas can overlap with other guilds, so you will be able to contest personal claims even if you are not in war with them.
Last edited by Sharana on 28 Sep 2017, 10:36, edited 1 time in total.
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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by JohnValentine » 28 Sep 2017, 05:16

Thank you, Sharana. It's fantastic to hear a bit of clarification. Hopefully players are understanding that just because the Team has a vision or general direction, that these answers may not dictate the exact final outcome. Always worth noting. =)
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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by Saar » 28 Sep 2017, 06:49

Last edited by Saar on 29 Sep 2017, 06:43, edited 2 times in total.

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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by Karabas » 28 Sep 2017, 07:20

Q: - what is the SIZE of defenders battle area, where the tickets will be counted - where houses and keep/tents will give tickets??
in numbers, please !!!
Is it some radius around the guild monyment? or some squer area x*y with center on monument?
clarify this pleaseee !!!!!!!!
numbers "about 120-160"- is not a clear answer ... we dont understatn it was counted with large storehouse+large stables+all set of workshops+walls on it? or only keeps+houses standing wall-to-wall :shock: :shock: :shock:
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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by Dragmar » 28 Sep 2017, 08:11

Karabas wrote:Q: - what is the SIZE of defenders battle area, where the tickets will be counted - where houses and keep/tents will give tickets??
in numbers, please !!!
Is it some radius around the guild monyment? or some squer area x*y with center on monument?
clarify this pleaseee !!!!!!!!
numbers "about 120-160"- is not a clear answer ... we dont understatn it was counted with large storehouse+large stables+all set of workshops+walls on it? or only keeps+houses standing wall-to-wall :shock: :shock: :shock:


The Tier 1 radius, so town claim +5 I belive it was.
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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by Ciro » 28 Sep 2017, 13:46

I still think the MOST important issue is whether this siege totem stops people being able to raid a settlement without a totem?

can me and 3 friends no longer go running around, make bark boxes and go over the walls of a settlement??????


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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by Dragmar » 28 Sep 2017, 13:54

Ciro wrote:I still think the MOST important issue is whether this siege totem stops people being able to raid a settlement without a totem?

can me and 3 friends no longer go running around, make bark boxes and go over the walls of a settlement??????


If you even bothered to read the first paragraf you would see this:

That’s why they went with instanced battles and sieges - to provide that cap where performance in battle involving X amount of players is guaranteed. Yes it is possible to gather 500 people and go raid someone. Yes that will lag like hell, but at the same time the defender won’t lose his claim in the lag. The battles that actually have serious consequences will be instanced to ensure they are playable and fair. Will do everything possible to keep all aspects of the siege even with instance.


Instanced battles does not stop any raiding, it just makes sure that ppl won't loose to much without being able to get a fair chance of defending.

Read some more and you will see Bobik say that the instanced siege is for the town claim, when you've already lost your realm claim in battles. So originally the real claim is vulnerable to attack, looting, etc every day during peak hours as long as you are at war with another clan.


So please, next time take the time to read before posting dumb questions.
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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by JohnValentine » 28 Sep 2017, 14:50

Sharana wrote:Comment: ...Later it was mentioned that respawns are automatic, so if you have a noob that dies 10 times in 10 minutes you will have to thank him and just not accept him to the next siege :)



This may need to be relooked at or clarified. Without some sort of leader controlled respawn mechanic, by bringing each player into an instance you run the risk of one player being able to drain all of your tickets.

Yes, the narrative presented is "the newb pvper", but that's the tip of the iceberg. Should a single agent from another organization or swayed member of the mother organization get access to that roster, they will be able to single handily throw battles. Battles that could mean your 1000 Hour Build investment or a years worth of kit production.

And look at the incentives for people to flip.. probably a reward from the other team. Plus a share of what is possibly a considerable share of loot. This mechanic being exploitable both with attackers and defenders. Imagine your 70 v 70 siege go up in smoke because one guy was flipped, and repeatedly killed himself either by icon or letting the enemy farm him.

That's pretty significant.
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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by Gutka » 28 Sep 2017, 15:35

Český překlad - http://bit.ly/2xIPoxP

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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by Azzerhoden » 28 Sep 2017, 15:42

Thank you Vanirs!

I'm still kind of confused on the ticketing for the defenders. So players have to build a keep to have any respawn tickets? Is it keep + houses?
---
Updated: Wait, so its which ever is the lesser amount of the total number of respawn points for a defender, between houses and keeps.

But - do tents add on to the number of spots for a keep, or are they only calculated if there is no keep?
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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by Ciro » 28 Sep 2017, 16:49

Dragmar wrote:
Ciro wrote:I still think the MOST important issue is whether this siege totem stops people being able to raid a settlement without a totem?

can me and 3 friends no longer go running around, make bark boxes and go over the walls of a settlement??????


If you even bothered to read the first paragraf you would see this:

That’s why they went with instanced battles and sieges - to provide that cap where performance in battle involving X amount of players is guaranteed. Yes it is possible to gather 500 people and go raid someone. Yes that will lag like hell, but at the same time the defender won’t lose his claim in the lag. The battles that actually have serious consequences will be instanced to ensure they are playable and fair. Will do everything possible to keep all aspects of the siege even with instance.


Instanced battles does not stop any raiding, it just makes sure that ppl won't loose to much without being able to get a fair chance of defending.

Read some more and you will see Bobik say that the instanced siege is for the town claim, when you've already lost your realm claim in battles. So originally the real claim is vulnerable to attack, looting, etc every day during peak hours as long as you are at war with another clan.


So please, next time take the time to read before posting dumb questions.


No thanks, i'll ask what i want when i want, if u dont like it, dont respond...simples

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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by JohnValentine » 28 Sep 2017, 16:56

Azzerhoden wrote:Thank you Vanirs!

I'm still kind of confused on the ticketing for the defenders. So players have to build a keep to have any respawn tickets? Is it keep + houses?
---
Updated: Wait, so its which ever is the lesser amount of the total number of respawn points for a defender, between houses and keeps.

But - do tents add on to the number of spots for a keep, or are they only calculated if there is no keep?


By my understanding you need both binding and rally slots. The tickets being dependent on the claim having a pair of both for a single ticket.

1 Binding + 1 Rally = 1 Ticket
2 Binding + 2 Rally = 2 Tickets
2 Binding +1 Rally = 1 Ticket
2 Binding +5 Rally = 2 Tickets

I think Tents, even for Defenders, count as normal, rally slots. Which in theory you could build a keep plus tents should you have the housing to support it for tickets. But it's one of those grain of salt kinda things, even with a red text reply.


Though, I'll admit a 4X advantage to attackers numbers is.. scary. Most real world military doctrines at a 1:1 player ratio consider that "overwhelmingly superior" odds, off the bat.
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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by Sharana » 28 Sep 2017, 17:33

Tents count for the defenders as well yes - it was mentioned during the Q&A. If you didn't have the time to finish your keep just destroy some buildings to make space and place tents ... or play without respawns :)

On the topic of controlling respawns - let's be realistic, we can't have commander sitting there and just clicking on names to allow respawn. He said thats why you have to manually select which players you want in the siege. You will surely find 60-75 players you can trust for a siege )
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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by Paulchatterton » 28 Sep 2017, 17:55

How is "prime time" calculated? Even if you assume that people only play on the server with the lowest ping, which won't be the case because many guilds include people from all around the world, the EU server will include people from the UK (GMT +0) to Eastern Russia (GMT +11), an 11 hour time difference, and the NA server will include people from Western Australia (GMT +8) to Nova Scotia (GMT -4), a 12 hour time difference.

If you take "prime time" as 1900 to 2200 somewhere around the mid point in each zone (Yekaterinburg and Hawaii), you end up with the following prime times.

UK - 1400 to 1700
Eastern Russian - 0100 to 0400

Nova Scotia - 0100 to 0400
New York - 0000 to 0300
Perth, WA - 1300 to 1700

Personally, I will be even worse off, because I need to go to the server that suits the majority of my guild, with prime time coming at 0500 to 0800 for me, which will basically rule me out of taking part in any battle or siege, and we have at least one member for whom the prime time will be 0300 to 0600.

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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by JohnValentine » 28 Sep 2017, 18:27

Sharana wrote:On the topic of controlling respawns - let's be realistic, we can't have commander sitting there and just clicking on names to allow respawn. He said thats why you have to manually select which players you want in the siege. You will surely find 60-75 players you can trust for a siege )


There are lots of methods to solve this issue, but ignoring it is going to be really bad news. A simple way would be a "kick function" that allows "Battle Commanders" to remove players from the battle at their discretion. (Edit: May also need to disable the suicide function, or at least give a notification when someone uses it)

Let's put it this way. How many players have a grudge against Vanirs Krigsmen? Keeping in mind, the show hasn't even started yet. All it takes is your crew or an ally of yours to recruit one, unknowingly. For that player to bide their time until you've been sieged, and then throw the battle.

Every fight you've had. Every town you've sacked. Every little heart you've broken. Even if that player brought it on themselves. You may have taken their stuff, but unlike history, that player is still alive out there. And you honestly believe that your vetting process for 60 to 75 people is so good, that you shouldn't be worried? Willing to bet 1000+ hours of your communities work on it?

Better man than me. = )
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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by Azzerhoden » 29 Sep 2017, 00:33

Not to argue the point too much, but having a traitor run around and use up bind spots is a minor worry. You should be worried about them attacking people in the back, opening up gates or every bit as damaging, relaying the positioning of your defenders.

Meta gaming and spying will always exist in these types of games, which makes security paramount.
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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by JohnValentine » 29 Sep 2017, 07:18

I'm extremely surprised how laissez faire we're being about this issue. Gates already have control mechanisms. And a kick panel would solve both troll burning tickets (not binding slots) and the attack friendly issue. The concept panel already even exists within LIFYO, if it can be neutered and salvaged.

Yes, you can't stop all metagaming. And I don't think anyone was suggesting that. However that doesn't justify ignoring simple mechanics that would limit it's severity. And in this case, I think a mechanic is deserved.

Very surprised the idea is getting so much pushback. Seems like a simple check the box, where everyone wins.
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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by Davis105 » 29 Sep 2017, 19:05

Unread post by JohnValentine » Today, 11:18

I'm extremely surprised how laissez faire we're being about this issue. Gates already have control mechanisms. And a kick panel would solve both troll burning tickets (not binding slots) and the attack friendly issue. The concept panel already even exists within LIFYO, if it can be neutered and salvaged.

Yes, you can't stop all metagaming. And I don't think anyone was suggesting that. However that doesn't justify ignoring simple mechanics that would limit it's severity. And in this case, I think a mechanic is deserved.

Very surprised the idea is getting so much pushback. Seems like a simple check the box, where everyone wins.


A kick function seems like the best option, it's simple and it allows for the commander to make decisions according to each situation.
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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by Mx11foxracing » 29 Sep 2017, 22:17

1. Are you going to implement the sieges before Steam EA. How is Steam EA looking at this point - is it in sight or still so much left to do?
Bobik: Unfortunately can’t say anything about that right now. Steam EA might undermine the OBT release and that’s a good point. Wanted to launch the EA in order to perform more advanced tests, but now that doesn’t look like such of a good idea. Right now there are no certain plans of how, when and if EA will even happen - might go directly to OBT when ready. Will of course try to get as much functionality before OBT as possible.
Sieges will never be in final state - optimizing and changing them will be ongoing process all the time - just want to introduce “0.5 version” of sieges to the players initially (all the basics and some of the advanced stuff, but lacking high player cap, many types of siege equipment etc). There will be no siege towers and siege ladders initially, only trebuchets, sapper charges and undermining, but the rest will come eventually.


Any type of ETA on when OBT will be running if Steam EA doesnt happen? Hopefully not next year like it was originally planned.


5. What happens to the claim after the siege - if the defenders win why should the claim still disappear after the 1 hour looting?
Bobik: If attackers win they have 1 hours to loot after which the guild monument will be gone. At that point they can place their own one to claim the land or ally of the defeated defender can put their monument, so it’s good to have friends nearby. And of course 3rd party can come and “steal” the ruins by placing their monument there.

Well this is just BS to me, my friends and I are just enough for a tier 1 monument and we aren't very keen on trusting allies or even having any. Speaking for other smalls guilds Im sure, we dont want to build up a nice place for a couple months just to have it taken by one of the many super guilds running around. Might as well have bi-monthly wipes like LiF:YO...why would we want to be wiped out by big guilds because we didnt ally, trade or them just trolling. What about the small guilds? Can we get a decline option? Hell, throw in a penalty for declining...one last thing, why would the attacking *after winning and looting for 1hr* guild throw down a monument if it would destroy their own monument? Or can guilds have multiple monuments now?



...Time to wait for the trolls and die hards to chime in now :Search:

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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by Azzerhoden » 30 Sep 2017, 02:12

Mx11foxracing wrote:
Well this is just BS to me, my friends and I are just enough for a tier 1 monument and we aren't very keen on trusting allies or even having any. Speaking for other smalls guilds Im sure, we dont want to build up a nice place for a couple months just to have it taken by one of the many super guilds running around. Might as well have bi-monthly wipes like LiF:YO...why would we want to be wiped out by big guilds because we didnt ally, trade or them just trolling. What about the small guilds? Can we get a decline option? Hell, throw in a penalty for declining...one last thing, why would the attacking *after winning and looting for 1hr* guild throw down a monument if it would destroy their own monument? Or can guilds have multiple monuments now?


Your tier level is not limited to the number of players you have in the guild.

Decline to PvP in a PvP game?

Guilds only get 1 monument - but since many guilds have more than 10 players, it wouldn't hard for them to create a second guild and throw down a new monument.

However, lets not forget the size of the world, and distances matter. Are you really going to want to run to the next server cluster every time there is a raid? Even mega-guilds will be looking at adding you to the fold, not taking and maintaining the city you built. Unless you are on resources they want, in which case yeah, they are going to take over your city. That's what the game has always been about.
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Angelus.listrell
 
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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by Angelus.listrell » 01 Oct 2017, 17:16

So if understand correctly.
EA is suddenly probably not happening. a week after i buy the game to play the EA that was Coming very very soon?


Mx11foxracing
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Re: Bobik's Q&A with Vanirs Krigsmen about sieges - Transcript

Post by Mx11foxracing » 04 Oct 2017, 00:02

Azzerhoden wrote:
Mx11foxracing wrote:
Well this is just BS to me, my friends and I are just enough for a tier 1 monument and we aren't very keen on trusting allies or even having any. Speaking for other smalls guilds Im sure, we dont want to build up a nice place for a couple months just to have it taken by one of the many super guilds running around. Might as well have bi-monthly wipes like LiF:YO...why would we want to be wiped out by big guilds because we didnt ally, trade or them just trolling. What about the small guilds? Can we get a decline option? Hell, throw in a penalty for declining...one last thing, why would the attacking *after winning and looting for 1hr* guild throw down a monument if it would destroy their own monument? Or can guilds have multiple monuments now?


Your tier level is not limited to the number of players you have in the guild.

Decline to PvP in a PvP game?

Guilds only get 1 monument - but since many guilds have more than 10 players, it wouldn't hard for them to create a second guild and throw down a new monument.

However, lets not forget the size of the world, and distances matter. Are you really going to want to run to the next server cluster every time there is a raid? Even mega-guilds will be looking at adding you to the fold, not taking and maintaining the city you built. Unless you are on resources they want, in which case yeah, they are going to take over your city. That's what the game has always been about.



Your tier level is not limited to the number of players you have in the guild.


Thats good to know, thank you. Still a small guild of maybe a max of 13 players :oops:

Decline to PvP in a PvP game?


Yes, decline in a MMORPG game lol not much of pvp if a big guild w/ endless resources come picking on a little village w/ very limited resources :pardon:

Guilds only get 1 monument - but since many guilds have more than 10 players, it wouldn't hard for them to create a second guild and throw down a new monument.


Very true fact as long as they want to part w/ members.

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