PlacidLogic wrote:No! No! No!
A ) Time, sieges do not work in MMO games by the old "starve them until they surrender" method. They are basically battles with specific goals of the teams other than to kill each other (defenders v. attacker mentality). Thus, the time for catching a disease is insane.
B ) Since death isn't permanent, and the way people interact with others is rather different than historical medieval times, disease would spread to encompass nearly everyone in the game, and you'd have everyone on an equal level except with whatever debuff, thus making the game slower, especially if the disease had exponential growth and affect.
C ) While it is indeed, a terrible idea, it's at least noteworthy that you're trying, and through terrible ideas sometimes you'll get a good one. So keep sharing! P
glenncariaga wrote:a) that's kinda unrealistic. it's very hack-slashish. i think that would ruin the immersion of the game. what would the difference be between a raid a a siege?
Also, there is the problem of logistics. the attacker will always have the advantage in current scenarios. Travel, however implemented, will be in psuedo real time. that means, getting people to defend a location will eat up a lot of time, and raiders will always win. (thus destroying any incentive to build and produce) After a while, there will be no more places to raid, since no one builds. Thus raiders stop raiding.
We want buildings, thus a fixed, defensive position should be almost unassailable, allowing for reinforcements to trickle in (if it was to happen). And thus, siege. Should be a protracted affair. And spreading contagion could be another method to "starve" out defenders.
b) we KNOW death isn't permanent, I don't see how this affects the existence of diseases. in WoW, when a disease broke out, not everyone caught the disease because people were able to take steps to prevent contamination. and it is this natural process by how we prevent disease and stop contagion that would add a layer to game play.
c) thank you
glenncariaga wrote:a) that's kinda unrealistic. it's very hack-slashish. i think that would ruin the immersion of the game. what would the difference be between a raid a a siege?
Also, there is the problem of logistics. the attacker will always have the advantage in current scenarios. Travel, however implemented, will be in psuedo real time. that means, getting people to defend a location will eat up a lot of time, and raiders will always win. (thus destroying any incentive to build and produce) After a while, there will be no more places to raid, since no one builds. Thus raiders stop raiding.
We want buildings, thus a fixed, defensive position should be almost unassailable, allowing for reinforcements to trickle in (if it was to happen). And thus, siege. Should be a protracted affair. And spreading contagion could be another method to "starve" out defenders.
b) we KNOW death isn't permanent, I don't see how this affects the existence of diseases. in WoW, when a disease broke out, not everyone caught the disease because people were able to take steps to prevent contamination. and it is this natural process by how we prevent disease and stop contagion that would add a layer to game play.
c) thank you