Hawkyr wrote:My issue with the simple shrinking of the claim is that groups that have managed to effectively layer up walls around the outter edge of their claim is at a disadvantage if they lose just once, nor would it accurately reflect losing influence over that land... You have it walled in, lest you sieged their land there shouldn't be any diminishing influence.
Azzerhoden wrote:Hawkyr wrote:My issue with the simple shrinking of the claim is that groups that have managed to effectively layer up walls around the outter edge of their claim is at a disadvantage if they lose just once, nor would it accurately reflect losing influence over that land... You have it walled in, lest you sieged their land there shouldn't be any diminishing influence.
Not true - the walls don't disappear. They are still there. You can still fight from them.
Further, remember that the number of players in an instanced battle is limited. Perhaps it's 30, or 50, or 100. The intent is to prevent massive zergs from using the battle as an excuse to get some free loot.
Limiting the number of players is exactly the right way to go. Too many games have battles decided by numbers alone (or server crashes). Lets make the battles fun and skill based.
Unbeaten wrote:This is beginning to feel like Tera and instanced sieging, so much for open world. So much for the dream I have dreamed for two years of mid siege your allies ride down like the damn riders of rohan. Already plenty of games with instances mini-game siege. This was suppose to be different the open world measure, where politics matter. Your damn right if your a shit ruler you would be zerged off the map by an alliance that's how it has and should be.
Unbeaten wrote:Couldn't disagree more. This is how you make politics not matter, trolling, merging, multiplying, whining, children with 50 people hold a piece of land they should never be able to. Who never respected anyone and by all rights should be sieged off the map. This is a handicap for players like them not anyone else. Its unrealistic its half baked and I pray this isn't it, instances were never part of the early development and instance anything is shit.
RoboSenshi wrote:Wow all this pent up hatred. I was previously convinced that assassin bands and guilds would be useless in MMO. I've completely changed my mind. It seems people would be perfectly willing to pay some one to ride across the vast map and kill a dude, just to make his life a living hell. These badmins (love the name btw) better be looking over their shoulder. Hell I might just start a dedicated assassin guild myslef lol
Azzerhoden wrote:Hawkyr wrote:My issue with the simple shrinking of the claim is that groups that have managed to effectively layer up walls around the outter edge of their claim is at a disadvantage if they lose just once, nor would it accurately reflect losing influence over that land... You have it walled in, lest you sieged their land there shouldn't be any diminishing influence.
Not true - the walls don't disappear. They are still there. You can still fight from them.
Further, remember that the number of players in an instanced battle is limited. Perhaps it's 30, or 50, or 100. The intent is to prevent massive zergs from using the battle as an excuse to get some free loot.
Limiting the number of players is exactly the right way to go. Too many games have battles decided by numbers alone (or server crashes). Lets make the battles fun and skill based.
Hawkyr wrote:Azzerhoden wrote:Hawkyr wrote:My issue with the simple shrinking of the claim is that groups that have managed to effectively layer up walls around the outter edge of their claim is at a disadvantage if they lose just once, nor would it accurately reflect losing influence over that land... You have it walled in, lest you sieged their land there shouldn't be any diminishing influence.
Not true - the walls don't disappear. They are still there. You can still fight from them.
Further, remember that the number of players in an instanced battle is limited. Perhaps it's 30, or 50, or 100. The intent is to prevent massive zergs from using the battle as an excuse to get some free loot.
Limiting the number of players is exactly the right way to go. Too many games have battles decided by numbers alone (or server crashes). Lets make the battles fun and skill based.
Walls may still be there, but they won't be in your claim lol. That was my point. I gave options so you don't need to start total war with them, and a better option at settling disputes. As well as not shrinking their land from ALL SIDES and only the side you actually have conflict with.
and prevent massive zerg? so what? why can't numbers be a thing. Politics and fielding people is a skill as well. Friends is just another way of power.
This system has been done and tried and it works better not being dumbed down to this extent. Battles should take place in the field with whatever power you can muster, but should be limited to a certain area just so that there is actual confrontation.
Why can't we have a 200 vs 200 battle? or 300 vs 300? why limit it? There is no "zerg rush" if its a preordained time. Both sides have the necessary time to prepare and field their the optimal power they can.
Hawkyr wrote:Why can't we have a 200 vs 200 battle? or 300 vs 300? why limit it? There is no "zerg rush" if its a preordained time. Both sides have the necessary time to prepare and field their the optimal power they can.
Dragmar wrote:Hawkyr wrote:Why can't we have a 200 vs 200 battle? or 300 vs 300? why limit it? There is no "zerg rush" if its a preordained time. Both sides have the necessary time to prepare and field their the optimal power they can.
Correct me if I'm wrong, but I do remember Bobik saying that the instanced battles will be 2-300 a side.
So the instances is not done to limit the battle to the 20vs20 we see in YO. It is done so that they can make sure that a massive battle with hundreds of players on each side will run smoothly. They stick us into a instanced off area with only terrain, no crops, no buildings, non of that shit that causes extra lag.
Sharana wrote:Dragmar wrote:Hawkyr wrote:Why can't we have a 200 vs 200 battle? or 300 vs 300? why limit it? There is no "zerg rush" if its a preordained time. Both sides have the necessary time to prepare and field their the optimal power they can.
Correct me if I'm wrong, but I do remember Bobik saying that the instanced battles will be 2-300 a side.
So the instances is not done to limit the battle to the 20vs20 we see in YO. It is done so that they can make sure that a massive battle with hundreds of players on each side will run smoothly. They stick us into a instanced off area with only terrain, no crops, no buildings, non of that shit that causes extra lag.
From what I saw the instanced battles will be pretty limited, because when 2 or 3 guilds attack simultaneously the defender will have to split into 2-3 teams and fight the 2-3 instanced battles at the same time. But when the monument reaches level 1 (after several losses) the actual siege will take part on the MMO map ana even random person passing by can take part of it, so you can bring 1 000 players there and zerg if you want. That siege is also the only way to loot the warehouses like in JH.
Azzerhoden wrote:RoboSenshi wrote:Wow all this pent up hatred. I was previously convinced that assassin bands and guilds would be useless in MMO. I've completely changed my mind. It seems people would be perfectly willing to pay some one to ride across the vast map and kill a dude, just to make his life a living hell. These badmins (love the name btw) better be looking over their shoulder. Hell I might just start a dedicated assassin guild myslef lol
Mercenary guilds are also a very viable option.
Dragmar wrote:Sharana wrote:Correct me if I'm wrong, but I do remember Bobik saying that the instanced battles will be 2-300 a side.
So the instances is not done to limit the battle to the 20vs20 we see in YO. It is done so that they can make sure that a massive battle with hundreds of players on each side will run smoothly. They stick us into a instanced off area with only terrain, no crops, no buildings, non of that shit that causes extra lag.
From what I saw the instanced battles will be pretty limited, because when 2 or 3 guilds attack simultaneously the defender will have to split into 2-3 teams and fight the 2-3 instanced battles at the same time. But when the monument reaches level 1 (after several losses) the actual siege will take part on the MMO map ana even random person passing by can take part of it, so you can bring 1 000 players there and zerg if you want. That siege is also the only way to loot the warehouses like in JH.
Azzerhoden wrote:Hawkyr wrote:Azzerhoden wrote:Not true - the walls don't disappear. They are still there. You can still fight from them.
Further, remember that the number of players in an instanced battle is limited. Perhaps it's 30, or 50, or 100. The intent is to prevent massive zergs from using the battle as an excuse to get some free loot.
Limiting the number of players is exactly the right way to go. Too many games have battles decided by numbers alone (or server crashes). Lets make the battles fun and skill based.
Walls may still be there, but they won't be in your claim lol. That was my point. I gave options so you don't need to start total war with them, and a better option at settling disputes. As well as not shrinking their land from ALL SIDES and only the side you actually have conflict with.
and prevent massive zerg? so what? why can't numbers be a thing. Politics and fielding people is a skill as well. Friends is just another way of power.
This system has been done and tried and it works better not being dumbed down to this extent. Battles should take place in the field with whatever power you can muster, but should be limited to a certain area just so that there is actual confrontation.
Why can't we have a 200 vs 200 battle? or 300 vs 300? why limit it? There is no "zerg rush" if its a preordained time. Both sides have the necessary time to prepare and field their the optimal power they can.
LOL - you can still USE them. There is no bonus for defending from a wall on claimed land.
Zerg guilds can still harass opponents and effectively shut them down.
This biggest advantage to this system is the server stability. No one has fun fighting in massive lag and dealing with server crashes.
Hawkyr wrote:No. you don't understand. if your claim no longer covers your walls then they can be flatten'd into the ground before the siege as your claim will no longer prevent the damage. Anything not in your claim will be flatten'd. The only thing you can do is then shrink the effective size of your walls resulting in relatively wasted space outside your walls.
Azzerhoden wrote:Hawkyr wrote:No. you don't understand. if your claim no longer covers your walls then they can be flatten'd into the ground before the siege as your claim will no longer prevent the damage. Anything not in your claim will be flatten'd. The only thing you can do is then shrink the effective size of your walls resulting in relatively wasted space outside your walls.
I do understand. These objects are always vulnerable. http://lifeisfeudal.gamepedia.com/Claim
Realm Claim
- 0 tiles with a Tier 1 guild Monument
- Approx. 2,500 tiles total area (Town claim area is excluded): Circular areas with a diameter of 90 tiles (45 tile radius) from Tier 2 guild Fine Monument
- Approx. 7,500 tiles total area (Town claim area is excluded): Circular areas with a diameter of 120 tiles (60 tile radius) from Tier 3 guild Great Monument
- Approx. 18,850 tiles total area (Town claim area is excluded): Circular areas with a diameter of 170 tiles (85 tile radius) from Tier 4 guild Glorious Monument
- A plot of land that is the property of a guild and its leader: There is NO protection for movable and unmovable objects on that type of claim and no access rights can be set. The only advantage with these types of claims is that guild leaders can grant and revoke rights for personal claims to any player on that territory - in other words, a guild leader can decide who can reside on these lands and who can not.
- Trespassing on a realm claim can not be punished with an alignment loss, but still will turn a trespasser into a criminal.
Hawkyr wrote:Why don't you actually read the page you link instead spewing outdated information? Bobik himself stated that the claim system will more or less be exactly like LiF:YO with the addition of personal claims.
No realm claims, No town claims, just the guild claim/personal claims. and proper utilization of a personal claims would lead to invunerable walls in the old system as well ?
Also this doesn't stop the fact when the claim shrinks and another claims maps over your walls that they can just use authority to destroy your walls. Again back to being forced into leaving wasted space.
Azzerhoden wrote:
Arguing about conversations that have taken place through multiple iterations of players is a waste of time. Players are claiming all kinds of things. Including a recent rumor that there will be forced separation of servers by IP address (which was officially debunked).
Everything I have stated have come from published interviews with Bobik, or the Wiki. So until I see something from the "bears mouth" I am going with written, official sources.
Further, there seems to be this prevailing attitude that players will be "safe" behind walls. Nothing could be further from the truth. The original point of this thread was around how players used to having GMs protect them from unwanted conflict where going to be in for a shock when it comes time to play the MMO.
Players who try to hide behind game mechanics always lose - always. I'm looking forward to proving that axiom once again.
Azzerhoden wrote:Unbeaten wrote:Couldn't disagree more. This is how you make politics not matter, trolling, merging, multiplying, whining, children with 50 people hold a piece of land they should never be able to. Who never respected anyone and by all rights should be sieged off the map. This is a handicap for players like them not anyone else. Its unrealistic its half baked and I pray this isn't it, instances were never part of the early development and instance anything is shit.
Why should they not be able to hold onto the land? Your thinking is much too limited.
If I was a member of a zerg guild, and I wanted to beat a player with 50 highly skilled players, then I would plan a long, drawn out campaign where they are unable to mine, raise crops, or any other involved activity. I would lay siege to them 24 x 7, knowing that occasionally I may lose a fight, but for the majority of the time I would make their play time as non-fun as possible, so when an instanced battle is launched no one shows up to fight.
Now, if you mean being able to show up with some massive zerg during some artificial 'vulnerability' window to overwhelm the defenders and crash the server, then too bad, soooo sad. That game play has been done to death and those games are no longer around.
Stormsblade wrote:Note, this represents candid conversation by Bobik addressing a planned set of unimplemented features in the game. As always, game design is fluid. The Developers are attempting to make the best game they can, and need to prioritize how much time and manhours need be invested into specific features. For that reason, development designs change. I guarantee you Bobik cares just as much (or more) as you do about Life is Feudal being as good of a game as possible.
The following is the conversation:
http://puu.sh/oWRHE/b072c54b2a.png
http://puu.sh/oWROj/7a016d5d0b.png
http://puu.sh/oWRPB/8495010d09.png
http://puu.sh/oWRRg/114287b6c5.png
Unbeaten wrote:Lol just like wessex mentality, mainly being the trolls if I recall from mortal who was then run off the game. Relying on a artificial battle to hold your hand at the level of douche bags you could meagerly manage to follow your terrible lead? Yeah that sounds more like it. Its not about massive zergs, its about SKILL not Zerg. instances battles of equal odds means little to guilds who thrive on uneven combat. We will never hold a guild over 100 people, we value skill and I want no NEEED you to bring 300. The 100 vs 300 wins are the exact thing you will be missing out on with your Artifical rules / Hand holding from the developers. If it crashes a server when a 2001 Shadowbane server held 2000 player battles with CN without crashing then its a game flaw, and its being dumbed down due to poor resource management.
Bottom line, this system weakens politics, removes realism, removes skill, brings magical elements into the game, provides rules and breaks sandbox mentality. Provides less field battles, as with all those predecessors most that lasted ten+ years some still thriving your allies should be cutting off the likely march route of the enemies thought or spied on that would assist your enemy. Not all of these battles will be Helmsdeep level bunkering. Much of it should and can happen in the battlefield but should happen naturally, the haste to battle, the adrenaline of the march, the unexpected cresting of a hill to see 150 enemies in route. What's next we all sit in our walls and queue for instanced battles, my how sandbox like.
Azzerhoden wrote:
Thanks Storm.
The gist of what I said though remains the same. Objects are still vulnerable when a guild is at war with you (which was covered back in the old FAQ, regardless of whether on the claim or off. It will be interesting to see the mechanics of personal claims that had formerly been on the guild claim and vulnerable to raiding, but no longer are because the guild claim has shrunk.
Regardless, the fact remains that the only real safety is in actively patrolling/protecting your claimed lands. Attempts to really on property through game mechanics will fail.