Hawkyr wrote:lol, nothing of relevance was linked and did not address my point about authority deleting walls or what will be essentially waste space.
If safety is dependent on 24/7 vigilance is required(even just prolonged vigilance), I'm will certainly never install. I don't have the time to bother creating/joining a global guild to field players in all timezones. I have a life/job and I rather the action to actually be contained to a reasonable time and not wee hours. Played enough games like that to know that even if they are kinda fun its not worth bothering.
1. Its not fun even when you dominate
2. It leads to relatively boring fights if not forced to fight head to head.
Honestly mate you need to make up your mind about zerg, no zerg. Because you said no zerg, yet your supporting policy that would clearly favor zerg.
Azzerhoden wrote:Hawkyr wrote:lol, nothing of relevance was linked and did not address my point about authority deleting walls or what will be essentially waste space.
If safety is dependent on 24/7 vigilance is required(even just prolonged vigilance), I'm will certainly never install. I don't have the time to bother creating/joining a global guild to field players in all timezones. I have a life/job and I rather the action to actually be contained to a reasonable time and not wee hours. Played enough games like that to know that even if they are kinda fun its not worth bothering.
1. Its not fun even when you dominate
2. It leads to relatively boring fights if not forced to fight head to head.
Honestly mate you need to make up your mind about zerg, no zerg. Because you said no zerg, yet your supporting policy that would clearly favor zerg.
An individual will almost certainly fail at protecting a city. If you want to setup a personal claim, then that would be protected until another guild came along and established a claim that overtook your personal claim. That's the way the game should be played, and the FAQ from two years ago indicated as much. You will also be alble to live in relative safety within the main city. If you want to go out and live in the wilderness though, you better be prepared to defend yourself.
I don't understand how you could be so confused about what I've said about zerg guilds. A zerg guild is one that relies on numbers to dominate in combat. It leads to massive lag and crashed servers. Large guilds are not the same as a zerg guild.
A large guild can and should protect all the citizens of its domain. That's not zerging, that's defending your mates. Instanced fighting with limited numbers for battles to control a city allows for smaller guilds to compate against large guilds by knocking them down from time to time. That's a good thing, both within a game and in the larger real world.
The final battle for the city should involve everyone, as the survival of the city is at stake. Again, that's the way it should be. Soldiers fighting in the battles, and when the final battle is set all citizens get involved in the defense of the city.
I've participated in numerous battles where hundreds (and in a few cases, thousands) of players have been involved. What Bobik and team are trying is something new, and as a gamer, I like playing games that try different things. For all of these reasons I am in favor of the instanced battles and all out sieges.
Finally, I think you formed your opinion based on emotion and are now reaching for arguments to support that decision. Feel free to correct me with supported arguments.
Azzerhoden wrote:I don't understand how you could be so confused about what I've said about zerg guilds. A zerg guild is one that relies on numbers to dominate in combat. It leads to massive lag and crashed servers. Large guilds are not the same as a zerg guild.
Finally, I think you formed your opinion based on emotion and are now reaching for arguments to support that decision. Feel free to correct me with supported arguments.
Azzerhoden wrote:Regardless, the fact remains that the only real safety is in actively patrolling/protecting your claimed lands.
Hawkyr wrote:Azzerhoden wrote:I don't understand how you could be so confused about what I've said about zerg guilds. A zerg guild is one that relies on numbers to dominate in combat. It leads to massive lag and crashed servers. Large guilds are not the same as a zerg guild.
Finally, I think you formed your opinion based on emotion and are now reaching for arguments to support that decision. Feel free to correct me with supported arguments.
I'm fine with instanced and full-out sieges. All good, I was pointing out what seemed like poor design and cheap tactics abusing that poor design. Also the limiting number of options but that's not worth talking about.Azzerhoden wrote:Regardless, the fact remains that the only real safety is in actively patrolling/protecting your claimed lands.
^ that is my issue with you and your so-called anti-zerg "stance". That implies time consuming surveillance. That supports zerging/harassing people during unpopular playing times. A large Global guild could field waves of people at all times to attack your claim. If your friends are all of the same timezone, well your pretty much out of luck and can expect to log into your claim having been leveled to the ground. Because sure you can field 30 people to match their 30 people at 6pm, but what about 4 am when they send another 30 people? or 9 am when they send another 30? Can you watch your walls then when you only have 2-4 people online then?
What happens when they bog you down in fighting everyday, all day, all the time?
Your claim should not be vulnerable all the time just because its under war. It should be limited to a window of 2, maybe 3 hours. Off-time raiding and griefing is not fun nor worth playing with.
Isn't the system too favored to the attacker in the siege? how long do you have to endure? until their done? until they have no gear left? Wouldn't a siege battle be a forgone conclusion once its begun then? as they'll just keep fielding people until you've given up or got tired and had to log?
There is no emotion or reaching here. These are logical conclusions based on what information is available and your arguments.
A large guild can and should protect all the citizens of its domain. That's not zerging, that's defending your mates. Instanced fighting with limited numbers for battles to control a city allows for smaller guilds to compate against large guilds by knocking them down from time to time. That's a good thing, both within a game and in the larger real world.
Azzerhoden wrote:If I recall correctly, there is supposed to be a limited window of vulnerability for battles and sieges, chosen by the defender. There will likely be a limited number of battles a day (which is speculation). Likewise, there has been no word if the attacker has to be physically near the defender during the instance battle, or if they can all be living at home until the time has arrived.
That has absolutely nothing to do with having people camp you city 24x7 just to harass the inhabitants of the city. There are no zapp towers or 'hired guards' to protect those who just want to login and craft in a cocoon of safety. There will be no 'safe zone' for players to spawn into, and no running to the GM is you are getting spawned camped.
They will only be protection by the other members of the guild, or Kingdom.
Azzerhoden wrote:That has absolutely nothing to do with having people camp you city 24x7 just to harass the inhabitants of the city. There are no zapp towers or 'hired guards' to protect those who just want to login and craft in a cocoon of safety.
Ishamael wrote:I'm really interested to see how the alignment system factors in. I have guys in our guild who probably will not pvp off-claim in the MMO because they will lose their crafting skills.
I have a feeling that very few people will go red in the MMO.
I'm very interested in testing stuff related to this like skill gain rates and how fast your alignment drops as a bandit. I've dropped down to below -170 within 5 minutes of logging in to help the guild I'm in.
I know that when you are close to -2000 alignment, you basically create a new character every time you die. The saving grace here is that you don't have to re-stat. You can pvp quite well with 90 skills, so I'm banking on 5x food multiplier to get back up to 90 relatively fast.
We'll see how all this actually works in the MMO though.
Sharana wrote:is no admin to protect them you
Stormsblade wrote:I'd like to add that Bobik has said many times in interviews, including very recently, that you will be able to war Dec other guilds and kill them with no alignment loss.
Sharana wrote:Azzerhoden wrote:That has absolutely nothing to do with having people camp you city 24x7 just to harass the inhabitants of the city. There are no zapp towers or 'hired guards' to protect those who just want to login and craft in a cocoon of safety.
Do you honestly think such kind of griefing will be common once the MMO is released (no more wipes)?
Sharana wrote:Another think I saw, but don't know if it's accurate is that all guilds need good relationship with the church (the pope, his cardinals etc) and pay tributes. If they don't or perform many criminal acts the church will expel them meaning that all member of the said guild can be attacked without alighment loss anywhere. That means the majority of the "noob crafters" will stay away from such guild and they will need 2nd account and craft their stuff alone to feed their criminal (-50 alighment) accounts after each death.
Azzerhoden wrote:Absolutely. With good food being red is not as much of a hardship as many people think. I already have guys that have made their focus on how to play 'red'.
Azzerhoden wrote:Plus, now that piety is a general skill, there is no reason why people cannot spend some time cranking up that skill (and their alignment) to put off becoming red for a much longer time. If the cycle in the MMO is 3 hours then there is 8 times every day players can raise their alignment.
Azzerhoden wrote:Personally, I think the cycle time should be set at 6 hours but that's another discussion.
Azzerhoden wrote:Hostile guilds would be attacked on sight.
Bobik wrote:Guilds can declare war on each other, and after 24 hours that war will become active. Players in these guilds — along with whatever allies they can muster up during that 24 hours — will then be teleported into an instanced server that is complete with landscaping but devoid of fortification where the battle will take place. That means players had better be sure they are prepared before time is up, because you go with what you have! And don’t forget, you do lose things when you die, so fight smart.
Sharana wrote:You plan on playing 24/7? Are you robot ?
Tdevera wrote:The admins from some of the servers who don't want to get kill for being asshats will just not tell people they were an admin.
Ubaciosamse wrote:Vote for UBA for a GM everyone gets 2 cookies and a meal in their inventory!