Telakh wrote:You can fight enemy guild memebers as much as you like without any instant battles. But if you want to besiedge their fortress, you have to win from one to three instant battles in advance, depending on the guild monument level.
Battles are instant for 2 simple reasons - they are pre-announced and so, no buildings, claims, walls and other artifical objects should be present on the battlefield, no matter if they already excisted or were quickly constructed by the defenders. This will prevent griefing.
Second reason - player limitation. Every additional player is not a plus to the system, it is a multiplier. If you have 30x30 battle, it means that there are 3600 network transactions every tick (each player must receive information about every other player). If you have 60x60 battle (just twice more), it is 14400 transactions already. Every server has it's limitations and players should be comfortable to play and don't use dozens of twin characters to lag the battlefield.
If you are smart enough to suggest a better way to solve these 2 problems - fire it up.
There will be plenty of decorations in the future, maybe even custom constructed buildings, but that is not important for the testing stage. Developers promiced to make it later after relase.
Telakh wrote:Yeah, right. Tell this to EVE developers They continiously fail to solve the lag issue for the last 5 years, despite that they have no hitboxes, fixed target system and no complicated calcualtions but collisions.
The worst thing the developers can do to any game, is make it disballanced and not protected from griefing. It should not be sacrificed for the roleplay and immersion.
You have strange methods of playing RPGAikar wrote:Griefing is roleplay
..sometimes people mix concepts and ideas.
Siegbert wrote:Well, I see two main points for the instanced battles:
1. as Telakh mentions, lag plays a vital role in big battles and if this game will play out anything like Mount&Blade Warband (which it's supposed to) you will not want any lag blurring out your movements.
In M&B servers are quite lagless up to approx. 120 players. Now, there are servers with up to 200 player slots but I wouldn't recommend playing on them if you plan on engaging in combat. You will simply not be effective and the game is far less fun.
2. Having played a bit of Rust every time we build some nice little home you could be sure within the next 24h it was gone.
It's very frustrating losing everything you worked for for hours just because you have a private life or the need for sleep.
Scheduled battles let you know when exactly the enemy will attack and you can defend yourself properly.
Telakh wrote:You have strange methods of playing RPGAikar wrote:Griefing is roleplay
..sometimes people mix concepts and ideas.
Sandbox is sandbox. Roleplay is roleplay. Don't mix them up.
And once again, no game should sacrifice griefing for roleplay. And by the griefeing I mean using game mechanics im an unintended manner in order to affect gameplay. That is the worst thing that can happen to roleplay.
Psychobilly wrote:There really need to be strong incentives for larger guilds NOT to steamroll small settlements. Some kind of vassal system whereby the larger guild benefits more from taking in a settlement rather than destroying it. If the only option is to join a zerg, this game will suck and lose many players.
Psychobilly wrote:Instancing will be kind of pointless when a 60 person force tries to battle a 10 person guild. If a 10v10 instance is forced, THAT would be interesting.
Psychobilly wrote:People who cite Darkfall need to understand that Darkfall has the second best MMO engine on the entire market. Only Sony's Forgelight has better netcode for mass scale battles. Torque 3D, as far as I am aware, is completely untested for anything truly large scale like a Darkfall siege or PS2 battle. Just because that technology exists, doesn't mean it is open source or available to just anyone. Both engines are highly proprietary.
Telakh wrote:OK, according to your measures, this sandbox is not ideal.
Thing is, that you have nothing reasonable to suggest. All current development plans have more positive than negative sides, and every time you say it should be done in an opposite way you will be countered by strong arguments while you have nothing to response with. And so, such critics is pointless.
Aikar wrote:Instancing and Forcing a 10v10 is even more of an artificial restriction and hardly sandbox. If a clan is huge and strong, it should be percieved by the others in such ways without any artificial restriction.
I dont know what's with the carebearism here... if your clan is small and with little allies it shouldn't be able to hold same holdings or territory than huge player organizations.
This solutions are bad.
Siegbert wrote:My biggest point would be to have a set time for decisive battles so you don't get frustrated because you just missed out an important siege and find you home destroyed.
Siegbert wrote:I can imagine it either way... Initially I hadn't be suggesting any instanced battles since I, as well as you, think it's a bit against the nature of a sandbox game.
However, having just played Rust a few weeks before, I was sympathical to the idea of some scheduled battles as it gives you a structure.
In a real life scenario you wouldn't be out of game. You would be in the town that's besieged and it would be obvious to you when the enemy strikes, or you would know that by the next morning up on this hill there will be a battle.
In a game, you spend 2-3 hours in the evening in the game. When you log off everything can happen. But when you know that there'll be a battle that concerns all of your stuff next day 4 PM you can back in there and have a real meaningful play time.
Aikar wrote:Here is the magic of sandbox and player tools. What happened in darkfall for instance is that "abusive" clans who took onto the small ones instantly get very bad perception server-wide by the other players and that was a HUGE factor before making any decisions. Weaker clans had overall much more support from the community in such cases, and most of the time, if they played their cards right, had a lot to win. ( I have been leader of a small to medium alliance and know exactly what I am talking about ).
Siegbert wrote:Yeah... I really doubt that in a game.
Is there a precedent for that?
I remember in PlanetSide 1 sieges could well take a few hours but hardly days without major stuff happening.
Bobik wrote:Well, our main bet is that oldschool gamers and some "todays" gamers that have grown up into more advanced gamers types should be enough to stay afloat financially and keep on pushing our vision of the game.
Virdill wrote:Bobik wrote:Well, our main bet is that oldschool gamers and some "todays" gamers that have grown up into more advanced gamers types should be enough to stay afloat financially and keep on pushing our vision of the game.
If you succeed in create a quality game, we can make you rich LOL
I want this project / game has enough money to improve visibly and continuously