So the dynamic alliances of the game are never going to be even and due to both the interests of the playerbase, life affairs and timezones, the balance of power is inevitably going to shift from here to there as time goes on. With all that said though, how does an alliance seek to improve itself against overwhelming odds, whether they be differences in individual skill between conflict competitors, differences in the spread of classes present at an event or differences in sheer numbers?
While experiencing more conflict may the direct answer, I don't believe that that helps at all in a group context when afterwards everyone merely returns to their manses and don't partake in personal reflection or group reflection on what could be done better. While a lot of conflicts can turn out to be a case of inevitable defeat, there are always things which can be done better, excepting few senarios.
For a larger part now, the player base is prominently veterans who have set down roots in particular organisations and less invested people who play for their various reasons and either stick or move on. This means that we have a community where you can expect to fight the same people pretty reliably and several skirmishes can be mirrors of earlier conflicts which may have happened days, weeks or months ago.
What are the factors which change the outcomes to these repeating conflicts?
What is constant in the engagements when you feel the enemy is notably stronger than usual?
What are the skills which make it hardest to break into or break out of places? I think is is especially important due to how one-room focused Lusternian combat is.
I know I'm not the greatest combatant but at the moment I'm not exactly getting any better and I'm not really sure at this point what more I can do to help in group situations. Not knowing what more I can do is stressing me out a little.
(I'm the mom of Hallifax btw, so if you are in Hallifax please call me mom.)
== Professional Girl Gamer ==
Yes I play games
Yes I'm a girl
get over it
0
Comments
Ixion tells you, "// I don't think anyone else had a clue, amazing form."
I think those things are very hard to figure out on your own, it would be of course great if someone from the respective orgs would sit their younger members down and tell them what they did wrong and help them figure out how to avoid it in the future, plus also encourage people a bit. It's nothing more devastating to a cause then people high up / perceived as knowledgable just being 'we can't win this'. Sure to an extend people try, but I think with knowledge spread thin as it is, improvement can only come through effort
The problem with asking for a third opinion on a group combat log is that they are long, hard to analyse and generally can either be traced back to one or two errors or points in which the conflict is won/lost or becomes a situation where you try and analyse the vitals, afflictions and balances of each person from a single person's perspective.
== Professional Girl Gamer ==
Yes I play games
Yes I'm a girl
get over it
== Professional Girl Gamer ==
Yes I play games
Yes I'm a girl
get over it
== Professional Girl Gamer ==
Yes I play games
Yes I'm a girl
get over it
This. The flag and off topic are amusing, but nothing could be further from the truth. Marcella is absolutely correct. For the most part, the north crumbles if it doesnt have a leader.
== Professional Girl Gamer ==
Yes I play games
Yes I'm a girl
get over it
Thank you @Celina and @Silvanus for providing your content.
Some of us are trying to make it better but things like this make me wonder why I want to try.
Edit: I'm aware of that but that doesn't just change overnight. It takes time, a lot of it, and exposure, and people willing to try and adjust. Some of those things don't come cheaply, some hardly come at all.
We know that we need to work on communication and we are and have been working on communication. I didn't start this thread to be told the painfully obvious, and the last thing I think any of us need to hear is ridicule, especially when we, or I, am going out of our way to ask the community at large how we can improve. I will bring back into focus that the title of the thread is not: 'Why does the north suck so much recently?'.
== Professional Girl Gamer ==
Yes I play games
Yes I'm a girl
get over it
== Professional Girl Gamer ==
Yes I play games
Yes I'm a girl
get over it
Every situation is different, but a major issue I see across the board with newer combatants is lack of independence. They often expect, or hope, that a big leader <insert name here> will tell them every little thing, how to breath, how to act, when and where to move. You don't need scent or a billion credits, though sure it helps a bit.
What you do need is a COMMANDING knowledge of area design and layouts. People are spoiled on the MAP function. Before MAP existed and before I had a mapper to auto walk to X target or room, I did everything manually for years. There's nothing that will teach you about movement quicker than learning to walk from place to place manually. SQUINT ALL THE TIME. Squint until your hands hurt. Knowing where people are is a huge deal. Every second of information counts. If you're not with the main group, or get moved, MAP and squint around and focus on getting back to the team. Even if you have a 2v1 against an enemy you might be able to kill, the main group might be losing ground (i.e. demesne being broken, etc), so it's rarely worth trying. You could take 60 seconds to 2v1 kill someone, or spend about 10 seconds killing a target with the killsquad.
Just an idea, but we've done this a while back for teaching newer people about these things::
- Setup a wargames
- Get 1 person who has good curing/tanky/good at escaping.
- Have a group of 5+ try to lock them down and kill them. Repeat until successful.
- Repeat with 2 greased monkeys, one of which is a melder.