Loser Benefits

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Comments

  • ShuyinShuyin The pug life chose me.
    The problem with domoths as a conflict system primarily lies with the fact that the domother often chooses to upgrade/absolve when there is little to no chance of a fight, circumventing the entire point of them as a conflict system. Though, there are numerous ways of solving this, including allowing any domoth holder to absolve any other domoth, etc. Still a pretty lacking system though due to the gameability.

    The problem with revolts/wildnodes/flares is that they are too RNG dependent to the point that it's not the best org that captures them a lot of the times, it's the org with more people logged in at the time (the fact that it also only happens about once a week sucks too). A minor problem is that they are viewed as an extremely important resource that needs everyone to drop everything. Again, a few ways to solve this, but the RNG factor / perceived importance makes it fall short.

    I'd be down for a shardfall-like system that encourages fighting without feeling uber-important. A system that occurs fairly regularly (so even if it's RNG dependent, it's okay) without being too OMG DROP EVERYTHING would be great. 

    I was serious too when I said that if we allowed raiders to destroy org rooms for a comm/gold cost, we can kill a lot of birds with 1 stone - lack of conflict, gold/commsink, etc.
    image
  • SiamSiam Whispered Voice
    I like the idea of destroying rooms - provided that some key rooms be indestructible. 
    Viravain, Lady of the Thorns shouts, "And You would seize Me? Fool! I am the Glomdoring! I am the Wyrd, and beneath the cloak of Night, the shadows of the Silent stir!"

    #bringShikariback 


  • EnyalidaEnyalida Nasty Woman, Sockpuppeteer to the Gods
    Its possible that with more frequent pk, non-important events/skirmishes will be less of a zergy slugfest, as people won't need to get in on any fight because it'll be the only one for the next two days. 
  • ShaddusShaddus , the Leper Messiah Outside your window.
    Maybe we need a revolt type system where smobs weaken every so often and can be slain with a reasonable group
    Everiine said: The reason population is low isn't because there are too many orgs. It's because so many facets of the game are outright broken and protected by those who benefit from it being that way. An overabundance of gimmicks (including game-breaking ones), artifacts that destroy any concept of balance, blatant pay-to-win features, and an obsession with convenience that makes few things actually worthwhile all contribute to the game's sad decline.
  • The biggest issue with nodes and villagers seems to be the random element means that its overwhelming numbers vs a few people almost 99% of the time.

    I've been on two wild nodes where that was basically it, one we won with a single fight, one we lost again with a single big fight (them me just jumping up and derping around for the funzys till I got hunted down by a few people :D) but it was basically 10ish vs 3ish most times win or lose.

    Villages are the same I've only ever been around in a village fight where theres a handful of us vs 10+ of the enemy.  I've had a bit more luck with domoths, I've participated in two, one win one loss, where the numbers were actually pretty balanced and there was a few good rolling fights.

    It wouldn't fix the issues all the time but why not make them a little bit more predictable  with a bit more notice? I mean if people know that a village is going to start between 7-8pm gmt tomorrow then they are more likely to show up. Maybe a mob you can go and speak to who will give an indication of the villages revolt start, like she'll say something that indicates it'll start within a more narrow time scale. Or something so we can narrow it down a bit
  • LuceLuce Fox Populi
    edited August 2016
    For inspiration on that, I'll plug my IG play "Making the Choice" The Furrikini farmers are very clearly and visibly holding a rally before la revolucion! 

    EDIT: On second thought, this could give the incumbent org a HUGE advantage, since they'll be allowed to set up inside the village beforehand.
  • XenthosXenthos Shadow Lord
    Not if they revolt at a random time and go for X hours before they will accept anyone trying to sway them (where you can find out what X is and/or it is a set time).  Maybe they are too busy holding political rallies to let themselves be talked into following a new org yet.
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  • edited August 2016
    Charge gold to participate. Like an amusement park of death. TWO BIRDS ONE STONE.
  • LuceLuce Fox Populi
    As addenda to the above, 
    1. Would it be possible to break the revolts up, so that villages no longer 'pair' their revolts along the traditional lines, but instead whichever village has the lowest villagefeelings toward its owner and a second random village that hasn't revolted lately go up? (with a minimum time so that a winning org won't have to fight for that village the very next week unless they colossally mismanage it.)
    2. I thought once upon a time orgs had a hard time reclaiming villages they already owned, on the basis that the village is revolting for a reason. Is this still a possible Thing?
    3. Can we slag Angkrag yet? Only two orgs can reasonably be expected to influence the (literally) damned place.
  • Luce said:

    2. I thought once upon a time orgs had a hard time reclaiming villages they already owned, on the basis that the village is revolting for a reason. Is this still a possible Thing?
    I think you're thinking the old (?) version of village feelings. Orgs have a harder time influencing the village that opposes one they already own. So if, for example, Serenwilde holds Rockholm, it's going to have a harder time taking Southgard or Angkrag.
    See you in Sapience.
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