One of the topics brought up in the recent post is population balance. When a raiding party has 15 vs 5 defenders, often this demoralizes the defenders and makes them not want to defend. So I'm going to ask a series of questions which are actually serious, and I'd like anyone who wishes to respond to my post with your personal answers. Please don't respond to other people's replies, I'd like to see this treated as a sort of multi-question post.
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How do you consider someone's "worth" or value in battle, and do you feel like this way of valuing someone as a combatant (or not) can be standardised into a number that anyone can agree on?
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How do you feel an org should handle their interest in raiding if their choice of raidee (which is a word now) has less people online at that time?
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If a defending party has people leave and/or give up, do you feel the raiding party should lessen their numbers in the same regard?
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Should gods/divine be able to "lock" their orgs for an event? For instance, this weekend might have locked Serenwilde and Glomdoring, keeping any other parties out of attached realms/planes during the event. We know Lusternia has this sort of mechanic on domoths, whereas an opposing domoth can't be attended by an org who holds a particular domoth.
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Do you feel that a raiding party should mechanically be required to see how many defenders are in an org before they raid it?
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I like the idea of being able to "lock" orgs for events though.
How do you consider someone's "worth" or value in battle, and do you feel like this way of valuing someone as a combatant (or not) can be standardised into a number that anyone can agree on?
How do you feel an org should handle their interest in raiding if their choice of raidee (which is a word now) has less people online at that time?
No, that's silly. People should do what is possible, and will always choose to start conflict when they think they can win. But I don't have a problem with raiding, per se, only with some mechanics of it.
So long as Maylea doesn't use it as an excuse to start zapping people, that is.
Obviously the discussion shouldn't just center on this idea! I'm just curious because during all the murdering yesterday I was thinking of the idea of some sort of cooldown as well.
It’s easy to be cruel without meaning to be. There’s nothing you can do about that. But you can choose to be kind. Be kind.’
Then you could have Godmin be able to push a button and insta-proc a raid cooldown for a little while during an event.
I think it's up to players and administrators to promote good behavior and punish bad behavior, but the obvious problem is that admin can't be around 24/7 (and may not always be able to distinguish toxic behavior vs RP), and the ability of players to punish bad behavior is limited when the people or organizations behaving badly are overwhelmingly dominant (as in the 15v5 example given above.) This isn't going to change until toxic people are held accountable by everyone, even those who benefit mechanically from the toxicity.
While I like the idea of events as a time to talk rather than kill, it could be abused and it does feel like it could be frustrating for situations when the natural IC response would be a raid. If we could find a way to work around those things, then I would be more in favour of it.
I though I'd throw this out here. Raiding can be a very ''spur'' of the moment thing or can be planned out.
Why not setup something where an org that wants to involve in PK Raiding can set a time & date for the raid?
This would let people setup Org vs Org matches where people can gather and have time to organise & plan.
Example:
Celest wants to raid Demonlords or Nil
Celest Sets 23rd of september 2019 @ 7pm EST.
Magnagora city leaders see the message,
Magnagora + serenwilde + Hallifax organise
Team vs Team on Nil occurs at the date
Counter raids on Celestia agaisnt Supernals & Angels
Both sides have an attendance list for people that commit to being there for defense.
Celest can tell if Mags wants to PK and Mags can tell who's comming too?
It might sound silly, but if the aim is to foster PK events while giving people a chance to compete properly. Maybe giving a callout so folks can setup ''PK Matches'' would be a good idea?
Win vs Lose could be slaying supermobs - with benefits for the winning org?
Edit: As someone who's rarely awake these days, I - absolutly - loved the time callout for the Nocht vs Maylea event.
Edit2: Added details.
The idea behind that would be to callout when they attack? If people can't show up to defend.....Like nobody responds to attend it. Then it's canceled and they dont raid.
Instead of random raids like it is now.
The attackers are not going to declare a raid at a time that won't let them win. The defenders are going to know that and so their best option would be to get every raid cancelled.
If the raids are always canceled, then that just means there isn't any interest for it.
Wouldnt that be a good thing? Some folks like to RP and would feel like being bullied otherwise.
Others might swap sides instead to try to increase the other team's population so that they can have the matches.
Just throwing it out there.
Ignore if it's a terrible idea.
It might be worthwhile looking at the idea, however we would have to find some way to avoid the situation I just described. A timer is all well and good, but only when the event is contested until the timer becomes a factor. Furthermore, all that org vs org rather than alliance vs alliance would accomplish is lots of alting, while the people who don't have alts sit around getting bored.
As to player orgs having this ability, I would rather not have it in player hands.
First off, you absolutely can. There are loads of examples of it, in fact! Dreamweaving once was a powerful tool of griefing, between possess, no way to catch/retaliate against dreambodies, cross plane dreamweaving, and so on. If you got a possess on someone you could pour out all their vials, mess around with channels/helps/news, and strip all their stuff. That all went away. See also totems, and smob vulns, and so on. The reason you don't hear of anyone stealing is administrative action, period. The game was designed such that you could not and anytime a loophole was found it was closed.
Second is this embedded idea that the game's systems and the behavior of players are separate entities, that they don't feed into each other. The reason that shitty culture gains a foothold and perpetuates itself is that the game both allows and rewards it.
You touch on this in the second half of your post, in that admins can't be around all the time to punish bad behavior. That shouldn't be the first recourse though, for a variety of reasons. One is that godmins just aren't given the tools to reasonably address these problems (just as player org leadership isn't). The mechanics just don't support it, you're looking at punishing people for doing what the mechanics provide incentives to do.
Even if this reaches the right people and everyone agrees to a set of ad hoc rules, the systems of the game WILL erode that understanding over time, no matter everyone's best intentions. You must change the underlying systems or things will always be temporary bandaids.
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