Disclaimer: I've been away from the game for quite some time, and have only been participating in conflict for the past few weeks, so I won't take it personally if you point out some factor I didn't consider. I am just trying to state my observations, and get a discussion going so I can see whether this opinion holds any water. Anyway, here goes.My initial impression of inter-org conflict so far is that many revolts, domoth claims, and time quakes simply boil down to seeing who's in the area, and determining if your alliance has more players around than the other group. If it's close, you'll go fight it out. Otherwise, people often don't bother. The problem is, this means that despite all the regularly occurring events that are designed to encourage us to fight each other, people would rather concede most of the time, often after looking at numbers as a proxy measure for the chance of success.
The past two wildnodes scores have been wildly disproportionate (Hallifax won 2837 to Gaudi's 191 this time, and I believe Magnagora swept the one before that one). As far as I can tell, the anomalies in a time quake also seem to get claimed entirely by one alliance or the other. Domoth claims are similar, with the lockout mechanic also nudging the domoths towards a relatively even split. All of this contributes to an unfortunate situation, where there are theoretically plenty of mechanisms in place to create regular conflict, but a combination of game mechanics and the attitude of the playerbase mean that these 'conflicts' do not actually result in a lot of action.
Finally, somewhat tangentially, even when both sides are willing to try, combat is incredibly spammy, and it feels absolutely insane to try to keep track of what is happening, to the point where it is difficult to learn anything from the experience.
As a player who's interested in learning more about the PvP side of this game, it kind of bums me out that there are so few opportunities to practice, especially against org enemies. I can spar people from my side I suppose, but if I want to get better at fighting the 15 classes that are on the other side of the aisle, I have very few chances to do so, outside of the large, chaotic brawls of time quakes, village revolts, or wildnodes.
Conclusions & suggestions:
- I think this state of affairs is unhealthy, since the balance of power is extremely sensitive to fluctuations in the login activity of the players on either side. (question for people who've been active here for a long time: what has the effect been when big names retire their characters?). I'd argue it's not healthy for the financial outlook of the game either. Players are far less incentivized to pay for combat artifacts when they don't actually get to use them that often. Being able to fight other players on relatively equal footing is also a big driver in pushing competitive players to want to get better. When 80% of combat comes down to being around, or being able to summon more allies on Discord more quickly than the other side, it feels a lot like being on call, which can feel very stressful. To be clear, I'm not pushing for a state where one megawhale player can fight an entire invasion force to a standstill, but perhaps some mechanics can be tweaked to make these events feel less all-or-nothing?
- Prioritize a project to make combat less spammy. Improving the approachability of combat will open up the top of the funnel, and get more fresh blood into the system.
- Add events that encourage more competitive conflict where the participants are on equal footing. Ranked arena combat with interesting rewards, culminating in an annual Seal of War type tournament for culture/power? Something like that would get more people to come out and play.
Thanks for reading.
Comments
Having a go should always be encouraged even against bad odds because sometimes you do better than you expect. On the flip side, if people don't feel like an uphill battle sometimes and would rather spend their play time doing something else, not going to hold it against them! Seriously though, TQs you lose nothing by dying. Huge kudos to the people who still try, keep trying, or even just try to hang in long enough for participation. Also TQs happen more regularly than anything else. Best practice is to dive in and try things.
While obliviousness is an option to completely cut out other actions in the room, I really recommend not using it - save that for big group bashing trips.
-Empress & rad & wisp & other adjacent summons
-melding
-trapping
-Aeon
-Firm blocking
-perfect fifth
-Group healing & Curing abilities
I'm not an expert by far, but these and many more key abilities can often make or break group combat in my eyes....not the least of which is the difference between organised target calling and chaos.
Edit: Oh and having a monk
I don't believe that you need certain things (trapping, aeon, monks, group healing) to thrive; there have been lots of instances where Magnagora has had subpar numbers by a great deal and a limited repertoire and done very well. The biggest, most important part of conflict is being aware of the situation. Being able to regroup, being able to switch targets easily, being aware if you're forced to move and have to move back, all of these are super important to ensuring one group thrives in combat over another.
This is also true in instances such as revolts. Serenwilde won Rikenfriez the time before last with 1-2 influencers while their allies fended off a group of combatants that were larger than their own.
Combat can be incredibly spammy, and I personally feel that if players are forced to create system-side gags for a great deal of information to make it manageable, then something is wrong there. I think there are definitely ways to look at stuff (researcher entities, songs that have frequent room echoes, demesnes, etc.) to condense and eliminate some of the spam to make it a bit easier for those who struggle with the spam.
I definitely believe that encouraging healthy conflict would go a long way to eliminating greater toxicity and general negativity in the playerbase. Ranked arena events with limited sizes (War-style team games, sparring), perhaps influence/debate contests, an improved psychodrama, or even other conflict options would be really great.
I actually like where combat is right now with a small number of things I would like to change (song spam, gem spam, that sort of thing) that makes things frustrating because it's not really needed). I think we just really need to work on motivation and helping low/mid-tier combatants improve.
Re: combat spam - one of the things I would like to look at is reducing 3rd party messages in an effort to also help reduce lag. If you think about it, sending the first and second person messages only involves two people, but the 3rd party message could be up to the 40-50ish other people in the room we saw during Ascension. That's sending the same line 50 times, so you can imagine removing some of the extraneous lines from that situation may help reduce how much we're processing at a time.
The question becomes what information is important to convey to everyone in the room and what information can we get away without broadcasting to everyone. We have some options here and there's probably obvious ones (like what's been mentioned already, song effects, gems etc) but others may be tricky. It's something that we'd need to put thought into (and likely get feedback on)
It's also not something we'd be doing right away.
Re: other conflict events - I'm generally not opposed but it's not something we have room on our plate for at the moment. In general, these things would need to avoid some of the issues we run into currently with conflict events. Like a ranked war teams event encouraging people to actually compete against their enemies (the same issue we run into psychodrama). We'd have to figure out guidelines and rules that encourage that while not making it detrimental. As has been noted time and time again, anything that can be gamed, will be gamed, so we would need to reduce what can be gamed as much as possible to produce legitimate conflicts such as that. Otherwise, it would just fall into another mechanic that doesn't get used.
All artifacts are nullified for these wargames. Participants are auto leveled to 100. Is this possible code wise?
And it's divorced entirely from orgs. Winning rankings only has benefits for the players on that team specifically. Whether that be special buffs (not tied to PvP), or just credit rewards. Or a special reward for each season, like an exclusive item or dweller/beast.
Yea PvP is based on a bunch of imbalanced factors, don't take it so seriously and just have fun with it. Artifacts, lack of mirroring, numbers. Not a competitive game, as far as PvP is concerned.
Not something that can easily be fixed, either!
Explorer (80%), Achiever (53%), Socializer (53%), Killer (13%)
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I think there's a bigger problem here, personally. Zagreus is not necessary for people to try, and the IHC side has more people who step up when he isn't around. That, and having played and still playing on both sides... People have higher morale in IHC more consistently, and this felt true even before Ascension. There was a timequake recently with me and three/four other people that I won't all remember correctly vs like 12 or so from SL. We knew we'd lose, but we went in for the heck of it and got one anomaly before quitting. And it was fun, and I don't remember anyone on my side complaining about the numbers or the loss or anything else.
And sorry, but that's not been my experience on the SL side, most of the time. It's often unpleasant listening to the ooc clans over there, and very few people who ever want to try against difficult odds.
Though Trakis, you can always ask people on the other side for spars. Maybe not everyone is willing to do that, but I think you'll find quite a few that will.
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Yeah, I'll admit that I'm horrible at motivating others. I get frustrated when people try once and then give up, and I'm not good at nor comfortable with calling people out who are just standing around. But sometimes I have to
People are going to help or they won't.
Try to enjoy the underdog role and become the leader/moral support that your alliance needs.
But don't expect or hope for things to go your way. Enjoy the struggle if you can. There will be highs and lows. And if you're not having fun any more play something else. There are too many ways to spend our time to decide to take on a virtual job.
I also think our issue is more than just conflict. As a while I find people are WAY less motivated to do -anything at all- and it's a problem I'm trying my hardest to work out how to approach that and try and make it better. We do have some amazing people around but I think burnout, feeling less capable, numbers, apathy, etc, all contribute to not competing as well.
1. Asking people to participate occasionally is not demanding they take on a virtual job.
2. Asking people to not display their negativity publicly is not demanding they take on a virtual job.
3. Every complaint about "balance" is rarely, if ever backed up by facts, aka, the "reality" that you hint at.
4. Every org has been the underdog at some point in time, some for far longer than SL has been currently. Implying that it will be that way for a long time or that it must be is inaccurate and defeatist.
5. Nothing you said was productive or would lead to any personal action.
IE, you are unhelpful.*
*Edited the above comment too - Orael
I personally don't believe that encouraging people to make the best out of a low point is generally unhelpful, it can be quite fun and exhilarating to run into a fight underhanded and pull off a victory you should have lost. I don't think reminding people that this is a game and sometimes you just need to take a break is unhelpful either.
I will point out that it wasn't too long ago that these same comparisons between how players approach things were switched with Glom/Celest/Gaudi (the alliance at the time) being lauded for how they approached PvP etc in comparison to how Mag/Halli/Seren did. We're seeing a reversal of things here.
I do, however, stand by my statement that sometimes it's the attitude difference. I've played everywhere in the past and I do think this current situation is the lowest morale I've seen for ages -while still having numbers available to us-. I want to be able to address that part specifically.
With that said, it is incredibly difficult (more difficult than people would admit) to get out of a slump. "Get good" or "just try" are generally unhelpful sentiments, if not borderline condescending.
If it's a morale issue, rather than a pure numbers issue, maybe you could highlight victories in non-combat "conflict"? Things like Psychodrama and Culture (stage and library) all contribute to orgcredits scoring despite being outside the combat mechanics of the game. It might also help foster a stronger sense of community between the players in the org, something that tends to suffer when you're experiencing a string of defeats.
edit:
Oh, and since it's pretty well-known that timezones are a huge factor in the current alliances, maybe also temper your expectations around that. For example, when we're going in to a timequake during the prime time of the SL alliance (props to the IHC skeleton team of Akyevin, Rekath, Kethaera, a few others I have forgotten I am sorry ), we fully expect to not win; we're going in just to have a good time and to try out 'underdog tactics' like scissorflip/greatpent/barrier. Sure, we try hard to win or at least get an anomaly out of the ordeal, but if we don't, that's all right with us, too.
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And combat is wildly imbalanced. It's not just the numbers factors, and it's not 'this org is better than this org', it's that... combat is a mess. Which is fine, as long as you understand that competition is not the goal. It's walking in, spamming some cool abilities, and the occasional ohyeah.