This post has been sitting in the back of my mind for a while and has nothing, in priority, to do with any recent raids whatsoever. I know tension is a little high right now, but I would ask people to focus in this hopefully fruitful discussion on the -mechanical- aspects of the raid mechanic in lusternia and how it could be improved to make less cumbersome and tedious. Please leave any personal animosities out of it.
Now to the topic and problem at hand, as to how I see it at the moment. Maybe I'll use something fictional to display the Problem.
Let us enter Joe the Cookie Jar Raider. Joe's a member of the licorice dynasty and regularly attacks the hidden settlement of the cookies.
Whenever Joe feels like going to look whether there's not more cookies to be had, he has the following advantages at his side:
- He has complete control over when he will raid, being able to choose easily a situation that will undoubtly favorable to him, including choosing times when his licorice group has superior numbers.
- As death does not really mean anything to joe, all he is going to lose is a little essence and he'll back to life in no time, he doesn't need to fear any defenders as well.
- Joe has a sizable artifact pile, he's also rather skilled and knows when to retreat, further reducing any risk that is involved in being a raider. Joe knows that cookie ville has only a few spots where any guards may be in the way and can easily avoid them.
- Joe can either just focus on the loyals of cookieville, his knowledge and skill as well as the artifact pile he has allows him to easily avoid or endure any attacks long enough to get the loyals he want slain. Furthermore, if he's looking to fight other players, he can possibly snatch a few favorable situations where he'll score a good kill or two, or even inspire an entertaining battle.
- Shoud joe still be slain, he can rejoin the battle moments later, either being resurrected by his allies or by phoenixing and buffing back up, netting him a small power loss if anything.
Lets look at the people associated with cookie ville now:
- The defendants of cookieville have two choices. They either can ignore what Joe is up to, or they can not. If they ignore, caring about their characters, they have to admit their characters are cowards and unable to defend their cookie ville from raiders or find some RP way around the fact that they're not responding. For some of them that leaves a bad taste in their mouth while others can simply look past it, CONFIG LOYALSAYS is a thing for cookie ville members after all and their loyals will be back in a little while.
- Or, they can choose to defend, which forces them to drop everything they are currently doing, untangling from RP, talking to godmin, hunting, influencing, whatever to respond to the possible thread of Joe, who may just be after their loyals and who may actually be looking after a fight.
- in this case, they don't have much to lose aside of their loyals. Death means little to them as well.
- They however do have no win condition, unlike Joe. They either have to defend till their loyals are dead, joe has lost interest, or the tire of dying, Killing Joe or chasing after him.
- Some of the defenders to get enjoyment out of tackling Joe and his possible accomplices and if a battle arrises of it, most people will enjoy it. However, if Joe is only after their loyals and will disappear as soon as someone is up to challenge him, most residents of cookieville will eventually tire.
Summing the above up, the defendants are in a disadvantaged position in terms of raiding. Cookie Ville members have only the choice to either ignore or comply and have no clear win condition.
If neccessary, for the following conclusions I have drawn for myself from observation, compare this setup with any other conflict event that lusternia has and the most glaring thing that you'll notice that unlike in other conflict setups, in raiding, one side has no 'win' condition.
This nets me to the main point of making this post. I have observed, both for myself and others, that not having a clear win condition, a clear condition when you're done and you've either lost or won and the event is just done and you can focus on other things again, that is just missing. If joe so wants, he can keep hitting Cookie Ville for as long as he can play, forcing the inhabitants to make choice after choice on whether they'll ignore him or not. From what I have heard of the many conversations that were had on this topic over the years, a good percentage of people are worn out by this, demoralized and eventually find themselves in a state of lethargy. And this is not from one org, mind you. Aside of the fictional Cookie Ville, I've heard from people of Serenwilde, Gaudiguch, Glomdoring, Magnagora, Hallifax. I'm not sure I heard it from anyone in Celest, but then celest hasn't been hit often in the last year or so.
Which now leads me up to the TL;DR on my wall of text: Having no win/lose condition on raiding is detrimental for each orgs health and willingness to engage in conflict. i would like to find some sort of win/lose condition for defenders that would allow them to actually walk away from a defense after a certain amount of time feeling like "yay, we've been them off." or "They've beaten us for now, but we've done well and we know where we need to improve." I would like to brainstorm ideas as to how such a solution could look like.
One last thing, I know a certain percentage of the playerbase is not able to relate to such reasonings, because they are driving by a different kind of thought construct as to what they get out of the game. I ask you people, please contribute as well, maybe we can find a solution together that we could present to admin.
Sadly, my own ideas so far felt really inadequate. Raising death penalities and introducing artificial cooldowns feel like they're not going to encourage a healthy conflict situation and would rather just turn people away. I'm curious to hear your thoughts and I apologize in advance for the wall of text!
Avatar / Picture done by the lovely Gurashi.
Comments
RP excuses asides, because the game is super RP light from I observed in my time returned, I think players need a certain amount of maturity to just go 'Hey, it's a game, I'm not going to partake in this thing I do not enjoy.' Like I refuse to engage in the (horribly designed imo) aetherbubble battles because sitting there spamming two different commands for an hour is not fun. The RP of the character is hurt, I guess, but considering the character spends hours standing still in a single spot while his player chats on OOC channels, uh... let's be a little more real when we talk about 'but my rp!!' please. Every player regularly bends their RP to fit whatever it is they want to do. This is just one more instance of that.
That rant aside, why not have it where if you die in enemy territory x times, you are unable to enter that territory for y amount of time? Is that something the game code can support?
Most conflict is off-plane, on Ethereal/Elemental/Cosmic, and rarely on Astral outside of wild nodes. What all do you have to do in these places? Apart from gathering fae, essence for power, or draining power nodes, not too much.
I think it'd be better to just have more stuff to do there.
Make a quest item that you can drop in your territory to have a permanent, self-resetting pit trap for an hour. Dress them with org-specific flavour if you like.
Let people gather materials to make trinkets or vessels that allow wandering demons/angels/whatever to be temporarily invincible - so long as the duration is a good chunk shorter than the cooldown on the quest, it should A) Not make people give up on raiding entirely Force more strategy on where and when you get said trinkets, and not make it feel like it is a chore that must be done -every- time in order to maintain perpetual invuln (since that'd be impossible).
Those archways on Ethereal? What if there was a way to tune them to make entry for different people slower, or entangle/stun whatever on entry?
Make acquiring and gathering all these sorts of things exclusive to being off-plane. Make more neutral elemental/cosmic territory as necessary to help facilitate this.
We need more things to do off-prime either way, and adding more risk/reward incentives to being in pk-free zones should help make the game more interesting and exciting for everyone.
Maybe it'd be cool if power-discretionaries were removed entirely, or the cost bumped up in place of having the option to quest for the same effect for "free".
Sorry if this feels like a hijack, but I feel like a lot of raiding ultimately comes from when PK-heavy folk feel like they have nothing else to pursue/thwart otherwise. Then this bleeds over to ew-PK folks feeling beset and like they are required to go deal with these things in their territories with no other outlet.
If they had things to do/pursue in pk-free zones that didn't involve stepping directly into someone else's "territory", and was more meaningful than just draining power off of a node (ala astral), I think that'd be a fantastic step in the right direction.
Not pointing fingers as every org and alliance is historically guilty of doing it, but these aren't PK fights, they're glorified PvE bashes with very little risk attached.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
All you would see is a group wait till the majority of people around are an easy fight , then strike. All this would accomplish is the feeling of those who can't fight, to log out as they're causing their org problems by merely existing.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
There have been umpteen threads about this, and there's always someone coming in to say "Why should we change anything, the game still exists right? Just log off!". I put this forward: the game would be better if the primary method for dispelling raids wasn't to make the raiders bored enough to go away.
One small point I'll make is that if we could sort out classes we might have a smaller issue with raids. When That Person is raiding Glomdoring at 0800 GMT and my choices are to either go and fight him solo as a Wyrdenwood or pretend that I don't care, it's difficult to find the fun in the situation. Give me a viable kill strat and I'll have a go, and what is presently a one-sided situation could turn into an enjoyable exchange. To be clear, this isn't a stab at That Person. I'd be doing exactly the same thing if I had a decent kit and/or didn't suck at pvp.
I'd be happier to see them have a series of conditions where they can be invoked, possibly for a raised cost, but being far more effective.
Ultimately the issue is there's no tangible loss condition for the aggressor, if their deaths came with a risk to their org, people may think twice before engaging.
Or.. just encourage more attacking when no one else is around to defend in any capacity.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Part of that is that a lot of the ways it has been calibrated are indirect, like adding essence costs assuming that the raiders *care* about essence and assuming a baseline rate of generating essence. If the goal with the mechanics is to have a cooldown period on raids, as is presumably the goal of the current stacking essence penalties, just institute a direct penalty IMO.
You actually haven't put forwards that it's not causing the game harm, you've just pointed out that the game still exists and that therefore it's not an issue. If your core contribution is to come into the thread and say that everyone is a complainer and that this isn't a real problem because it's not an existential problem on a RL level please go [away]!
Guardians are an interesting side-project. I don't think that improving them will really address the core issue of raids, but their point is to give noncoms and new players a means by which to engage with raids, which is cool. I think they haven't really been touched in forever because engaging in defensive raids is a chore and why would you want to pull new players into that..
E: Note that this is already in the game for supermobs. Once you kill the Demon Lords, you can't kill them again for like two IRL weeks. Implementing this with a one day timer for regular raiding mobs wouldn't be too big of a stretch, I think.
I think a lot of peoples' problems is that they care too much. Can't beat the raiders? Shrug and come back to rebuild when they aren't around. If someone calls you a coward, snub them and go about your business. You aren't here in Lusternia for them, you're here for yourself. If people are kicking ladies/lords/daughters/whatevers, just ignore them. They aren't actually after those mobs, they're either after some easy pk to make their imaginary e-peen swell, or they're poking a wasp nest because of the same reason but don't actually want to fight. Don't let them piss you off, that's what they want to do.
Steingrim and I were actually chatting about this yesterday. It does take entirely too long to rebuild (add motes) to each org's shield once it's put back up. I'd like to suggest that if a shield is under....maybe 20% of max, adding motes to it does double or triple the amount until it's over that 20% of max.
NPC defenders of varying numbers/strengths depending on how many defenders are online/active.
Explicit time limits on raids/ smob raids.
Having different conditions in place for smob raids/having to declare smob raids somehow and them having a fail state.
Increasing damage/maluses over time for attackers based on how long they have spent on the enemy plane recently.
Increased death timers/ not being able to enter enemy planes for a time after dying.
Increasing smob strength depending on how many active defenders there are.
Just a few random ideas that came into my head. If the answer is that they are terrible, that is also perfectly valid feedback. It would be nice to know why though.
I'm the same way. I hope you didn't see my post as a jab at you
No, I get it. You want to be able to drive people off, not just as RP but to give yourself and your allies peace of mind. I'm not saying you shouldn't want those things so much as saying that sometimes you just can't win, and that's ok. You aren't lessened as a commune leader or guild leader or "go-to person" because you aren't as coordinated or artifacted as the people raiding you. You aren't less of a player, or less "invested" just because someone else heavily invests in PVP and you don't.