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  1. #1
    if a warring/non warring setting is put in place, there should be obvious and major advantages and disadavantages to each.

    because of the abuseable nature of any 'safe' setting, the non warring tribes should be very limited in where they can build on the map

    one of the major pitfalls of shadowbane, in its early couple years, was the amount of time/gold/energy it took to build a city (weeks, 10-20+ million, lots) relative to the amount to rip one down (1-6 hours, 1-5 million, a bit). the crushing loss of pixel investment was enough to send people packingw hen they lost their city.
    - warring tribes: architecture costs -50%

    there need to be resources that are only claimable by warring tribes. Why? Another shadowbane example: The corruption server had stagnated as a large portion of it had moved off to other games/servers. Upon OCC's (vd) return all of the expansion mines (the ones that produce the rare materials required for making high end weapons) had been claimed and ranked (ranking made them produce more, and much harder to take down) by the dominant guild on the server (at that time). We began a process to attrit their forces, by deranking their mines and by constant banes (asset destruction battles). Despite this guild fielding double our numbers, through the near constant press we were able to break their hold on the server. It was the press against both their claimed assets and their owned assets that allowed this to happen. If we were not able to attack their cities, we would likely never have been able to take down their mines. Broken of the stagnation, the server rebounded and was very active from a population and pvp standpoint. POINT: asset invulnerability is a bad thing. In a competetive environment their needs to be escalatable recourse to an event. 'HAHA you cant do anything to me because is zerged the hell out of this resource LOL' is bad for gameplay.

    and i don't believe they have a plan. They have some ideas. Really hope in creating a plan they listen to the people who are adept at, and enjoy, the territorial control/asset war aspect of the game, and not so heavily to those who would do everything in their 'power' to diminish and dilute it.

  2. #2
    Quote Originally Posted by Dubanka View Post
    if a warring/non warring setting is put in place, there should be obvious and major advantages and disadavantages to each.

    because of the abuseable nature of any 'safe' setting, the non warring tribes should be very limited in where they can build on the map

    one of the major pitfalls of shadowbane, in its early couple years, was the amount of time/gold/energy it took to build a city (weeks, 10-20+ million, lots) relative to the amount to rip one down (1-6 hours, 1-5 million, a bit). the crushing loss of pixel investment was enough to send people packingw hen they lost their city.
    - warring tribes: architecture costs -50%

    there need to be resources that are only claimable by warring tribes. Why? Another shadowbane example: The corruption server had stagnated as a large portion of it had moved off to other games/servers. Upon OCC's (vd) return all of the expansion mines (the ones that produce the rare materials required for making high end weapons) had been claimed and ranked (ranking made them produce more, and much harder to take down) by the dominant guild on the server (at that time). We began a process to attrit their forces, by deranking their mines and by constant banes (asset destruction battles). Despite this guild fielding double our numbers, through the near constant press we were able to break their hold on the server. It was the press against both their claimed assets and their owned assets that allowed this to happen. If we were not able to attack their cities, we would likely never have been able to take down their mines. Broken of the stagnation, the server rebounded and was very active from a population and pvp standpoint. POINT: asset invulnerability is a bad thing. In a competetive environment their needs to be escalatable recourse to an event. 'HAHA you cant do anything to me because is zerged the hell out of this resource LOL' is bad for gameplay.

    and i don't believe they have a plan. They have some ideas. Really hope in creating a plan they listen to the people who are adept at, and enjoy, the territorial control/asset war aspect of the game, and not so heavily to those who would do everything in their 'power' to diminish and dilute it.
    I think this is an excellent post. I'm not against players being safe, but there has to be some consequence to it. One of the reasons Eve is doing so well is because those developers knew that making some of the universe safe would encourage more people to play it. At the same time, those players are very limited in where they can build and the resources they can acquire. And those safe players can always choose to move into the unsafe areas whenever they want to and vice-versa. It greatly increases a player's choice of activities.

  3. #3
    memory failed me, fact check, server was vindication, not corruption...not that it matters.

  4. #4
    Quote Originally Posted by Dubanka View Post
    memory failed me, fact check, server was vindication, not corruption...not that it matters.
    Vindication was an abortion (Loreplay)

  5. #5
    Quote Originally Posted by mrcalhou View Post
    I think this is an excellent post. I'm not against players being safe, but there has to be some consequence to it. One of the reasons Eve is doing so well is because those developers knew that making some of the universe safe would encourage more people to play it. At the same time, those players are very limited in where they can build and the resources they can acquire. And those safe players can always choose to move into the unsafe areas whenever they want to and vice-versa. It greatly increases a player's choice of activities.
    This system is the one that's always worked best. The same system has been used for two decades almost and it's still the best. I still play a text-based MUD (that I've played since 1995) that has three types of areas...LPK (Lawful - Safe), NPK (Neutral - PK, but no loot), and CPK (Chaotic - FFA PVP w/ Full Loot). The best resources are always in the CPK areas! It works!

  6. #6
    I thought about this some, and at first I was thinking I would feel pretty bad if someone took over the place i had spent many hours building. And I guess I would feel bad if they just took it over and destroyed everything, but that would be their choice. If it was made well you could hope they might keep it how it is with just a few changes.

    What it would do would give you a chance to go and build something in a new place, maybe far from your old place.

    If totems were contested I think it would be good maybe that if one was taken over, the new owners should not be able to destory anything maybe for a whole week. Giving the previous owner a chance to retake it without it being destroyed.

  7. #7
    Quote Originally Posted by goodayve View Post
    I thought about this some, and at first I was thinking I would feel pretty bad if someone took over the place i had spent many hours building. And I guess I would feel bad if they just took it over and destroyed everything, but that would be their choice. If it was made well you could hope they might keep it how it is with just a few changes.

    What it would do would give you a chance to go and build something in a new place, maybe far from your old place.

    If totems were contested I think it would be good maybe that if one was taken over, the new owners should not be able to destory anything maybe for a whole week. Giving the previous owner a chance to retake it without it being destroyed.
    a remodel timer on a captured totem

    of course, that would jsut mean if i was going out to destroy your stuff i just wouldnt actually capture yhour totem until i'd leveled your city ...but taht would give you more time try to to stop me....since that should take a long time.

  8. #8
    Quote Originally Posted by Dubanka View Post
    a remodel timer on a captured totem

    of course, that would jsut mean if i was going out to destroy your stuff i just wouldnt actually capture yhour totem until i'd leveled your city ...but taht would give you more time try to to stop me....since that should take a long time.
    Yea, but they wouldnt be able to teraform anything during the time. I dont know how everything is planned to work, I guess you will probably be able to destory peoples walls and buildings.

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