In all the previous worlds I have managed defence just fine (and as a hermit) unless I've made my own errors, such as mistakes in the wall and that time I left my keys in a chest overnight with an xrd leading into my village. (


Granger wrote:Fuck off, please go grow yourself some decency.
infectedking wrote:nuff said
jorb wrote:One seemingly nice thing about the present ram system is that it doesn't seem to lend itself particularly well to resource spam. If you build a ram, someone -- apparently -- needs to manually watch it for 24 hours, and -- apparently -- this is enough of a chore to be a meaningful deterrent to crime and warfare. Spamming more rams doesn't help the situation, and that seems like a largely good thing.
Is there any formulation or change to the ram's mechanics that would be good, or better than what presently exists?
Say: 24 hour drying time, 12 hour window of destruction? 24/18? 48/12?
jorb wrote:Under a "Raid Moon" system, however, it seems likely that PvP simply becomes a question of who can leverage more combat ready characters. Is this desirable?
Please discuss.
rye130 wrote:jorb wrote:One seemingly nice thing about the present ram system is that it doesn't seem to lend itself particularly well to resource spam. If you build a ram, someone -- apparently -- needs to manually watch it for 24 hours, and -- apparently -- this is enough of a chore to be a meaningful deterrent to crime and warfare. Spamming more rams doesn't help the situation, and that seems like a largely good thing.
Is there any formulation or change to the ram's mechanics that would be good, or better than what presently exists?
Say: 24 hour drying time, 12 hour window of destruction? 24/18? 48/12?
I don't think setting windows of conflict is the right way to approach siege. Forcing players to log on at a certain time just doesn't feel like it will ever not be abusable in some major way. The attacker seemingly will always be able to force the defender into a disadvantageous scenario (through spamming rams or something).
The better way to handle it, which I believe you've talked about before, is by allowing players to be able to progress the state of the raid/attack whenever they want. So if I log on and see that someone is attempting to attack me, I can work on stuff that will meaningfully delay or stop them from progressing. I'm not forced into playing during a certain window of time, but I can use my play time to do work defending.jorb wrote:Under a "Raid Moon" system, however, it seems likely that PvP simply becomes a question of who can leverage more combat ready characters. Is this desirable?
Please discuss.
I think the main thing should be that numbers alone don't win the game. They should help, but not completely remove the effort required to do anything. I don't want to be destined to fail just because I don't want to play with 40 other players.
jorb wrote:The perhaps best realization we've had of this thought is that of a "Raid Moon". I.e. a server global time window -- eight hours once each week, say -- during which the game takes on more the character of a free for all; raiding is significantly easier. Under such conditions it is by definition true that the state of being able to attack someone is intrinsically linked to the state of being oneself possible to attack in return.
Under a "Raid Moon" system, however, it seems likely that PvP simply becomes a question of who can leverage more combat ready characters. Is this desirable?
Please discuss.
Amanda44 wrote: that time I left my keys in a chest overnight with an xrd leading into my village. (-
)
jorb wrote:You bitching about a pearl necklace and me trying to work on the foundational core of the game? I couldn't agree more. Nuff said indeed.
dafels wrote:I like to be under Frosty's command.
rye130 wrote:I think the main thing should be that numbers alone don't win the game. They should help, but not completely remove the effort required to do anything. I don't want to be destined to fail just because I don't want to play with 40 other players.
loftar wrote:rye130 wrote:I think the main thing should be that numbers alone don't win the game. They should help, but not completely remove the effort required to do anything. I don't want to be destined to fail just because I don't want to play with 40 other players.
I do think this is an interesting and possibly large question in and of itself. I mean, even if you don't play in a village with 40 other players, is it not to some extent reasonable to expect players to accumulate allies, or settle in the area of a more-or-less benevolent hegemon, or the like? Aren't those the kind of social interactions that should, at least in some theory, be desirable in an MMO? Should I, as a completely isolated and lone player, be able to match up against strong factions?
Granger wrote:Fuck off, please go grow yourself some decency.
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