by ThorleifCleaver » Sat Jul 30, 2022 4:13 pm
The PROBLEM is that PVP engagements are obnoxious under the current system. Why? As many here regularly point out, PVP engagements, especially in the context of sieges and/or raids, are largely going to be many vs. one. The system encourages this style of fight, and this style of fight then forces players into long, time-wasting chases where, rather than fighting, per se, players are required to exploit various little mechanics to gain distance and invariably flee, since many vs. one is, in this system, almost always a losing proposition.
I don't consider the running around and drinking itself to be a problem, save that the native client has no auto drink option (or has that changed?). In fact, running around seems entirely sensible to me--what fighting style doesn't encourage sticking and moving? No, the problem is not the emphasis on repositioning or gaining distance but rather being ganged up on and having no choice but to engage in long, idiotic marathons to either escape or otherwise deal with opponents.
A SOLUTION might be to add a set of "vows" to the combat tab that modify the character's own rules of engagement. Working something like the "murderous rage" state, a player may set a vow that, for instance, allows ONLY 1v1 combat with other players while also disallowing ranged, meaning that player can only engage and be engaged with one (1) other player character at a time, unable to switch targets or drop aggro until the other player ends combat. This vow would thus prevent being ganged up on but would also make the character less useful in larger brawls or as support. Conversely, a player could choose a vow that allowed for being engaged by multiple player characters at a cost of increased stamina consumption while imposing an effectiveness penalty on each opponent over 1. The idea for this vow would be to normalize the numbers difference (not stat difference), meaning that in a 2v1 fight the 2 opponents would be reduced to 75% effectiveness each, still maintaining an advantage, but at 5v1, the 5 would be at 15% or less. As opponents dropped off, the penalties would follow suit. The numbers would still have an advantage, since the survivors would renormalize, but it would make fighting groups far more viable. I can imagine quite a few vow variations that would help move combat away from the current, idiotic and boring paradigm.
A vow would be a semi-permanent state; it could only be changed, say, weekly. It would not in any way impact PVE, though similar vows might be fun there as well.
An indirect BENEFIT to this might be to encourage and develop ranged combat in PVP. Ranged had some limited uses under the old system (though a bug had something do with at least part of that), but an indirect consequence of characters who can only engage and be engaged with a single opponent in melee would be the rise of supporting archers who could snipe to assist. Again, positioning would matter, as would vows related to ranged.
A related PROBLEM is that being able to gang up and thus leading to hours-long "fights" discourages any fighting at all, especially in situations like sieging that, in another game, might result in fun, large-scale battles.
A potential SOLUTION might involve analogues to war flags that change the conditions of battle either on a vclaim or in a province/large area. These flags would need to be built on a vclaim, meaning they would be part of the defender's kit, and would designate for a window of time a set of positive and negative rules for any engagement. For instance, one flag might disallow death while allowing full, scent-free character looting (and lengthening the hearth home timer now). Another might allow only 1v1 combat while disallowing anyone engaged in combat from leaving the designated area while engaged in combat. Yet another might disallow rawhide and horse whisperer, allowing for mounted combat on the claim. Yet another might enforce 1v1 combat while on-claim, but prevent any opponent that runs off-claim during combat from reentering the claim for several days.
I find ruleset variations like this vastly more interesting that the siege chess as it stands. Giving the defender the ability to designate the rules of engagement a bit would actively encourage more direct conflict. A single defender might choose to sally forth and fight even several attackers if he or she could ensure the fights would all be duels restricted to the claim, while a group composed of many weaker, newer players might choose to sally forth if they could take outright death off the table.
It seems to me in any kind of so-called "siege chess," tools like this should be part of the standard kit. They give the players agency and choice, and, in a game where stat differences matter so much, a sense of control over a system that can seem very unfair.
I'd be interested to hear any GOOD FAITH arguments against this. I'm sure they exist, though after thinking about it for a while I couldn't come up with any that were substantially worse than the current paradigm.