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    Posts made by Roccandil

    • RE: Opinion on Monsters after the alpha

      @Xzoviac said in Opinion on Monsters after the alpha:

      If the game does not have some things to grind when the game is finished we will all run out of content very quickly- on the PVE side

      I've felt that Fractured's long-term content will be player-generated (conflict, rise and falls of empires, etc.), and you're right, there doesn't seem to be as much room for that on Arboreus.

      On the other hand, to me, grind equals repetition, and repetition is "fluffy" content. πŸ™‚ It pretends to be content, but really isn't.

      One possible solution is economics: if Arboreus winds up being the Lend-Lease world to power the wars of empires in Syndesia, then a player-driven economy may well be the player-generated endgame content on Arboreus. I think I'd like that!

      In that vein, gathering rare resources may well become a competition. Both Albion Online and Wurm Online have players racing to gather rare resources in PvE, fueled by demand from PvP.

      One other mechanic I'd love to see would be scientific-method-based research: of the world, fauna, flora, ecosystems, resources, magic, crafting, etc. That wouldn't be grinding per se, as you would always be doing something a little bit different to actually progress (and that fits more with the parallel progression of the knowledge system).

      Perhaps it comes down to how much we can do with the knowledge system; how many unique goals will we have to explore, and will the reward be worth it?

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Becoming an angel

      @Azurael said in Becoming an angel:

      Well first off as a demon to Angel you will need to change your alignment. That means no more killing the innocent! You'll also need to try get your alignment score up which I imagine won't be easy.

      Then the long process of quests and ingredients for the change...

      Definitely the goal of my first character... But your rewarded with a brand new race, wonder how this will affect stats.

      And what racial skills will be based on demon race.

      Anyway... Super excited for the game!!

      I wonder if you'll get a chance to redistribute attribute points (if, say, an angel has a different affinity).

      posted in Questions & Answers
      Roccandil
      Roccandil
    • RE: What challenges should guild alliances face?

      You know, stepping back from this discussion, I've noticed something intriguing. I see the three planets this way:

      • Arboreus: (mostly) peaceful PvE
      • Syndesia: structured, territorial PvP
      • Tartaros: free-for-all, anything-goes PvP

      Gothix, Alexian, and company: you've already got a planet designed your way! What you're actually advocating is making Syndesia more like Tartaros! And that would remove player choice, and make the game more uniform.

      I suppose, however, I shouldn't be surprised that Demons from Tartaros are already invading Syndesia. πŸ˜› But the knights of Syndesia shall stand fast against the demonic infection! πŸ™‚

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: What challenges should guild alliances face?

      @Gothix said in What challenges should guild alliances face?:

      @Roccandil the reason why FF must exist is because if it does not then it either:

      1. gives a huge advantage to good alignment vs evil alignment
      2. severely restricts evil alignment playstyle

      I do want to see penalties for an evil playstyle. It's risk/reward: the evil playstyle has fewer restrictions, and thus should come at a cost. Otherwise, you're punishing being good, in which case, why have a karma system at all?

      As I see it, the primary point of a karma system is to discourage griefing, because griefing diminishes population.

      Players can either be in PvP mode or out of PvP mode. Now, if you don't activate PvP mode, you can't attack anyone, so we can disregard that mode for time being.

      That's true in Alpha, but I figured that was just a temporary workaround. Are we going to have a flagging system like in Albion?

      Being in PvP mode, you can attack people (you also need to be in this mode to defend yourself, because you need PvP enabled to damage your attacker).

      Hmm. I don't like that! Albion handles that far better, where "blues" can always attack "reds", no need for the blues to flag up to defend themselves. So, no, not everyone needs to be in PvP mode.

      More specifically, blues follow the "karma/good" rules of combat: it doesn't mean they never PvP. If you want to ignore the rules/restrictions, you flag up as a hostile (i.e., be evil). This is effectively "friendly fire" (at a reputation/karma cost, you can attack people who would otherwise be friendly).

      So now there is bunch of people fighting, and all people are in PvP mode, there is a mix of good and evil aligned players from different guilds here (we will exclude neutrals for now for this to remain simple).

      So, I already disagree with this premise. πŸ™‚ A good flagging system changes this significantly.

      Evil aligned people, will want to not only attack good aligned people, but other evil aligned people as well, so if you do not offer them friendly fire you are completely restricting their way of playing, up to the point where it isn't worth playing the game for them.

      Not only evil aligned players are in question here, but good part of good aligned guilds, will perhaps want to have a fight (surprise attack) with another good aligned guild that treated them poorly before, in this mayham, so they would like friendly fire enabled as well (this excludes Arboreus of course, I'm talking about Syndesia and Tartaros here).

      So If you disable friendly fire existence, you deminish play quality for great majority of evil aligned players, and a good number of good aligned people as well.

      You also can't really enable friendly fire for evil aligned people, and turn it off for good aligned people, because (alongside depriving the part of good aligned guilds of play options with this) you would give huge advantage for good aligned people fighting in this mayhem, vs all evil aligned people because they couldn't damage each other, while evils could.

      A flagging system fixes this. Again, it's a choice that tends to make you evil, but if you want to kill friendlies, that makes sense.

      The only way to deal with this is to enable friendly fire for all alignemnts on Syndesia and Tartaros (keep it turned off for Arboreus), and then let people deal with those few "friendlies" (which aren't really friendlies then) that would deliberately stand in their line of fire, by (watching where they are shooting first) and if that's not enough, then using social mechanics. Guild kicks, alliance breaks, refusing to trade with them, and everything else that goes along with it.

      As I already pointed out, that's not the only way to deal with it. πŸ™‚ Also, since flagging hostile is a choice, I'm a lot less worried about someone then standing in your fire to mess with your karma.

      This is sandbox, let people deal with people, instead of having mechanics completely diminishing play style options for almost everyone, just to keep few people happy (people that would dislike getting few minus karma points by occasionally hitting same alignment player).

      A "few people"? Based on what I've seen of MMO populations, the people who like being evil are the few, and they'll chase away everyone else, if allowed.

      Really, to use your argument, we should be corralling the people who like being evil as much as possible on Tartaros, to prevent them from lowering the population! πŸ˜›

      Without friendly fire, intra-alignment skirmishes and fast surprise attacks, just aren't possible, which would bring this (potentially great) sandbox game down up to the point of not being playable for most people that love PvP.

      I disagree with your conclusion. But, a flagging system would allow things like intra-alignment skirmishes and surprise attacks.

      And activating friendly fire only for evil alignment (but not for good) would bring a huge disbalance in mass combat.

      That would require two evil-aligned guilds that don't want to hurt each other, but want to flag up as hostile in the same battle. I'd consider that a job for an alliance system. πŸ™‚ Allow them to be allies, and thus not be able to hurt each other. Problem solved.

      Now that would be on Syndesia. On Tartaros, maybe they'd just need to deal with it. πŸ˜›

      By not having friendly fire we can just play a game without PvP then, with just voluntary pre-triggered GvG... because that's how it will really feel like. Like another PvE MMO. (But I guess that's what you would like, it's why you are asking for this.)

      If I wanted a PvE MMO, I wouldn't be playing Albion Online. πŸ˜›

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: What challenges should guild alliances face?

      @Gothix said in What challenges should guild alliances face?:

      @Roccandil said in What challenges should guild alliances face?:

      But it -is- a solution. It's simply not one you like.

      By that logic, "not releasing a game at all" is also solution xD just not the one you like. (It most certainly prevents all abuse of everything, globally.)

      So let me rephrase that for your convenience. πŸ˜‰ That is not a - good - solution.

      Ooh, another strawman! πŸ™‚ Is not supporting friendly fire really analogous to not releasing the game at all?

      The developers will decide how much griefing they want in the game, and how much they want to prevent it. I'm curious to see what they will come up with; so far, I've mostly liked their philosophy.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: What challenges should guild alliances face?

      @Jetah said in What challenges should guild alliances face?:

      @Roccandil

      with how elements react with other elements, i dont see how full FF would work.

      if we're fighting something in water and i use an electric spell then you're taking damage as well as the mob/player. if i'm near melee range while you're swinging then i'm taking melee damage while attack the mob/player.

      i dont see full FF working.

      That makes sense. I've mostly been thinking about friendly fire in context of fireball-style AoE (an Albion Online thing, I suppose), as opposed to direct attacks where you click on an enemy, and the enemy only is targeted.

      But yeah, now that you mention it, even direct melee attacks in Fractured are AoE.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: What challenges should guild alliances face?

      @Gothix said in What challenges should guild alliances face?:

      Outright disabling all friendly fire is definitely not a solution. That would be like completely disabling all in game chat for everyone because some players are going around insulting people...

      But it -is- a solution. It's simply not one you like. Suggesting that developers try to please everyone is a bad idea; instead, they should simply try to make the game they want to make: that will result in their best possible game.

      I'd rather the developers included all friendly fire, all the time, and collisions, if it's what they really wanted all along, even though I personally wouldn't want to see that.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: What challenges should guild alliances face?

      @Gothix said in What challenges should guild alliances face?:

      @Roccandil I belive Syndesia should be about ruling guilds setting rules for their own zones.

      If "good guild" rules a city then this zone (city ZOI - zone of influence) can be adjusted by their wishes... guards instructed to attack evil aligned players on sight, NPCs refusing trading evil players, friendly fire set to OFF, and so on...

      If "evil guild" rules a city, then they can adjust rules how they see fit in their own city ZOI... guards instructed to attack good aligned players, NPC not offering services to good players, friendly fire ON if they wish, and so on...

      THAT is what would make sieges a lot more attractive and meaningful. An ability to really influence life in various zones.

      Been thinking a bit more about this one: what if friendly-fire on Syndesia weren't a direct choice, but were instead tied to karma? Such that the more evil a city became, the more friendly-fire options were turned on.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: What challenges should guild alliances face?

      @Gothix said in What challenges should guild alliances face?:

      Also, calling any person out there derrogative terms (regardless of how they play) is also not OK. They are people playing a game. Using insults is always a poor taste and toxic, regardless how right you think you are.

      Sounds like you want safe spaces from insults, but not from griefing. Thank you for introducing me to that delicious irony! πŸ™‚

      Incidentally, I much prefer people who play honorably and call people names, to those who play dishonorably and do not. Deeds are more important than words.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: What challenges should guild alliances face?

      @Gothix said in What challenges should guild alliances face?:

      @Roccandil I belive Syndesia should be about ruling guilds setting rules for their own zones.

      If "good guild" rules a city then this zone (city ZOI - zone of influence) can be adjusted by their wishes... guards instructed to attack evil aligned players on sight, NPCs refusing trading evil players, friendly fire set to OFF, and so on...

      If "evil guild" rules a city, then they can adjust rules how they see fit in their own city ZOI... guards instructed to attack good aligned players, NPC not offering services to good players, friendly fire ON if they wish, and so on...

      THAT is what would make sieges a lot more attractive and meaningful. An ability to really influence life in various zones.

      Hmm. Friendly fire being an option for Syndesian alliances and guilds is interesting; I rather like that. I'm not sure I'd tie it to karma, though.

      @Gothix said in What challenges should guild alliances face?:

      Griefing is continually harassing a same certain player, deliberately targeting only him personally.

      That's indeed one form of griefing, but not all. I also consider griefing to be exploiting game mechanics in order to inflict harm that the developers did not intend to be possible: i.e., stepping into friendly fire to inflict a penalty.

      This happened in World of Tanks, even though stepping into friendly fire in World of Tanks is relatively difficult to do. The penalties for friendly fire were to prevent griefers from killing their own team (something the developers were clearly against), but some would exploit that to inflict penalties on their team.

      One really nasty way to do that, as I recall, was to swing your tank's barrel over a friendly artillery piece's barrel as it fired; the hit explosion would then happen within the barrel, possibly killing the artillery piece AND inflicting the friendly fire penalty.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: What challenges should guild alliances face?

      @Jetah said in What challenges should guild alliances face?:

      This game will have friendly fire and will have collision. will some people make a wall so others can walk through, sure but that just means you use an ability that bypasses that like some of the few jumping skills.

      Where have you seen information from developers on player collisions?

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: What challenges should guild alliances face?

      Couple more things on friendly fire and collisions:

      While I don't think friendly fire will significantly deter huge alliances, and I wouldn't want to see it on Syndesia, I could see it on Tartaros, not only within alliances, but also guilds. A hellish free-for-all fits Tartaros. πŸ™‚ No safe spaces anywhere, not even in home plots! (Syndesia, on the other hand, seems the place for honorable, lawful, structured warfare.)

      As to collisions between players, I don't want to see that at all, even on Tartaros. I've done work with colliders in Unity, and 1), they trigger many potential bugs to work through, thus consuming developer time and effort, and 2), they represent a significant performance cost in-game. Not using them would be a win for the poor servers! πŸ™‚

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: What challenges should guild alliances face?

      @Gothix said in What challenges should guild alliances face?:

      @Roccandil yeah that's the problem. πŸ˜‰

      Basically, calling griefers derogative terms... but then equaling a single PvP kill in some circumstances as griefing... this is basically calling every player that makes that single kill those derogative terms.

      I will state that I'm certainly not a griefer, I never player in such way that I pick a person and continually harass him, ever.

      I will however make a lots of dirrefent kind of kills on various different people. Some of those "single kills" may by your definition fall under griefing (for example kill inside a city, or I don't know whatever), and this is why I see those derrogative terms applied to me, and other (by my definition) normal PvP players.

      My takeaway here is that you want to kill allies, but not be called names for doing it. "I killed an ally in an alley, and he called me a NAME! Meanie!" πŸ˜›

      Sounds like the definition of "crybully". πŸ˜‰

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: What challenges should guild alliances face?

      @Gothix said in What challenges should guild alliances face?:

      Interesting is that viewpoint, not seeing as toxic when PvE promoter directly insulting PvP players calling them dickheads, but you see as toxic someone else politely suggesting that this PvE player could read about a game a bit (and realize few things that he missed), and pointing out that he is not the only player playing this game, without using any tag, label or insult whatsoever.

      I guess you feel that players that like to PvP (and kill other players, because that is PvP) should be free to be insulted (because you label them as worthless people by your standards), but when someone suggests that PvE player reads about a game a bit, your sensitivity level rises 1000%.

      Well... I expected nothing different honestly, I've seen it so many times in MMO after MMO. That mighty attitude of PvE players considering themself so virtuous and considering people that like to kill other players in PvP lowly and deserving of all tags and insults.

      You're really whaling on that strawman! πŸ™‚ We were talking about griefers, not PvPers. Again, I find it interesting you see no difference between the two.

      I like PvP. I don't like griefing.

      By the way, griefing is continuous, prolonged harassment, by systematically denying game play time to another player. Calling a single (or even few) AoE kill (karma or not) griefing is.. well, usual PvE player attitude I guess.

      That's -your- definition, dude, not mine. πŸ˜› And "continuous, prolonged harassment", eh? So, you're ok with some harassment? Very interesting. πŸ˜› Well, usual griefer's attitude, I guess.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: What are you reading right now?

      @Gibbx said in What are you reading right now?:

      @Roccandil said in What are you reading right now?:

      I'm currently reading Faith of the Fallen, book #6 in the Sword of Truth fantasy series, and I just finished With Frederick the Great, a Tale of the Seven Years War, a G. A. Henty historical novel.

      I love Terry Goodkind! Enjoy

      I just started The Way of Kings

      Ooh, I love Brandon Sanderson's stories too, especially the Stormlight Archive. Enjoy. πŸ™‚

      Skyward and the Mistborn series are also a lot of fun.

      posted in Off Topic
      Roccandil
      Roccandil
    • RE: What challenges should guild alliances face?

      @Gothix said in What challenges should guild alliances face?:

      @Farlander said in What challenges should guild alliances face?:

      I've been in too many games where griefers just ruin them. They use the rules to their advantage to make the lives of other players miserably. Rules that were not intended to be used in the manner they use them. Then devs have to find work arounds because no one wants griefers in their games.

      In real life a griefer would face consequences. They would be put in jail or even put to death. Devs can ban but rarely do players get banned for griefing because they were only using a loophole. If there is friendly fire dickheads will just go around killing their "friends" until they get booted from their guild/alliance. Then they will just hop around until someone catches on to their game. Even one incident can jeopardize an entire guild/alliance and ruin the fun for even more than the person they griefed.

      @Roccandil maybe because Farlander has on multiple occasions (before I even started to post anything) kept calling players with whos play style he doesn't agree with, various derogative terms, including griefers, d*******s etc.

      I agree with his point, if not his labels. He's absolutely right: there are indeed people who enjoy making life miserable for others. Griefers seems a reasonable and accurate term to describe them.

      He has basically put a tag on any unwanted PvP event, as that being griefing. (sorry but this game includes PvP, if you want no part of it, you have whole planet to play on to avoid it, and if you travel elsewhere and meet PvP, you can not call that griefing, simply because you didn't wish for it.)

      Now, that I don't see in what he said. I just got ganked in the black zone in Albion, but that's the risk. πŸ™‚ That's not griefing. Stepping into a friendly's AoE so they take a karma penalty, however: that's griefing.

      Followed by more insults for players that engage you in PvP and kill you...

      @Farlander said in What challenges should guild alliances face?:

      So you can be walking in town and some dickhead allied player who decided he was bored with the game can come up and kill you unexpectedly.

      Again, while I might not use that label myself, he's right.

      Then he proceeded to claim we want to call him snowflake (which noone did), and then stipulated to Alexian that HE was that griefer.

      @Farlander said in What challenges should guild alliances face?:

      If you want to call me a snowflake go ahead. I'd then suspect you are one of those players that enjoys making others upset

      If you're referencing this quote, he didn't say you all were calling him a snowflake; he simply said go ahead if you wanted to.

      He was quite toxic in start of this discussion. My posts were extremely mild and polite in comparison, and I haven't used any insults at all, unlike him (he did it on multiple occasions).

      I find it interesting that you took his accurate description of griefers personally. I did not find his posts toxic, but yours I did.

      Me reminding him that he is just a single player wanting to play this game, that he has entire area where he can be safe from PvP, and after the way he was posting (calling people d********s), he isn't going to have much rep with the community, is nothing but a simple fact. And I stand by all that.

      I disagree, but how you see it is your business. You, however, lost rep with me; he did not.

      So instead of standing behind him simply because you both support same mechanics, you might wanna also consider the way he was posting, instead of being blind to that part.

      He's fundamentally right. Instead of opposing him simply because you didn't like how he expressed himself, you might also want to consider his actual point of view, instead of being blind to that part.

      Ty, and have a nice day.

      You too. πŸ™‚

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: What challenges should guild alliances face?

      @Gothix said in What challenges should guild alliances face?:

      @Farlander said in What challenges should guild alliances face?:

      The argument that I need to go play some single player game is the same argument used by players for decades in mmos when they want the ability to kill other players willy nilly

      I also don't want to see some 13 yr old decide to go on a town killing spree because he's bored

      In that case read a bit about the game before posting in the forums. You have an entire planet where noone can "killy you willy nilly".

      And if you want an entire game (all 3 planets) to be made to your own personal liking (PvE mode), completely disregarding other peoples desires, then you are not even worth discussing with.

      Remember, you are not developing this game, you are just a single player wanting to play it, among thousands others. And if you continue this path, demanding an entire game to be made "how you like" you aren't going to have much rep among gaming community, so you may as well go play a solo game.

      Gothix, as far as I'm concerned, the above is a personal attack by you against Farlander. Your first statement is a standard put down, "read a bit about the game first", regarding something you almost certainly know he already knows (Arboreus is primarily PvE).

      On its own, mild perhaps, if arrogant and condescending, but then you follow up by implying Farlander may want the game made to his own personal liking, and if so, that he's not even worth discussing with (thus reinforcing the whole arrogance attitude).

      Why make that statement? Why even hint he might not be worth discussing with? What he wrote has nothing to do with a demand to make the game his way; he was merely expressing his opinion on his desires, to which he has a perfect right.

      And I note you remove the condition in a later post, so you've effectively confirmed you believe he's not worth discussing with:

      What else to say to a person that's demanding an entire game to be made how he likes?

      Bottom line: you're accusing him of something he didn't do, and you've questioned his worth. If that isn't a personal attack, what is?

      Again, if his posts represent a demand to make the game his way, then yours certainly are. Yet I didn't see his posts that way, or your posts that way, until you started trying to bully Farlander (and me) out of our opinions, which is an attempt to disregard our desires.

      As far as I'm concerned, you're accusing us of what you're doing.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: What challenges should guild alliances face?

      So, I was thinking about the original point of the thread, which could be stated as the following hypothetical:

      • Do we want one alliance to be able to dominate the game?

      My impression is that we all agree, perhaps even wholeheartedly: we don't want to see that. πŸ™‚

      So, I'd say we at least agree on the problem. Now, as to solutions, I can see three potential categories (with a fourth more exotic possibility; more on that later):

      Caps and costs

      Hard caps or costs can easily limit alliance size, and if alliances and guilds can only have limited members and towns, then it should be effectively impossible for a single alliance to dominate.

      Personally, however, I'm leaning toward something Gothix has expressed elsewhere, which I'll state as this: rely as little as possible on hard-coded restrictions. Use them as a last resort.

      Logistics

      This is all about making it difficult to project power, difficult to show up with a thousand players to fight a battle with a hundred, difficult to steamroll an enemy city. Continent size, movement speed, supplies, fortifications, and so forth all have their place here, and a huge alliance would thus be less likely to dominate.

      This is my favorite class of solution, and I haven't seen much disagreement (if any) here.

      Tactical mechanics

      This is all about making those battle odds of a thousand against a hundred much less uneven, so that the value of having a huge alliance is lessened. I would class friendly fire and collisions here, but it also includes things like ganking protection and attack spam resistance, and possibly things such as battle/siege schedules (depending on game design).

      Both Wurm Online and Albion Online have ganking protection: increasing the resistances of a player based on the number of enemies targeting that player. I think this only applies to direct fire, not AoE. I haven't seen it make a huge difference myself, but maybe it helps. I note that it would seem to encourage the use of AoE.

      Wurm Online also has spell spam resistance (because spells are relatively powerful in WO): if you get hit with a fireball, you get a temporary fire resistance buff. This does diminish the power of AoE.

      The point of schedules is to prevent one elite team from jumping from battle to battle. I'm not sure, however, how much this helps prevent large alliances, since a large alliance can theoretically field more teams.

      Now we've talked a lot about friendly fire and collisions as general PvP concepts, especially regarding griefing, but I wanted to revisit them simply in the context of diminishing the power of alliances.

      Friendly fire appears primarily to be a way to lessen the utility of AoE. Does that, however, really increase the relative power of a hundred players facing a thousand? The best case scenario is the outnumbered force using AoE freely, and the attacking force unable to do so without a heavy cost.

      But, the counters seem obvious: anti-clumping discipline, dumping AoE as the smaller force charges close enough to use their own AoE, and even running into the smaller enemy force to prevent them from using their AoEs without cost. Throw collisions into the mix, and you could also form ranks that couldn't be breached.

      So, if friendly fire doesn't help much against lopsided odds, that means it's not much of a discouragement to forming a dominate alliance.

      As to collisions, this seems far more useful to the thousand-player side in our hypothetical battle, because they'll be able to block the smaller enemy force against terrain (and keep them from infiltrating their ranks). Something like sneak probably wouldn't help in that case, and would be pretty unrealistic too, I might add. πŸ™‚

      Again, I'm not seeing how that discourages or hinders a massive alliance.

      One more thing that's occurred to me: AoE is all about one player hurting many. Conceptually, this a tactical mechanic that should narrow the power gap between a smaller army and a larger, but the problem, of course, is that both sides have AoE.

      I wonder if it would help to decrease the range of AoE attacks (or all ranged attacks) for a cooldown period if you've been moving. This could give the defender a realistic tactical advantage when being assaulted, since they would able to fire AoE at advancing troops before the enemy could return fire. -That- could narrow the power gap.

      And in general, I think defenders don't get enough advantages, strategic or tactical, in these games.

      War of the Gods

      OK, here's the exotic solution I mentioned. πŸ™‚ Let the player have unrestricted alliances, but if they abuse them, declare a War of the Gods on that alliance, in which terrifying avatars leading hordes of summoned creatures lay waste to the alliance's lands.

      Perhaps the developers themselves could even control the divine avatars! πŸ™‚

      One downside, however, is that that sounds cool enough for an entire planet someday to goad the developers into it. πŸ˜›

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: What challenges should guild alliances face?

      @Alexian said in What challenges should guild alliances face?:

      @Roccandil said in What challenges should guild alliances face?:

      As I see it, you're arguing that because griefing can't be eliminated, there's no reason to not have friendly fire (or collisions). That's an all-or-nothing argument.

      Between statements like these and your refusal to acknowledge SBI's explicit admission that Albion's alliance system is widely criticized and the biggest topic of feedback, you "see" a lot of strange things. You may need your prescription adjusted! 😜

      As far as I'm concerned, Albion Online's alliance system has two key features:

      • It's unlimited;
      • It doesn't allow allies to attack each other.

      I'm not entirely sure about option 1, but option 2 I'm completely fine with.

      My point here is that since griefing is inevitable regardless of whether or not friendly fire and collision mechanics are enabled, their inclusion should absolutely be considered if we can find workarounds for the most egregious griefing abuses.

      But simply dismissing these features out of hand "because griefing" is inappropriate. πŸ™‚

      Who's dismissing friendly fire or collision out of hand? Just because you don't like my reasons for rejecting them, doesn't mean they're not reasons.

      Simply saying, however, that griefing can't be eliminated is irrelevant to my argument. Perfect is the enemy of good enough, and you'll spend the first 30% of your time solving 70% of the problem, and the remaining 70% of your time solving the remaining 30% of the problem.

      Friendly fire and collisions are low-hanging fruit. They're in the first 70% of the problem, and not using them eliminates a great deal of potential griefing (as well as development time and cost).

      Again, this is risk management basics. πŸ™‚

      The fly in your proverbial soup is that you've both arbitrarily and unilaterally constrained the goal.

      How?

      We agree that "perfect" is impossible and "good enough" is both desirable and attainable...

      ...And it may be possible to achieve "good enough" by enabling friendly fire and collision mechanics to preserve a hardcore sandbox element while also encoding mechanics into the game that heavily deter untrammeled griefing.

      In other words, you're potentially throwing the baby out with the bathwater. The only way citing "griefing" as a reason to not enable friendly fire and collision mechanics is justified is if the developers and community establish that these goals are mutually exclusive, which has not yet been proven. πŸ˜‰

      Dude, I can cite whatever reasons I want to support my opinion. πŸ™‚ I think for myself; I do not allow others to do so for me.

      Now, as regards your spat with @Gothix, I’m sorry to say he’s right: no one on OUR side of the debate has insisted that their β€œrules” apply to all three planets. I share his respect for various play styles and also don’t want to impose my views of PvP onto Arboreus.

      That's irrelevant, and worse, really. πŸ˜› You've effectively accused us of wanting to impose PvE on all three worlds, which is inaccurate, and now you try to support making that accusation by saying you don't want PvP on Arboreus?

      Heads I win, tails you lose. πŸ˜‰

      I reject your premise; at best, it's an assumption and a strawman. I'm planning to PvP on Syndesia and Tartaros (and Arboreus if need be), and I'm arguing for what I want to see in PvP.

      Farlander and I have just as much right as you to do that.

      Trying to manipulate us into the perception of being "PvE-only players wanting to impose PvE everywhere", well, let's just say, that's not true. I hope that wasn't deliberate.

      Well, actually, no:

      @Roccandil said in What challenges should guild alliances face?:

      @Gothix said in What challenges should guild alliances face?:

      @Roccandil said in What challenges should guild alliances face?:

      Wow, way to twist what Farlander said! You've definitely lost rep with me. 😞

      What else to say to a person that's demanding an entire game to be made how he likes? All 3 planets. Completely disregarding (may as well say disrespecting) all other players that want to play this game.

      Dude, that's -you-. If his posts are a demand to make the entire game his way, so are yours.

      Rather, I just see another player with an opinion, to which he is entitled. In no way do I see his posts as you see them.

      Right here, you insist that @Gothix - not you or @Farlander - is the one demanding "an entire game to be made his way."

      That's either a poor attempt at revisionist history or you're deeply confused about the flow of conversation. πŸ˜‰

      Hmm. I actually concluded the opposite; perhaps I wasn't explicit enough in my hypothetical:

      1. If Farlander were actually demanding the entire game be made his way, so was Gothix (and I say that based on my reading of both of their posts);
      2. But, I saw Farlander's posts against friendly fire and collisions as simply a player expressing an opinion to which he is entitled.
      3. Implicitly, therefore, I also see Gothix's posts supporting friendly fire and collisions as a player expressing an opinion to which he is entitled. (Note, however, I'm not referring to the personal attacks of Gothix on Farlander.)

      Gothix, @Bardikens, and myself recognize that Fractured will feature three different planets designed for three different styles of play. We have all three repeatedly stated we don't care what happens to Arboreus and that our proposals don't apply to it, because we recognize some players wouldn't enjoy the mechanics we're endorsing. What we're recommending is for arguably Syndesia and certainly Tartaros. We're trying to accomodate as many different people as possible.

      You are insisting that your personal preferences be applied to all three planets because you want to PvP on both, despite the fact that all three planets were designed conceptually with three different play styles in mind.

      Interesting perspective. My own is simply that I'm offering my opinion; it's the developers' game, they can do as they like with it.

      Your argument in this thread and your argument alone offers no regard for the play style of others and accommodates only those players who think like you. πŸ˜•

      As far as I'm concerned, you and Gothix are trying to bully Farlander and I into shutting up, by introducing a "rule" entirely of your own conception, that if you plan to play at all on Arboreus, you can't have an opinion on PvP on the other worlds.

      I reject that rule.

      And I'll happily refer you to back to your own quotes to remind you. πŸ˜„

      Please do. πŸ™‚

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: What are you reading right now?

      @Sindariya said in What are you reading right now?:

      cixin liu: three body problem trilogy

      it is chinese scifi and really good.

      Hey, I liked that one! πŸ™‚

      I'm currently reading Faith of the Fallen, book #6 in the Sword of Truth fantasy series, and I just finished With Frederick the Great, a Tale of the Seven Years War, a G. A. Henty historical novel.

      posted in Off Topic
      Roccandil
      Roccandil
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