What are successful orgs supposed to do?

by Catarin

Back to Common Grounds.

Ildaudid2007-12-13 03:12:36
The simple answer would be to grief another org. If that is all you want to do. You could try working on some other org with a more active fighter playerbase. Or an org that hasn't dwindled due to constant raiding. But that is just an option.

For non PK orientated things. You could try to learn what the light actually is. Have quests of self exploration as a city, etc.


QUOTE(Estarra @ Dec 12 2007, 09:56 PM) 465077
What do players want? I hear a lot of people say they want more combat, especially 1:1 PK fights; however, there's really nothing stopping that from happening now. The sad truth is that some people who say that actually only want to be able to dominate someone else. They don't just want to just jump someone and win in a fair fight--they want to jump someone and decimate that person (even if it takes a couple of friends to help one do so). I'm really not sure how serious people are about wanting individual combat, but I suspect, when faced with the reality, it is not as prevalent as some people may imagine or hope for.


There are many who would love 1 on 1 conflict. But sadly that never happens because you can never get anyone (even of your own might) to participate in one on one.

An example of this is when Player A goes to an area controlled by their opposing org. Although it is only one player going there, the opposing org will bring anywhere from 5-10 people to handle the situation. This is not fun for Player A, since unless Player A can Havens away when they are about to die, they are sure in for death (eventually after running around for an 1+ hours).

If there were only some way to make it so 1v1 is actually an option, without it ending up being the typical 3 to 1 odds (which tends to be the the norm on any type of raid or jumping individuals), it would be nice. I know that if I were to attack anyone from my opposing org (if they were competent fighters or not) I normally see half the population of my opposing orgs fighters porting to me or my target, which again makes it too pointless to bother with anymore. If I wanted to fight 2 demigods, 3 titans and a few Guild Champions by myself I would have better odds trying to solo 50 guards.
Eldanien2007-12-13 03:12:44
At the risk of thinning out org-oriented conflict, I do think there needs to be non-org related conflict. This gives the combat junkies something to involve themselves in without drawing in guild/org influence. People tend to feel they -must- defend their planes, their cities, allied villages, and so on. This is great for the combat lovers, not so much for those who don't want to play that game.

You constantly hear about people being forced to defend, dropping what they're doing to go die to an attacking force who realistically wouldn't attack unless they felt they could get away with it. The advantage lies in the attacker's hands, since they're the ones who decide 'ok, I/we have enough potency, skill or whatnot to deal with what the defenders have'.

I think most people would rather be on the offensive than defensive. This is only natural.

So, create a 40-50 room area with variously afflicting creatures (damage limits level participation more than afflicts do), and a quest that gives the -one- titleholder something like +2 to all stats. As soon as the quest is complete, it can be done again. This creates a sizeable reward that people will want, could fight over, without drawing in 'required but reluctant' combatants.
Estarra2007-12-13 03:15:49
The ethereal idea sounds more like a new worldgame (ala wildnodes).

I'm not sure if this solves the questions Catarin is asking.

Xenthos2007-12-13 03:18:20
QUOTE(Estarra @ Dec 12 2007, 10:15 PM) 465107
The ethereal idea sounds more like a new worldgame (ala wildnodes).

I'm not sure if this solves the questions Catarin is asking.

Noooo. Not a worldgame (and it could probably stand more tweaking for current-Lusternia, this thing was written 1.5?+ years ago). It's intended to be something that people can choose to do at any time, for personal benefits, and gives people some conflict OUTSIDE of the organizational conflict. One of Catarin's largest points was that Celest doesn't feel like it can go for all the conflict it wants, because they feel like they're griefing if they do. There are too many people who don't want to be involved in forced defense (or unceasing defense).
Eldanien2007-12-13 03:19:46
Or better yet, perhaps a smaller sort of thing for each Seal, since there's going to be additional code/areas built up for Ascendants in that regard. You could have this tie into that whole system, though that begins to run the risk of being tied up into org-centric conflict.
Shiri2007-12-13 03:23:34
QUOTE(Estarra @ Dec 13 2007, 03:15 AM) 465107
The ethereal idea sounds more like a new worldgame (ala wildnodes).

I'm not sure if this solves the questions Catarin is asking.


Yeah, it definitely isn't a world game. It's a good outlet with personal rewards for people who say they want (and actually want) 1v1 combat. I have a feeling the latter number is far lower than the former, since mostly it's just people liking to jump people they know stand no chance in territory they're enemied to, but if you think it's a concern at all then I think what Xenthos suggested might be the way to go. Updated with Eldanien's seal thing for modern times, since as Xen says this idea was made at a different time.
Catarin2007-12-13 03:31:59
I am not certain there is an answer. There's a glass ceiling that there doesn't seem a good way to get around. Let's take Celest as an example (since I know Celest). It's goal as prompted by the histories and player RP is to redeem itself and bring back the golden age of the Celestian Empire. Oh and spread the Light, get rid of the Taint, and bring the pesky forestals back down to their role as glorified gardeners, etc. etc.

Now, there is no mechanic for this to ever happen. So we win a zillion villages, dominate our enemies, beat our chests on Avechna's peak and pat each other on the back. Now what? We can never have that Empire. We can only keep trying for it. So we just keep doing what we've been doing. In theory, Magnagora should surrender and let the angels march in banners waving. But, there is no real reason for them to do that either. Apparently wanting to quit the game is preferable to surrender. So Celestians just keep doing the same old thing, beating on the gates. Until they get bored and leave.

My first thought is of course, a war system. So an org can conquer the world and then settle down to rule its surly subjects and deal with any pesky rebels. But war systems rarely seem to work out as intended. So my next thought turns towards aetherspace, as usual. Let portions of aetherspace be claimed by organizations who build little outposts to secure their area, mine their conquered bubbles for resources, bask in the spouting of their doctrine by the inhabitants of the bubbles, etc. Allow other orgs to raid the resource bubbles, making off with some booty. Be able to attack another orgs territory and claim it as your own if you win the battle (only being able to initiate a battle if a certain number of members of that org were even on. And the battles complete with spawned NPC soldiers based on how much that org has invested in defense) And more in that vein. Then an org could spend their time expanding and maintaining their empire rather than beating on the same dead horse until its glue.

I don't know really. Just the thoughts of a tired brain.
Estarra2007-12-13 03:32:45
For 1v1 combat (off the top of my head):

5 room individual combat area. Opens 3x per game month (i.e., once every 10 hours).

A special minister (ambassador?) or aide can assign 1 and only 1 combatant who is a protector in one of that org's guild to participate. For example, Magnagora Ambassador chooses a nihilist protector and Celest Ambassador chooses a paladin protector.

Only those two may enter the individual combat area. They must fight until one dies. If no one dies in one hour, both automatically die painfully and horribly. If only one enters, that person automatically wins.

Winners have their power reserves fully refreshed and scores added to a culture rank score. Culture rank scores add power. Also, new combat rankings based on wins/losses in these individual combat areas.

Total of 6 individual combat areas:
  • Magnagora/Celest
  • Magnagora/Serenwilde
  • Magnagora/Glomdoring
  • Celest/Serenwilde
  • Celest/Glomdoring
  • Serenwilde/Glomdoring
(Thus, there would be 18 such battles every RL day.)
Xavius2007-12-13 03:35:37
No org ties or scheduling, please. Impulsiveness helps make games fun!
Estarra2007-12-13 03:37:39
QUOTE(Catarin @ Dec 12 2007, 07:31 PM) 465121
So my next thought turns towards aetherspace, as usual. Let portions of aetherspace be claimed by organizations who build little outposts to secure their area, mine their conquered bubbles for resources, bask in the spouting of their doctrine by the inhabitants of the bubbles, etc. Allow other orgs to raid the resource bubbles, making off with some booty. Be able to attack another orgs territory and claim it as your own if you win the battle (only being able to initiate a battle if a certain number of members of that org were even on. And the battles complete with spawned NPC soldiers based on how much that org has invested in defense) And more in that vein. Then an org could spend their time expanding and maintaining their empire rather than beating on the same dead horse until its glue.


Unfortunately, this would end up being one of those endless conflict ordeals or, alternatively, end up like villages in aetherspace. Either way, there's a danger of player fatigue.
Xenthos2007-12-13 03:38:22
Encourages 1v1, but it doesn't solve a few of the other issues that have been brought up. Issues still needing to be examined:
1) There needs to be a way to do conflict whenever all the participants feel like being combative (instead of to a schedule).
2) There needs to be conflict that is divested from organizations (that is: No organizational benefit, nor disadvantage). Conflict that does not involve Fae, or Angels, or Demons.
3) Without organizational conflict, there needs to be personal advantages (no organizational power, or cultural score, or anything-- just individual benefits).

There needs to be the ability for more conflict (yes, even group conflict) that does not involve forcing others (read: The Defenders) to participate.
Catarin2007-12-13 03:41:37
I'd rather see a free-pk area that you can enter at any time where you are faceless and orgless and battling for individual rewards with no ties to orgs. Perhaps different flavors. Some will only allow two people to be in the area at any given time. Another would allow more. Like the Halls of Avechna or something similar. Your successes earn you points or something that you can redeem with the battlemaster for nifty personal rewards such as gold, experience, karma, temporary artifacts, access to an exclusive hunting area, whatever.
Estarra2007-12-13 03:42:28
QUOTE(Xenthos @ Dec 12 2007, 07:38 PM) 465127
1) There needs to be a way to do conflict whenever all the participants feel like being combative (instead of to a schedule).


But it does have to be regulated (or else there would simply be fatigue). That's easy enough to do really--just have it so only a total of 3 can be done per month and let the orgs decide when the battles occur within reason.

QUOTE(Xenthos @ Dec 12 2007, 07:38 PM) 465127
2) There needs to be conflict that is divested from organizations (that is: No organizational benefit, nor disadvantage). Conflict that does not involve Fae, or Angels, or Demons.


I think a small prestige benefit here is fine.

QUOTE(Xenthos @ Dec 12 2007, 07:38 PM) 465127
3) Without organizational conflict, there needs to be personal advantages (no organizational power, or cultural score, or anything-- just individual benefits).


Why not both?

Again, this idea was for 1:1 combat (as some people claim they want that) with some org benefits. Without orgs and a "free for all", it would be too easily gamed.
Estarra2007-12-13 03:43:41
QUOTE(Catarin @ Dec 12 2007, 07:41 PM) 465128
I'd rather see a free-pk area that you can enter at any time where you are faceless and orgless and battling for individual rewards with no ties to orgs. Perhaps different flavors. Some will only allow two people to be in the area at any given time. Another would allow more. Like the Halls of Avechna or something similar. Your successes earn you points or something that you can redeem with the battlemaster for nifty personal rewards such as gold, experience, karma, temporary artifacts, access to an exclusive hunting area, whatever.


Could have rewards tied to the arena. Why re-invent the wheel?

EDIT: Again, have to deal with the fact of easily gaming a system, especially for something with free-pk where nothing is lost.
Eldanien2007-12-13 03:47:04
QUOTE(Catarin @ Dec 12 2007, 09:41 PM) 465128
I'd rather see a free-pk area that you can enter at any time where you are faceless and orgless and battling for individual rewards with no ties to orgs. Perhaps different flavors. Some will only allow two people to be in the area at any given time. Another would allow more. Like the Halls of Avechna or something similar. Your successes earn you points or something that you can redeem with the battlemaster for nifty personal rewards such as gold, experience, karma, temporary artifacts, access to an exclusive hunting area, whatever.


That works, too. Only I wouldn't make people faceless and orgless, so much as openly interpreted as irrelevant. Make 'death' there result in the usual xp loss but not praying, only dumped out of the competition. Avechna's more martial and aggressive twin sister Anhceva holds the competition area under the effects of certain rules of reality, similar to how Avechna does in a pacifying capacity. Within this area, death is not death, just a major slap to the xp pile and loss of defenses.
Catarin2007-12-13 03:52:38
QUOTE(Estarra @ Dec 12 2007, 08:43 PM) 465131
Could have rewards tied to the arena. Why re-invent the wheel?

EDIT: Again, have to deal with the fact of easily gaming a system, especially for something with free-pk where nothing is lost.


I think the idea of the arena is that it really isn't..real. There would still be risk and xp loss and defenses lost and resources used in this free-pk area. In addition, people would not know who the other people in there were. They would just see "A swift aslaran" or a "Fishy Merian" or perhaps not even race at all. Just "A combatant is here". You don't know who you're fighting (though of course you might figure it out pretty quickly if you're familiar with their style) you don't know who is in there with you. You just enter the area and prepare to battle.

Perhaps also have some super strong mobs in there to give people something to do while waiting for a fight. Which you can turn in for some reward. Or have a series of differen't "quests" that you can do in order to have access to the rewards. Like you have to kill a certain number of these mobs in a certain period of time. You have to kill 20 other people in the area (over time). etc. Complete all the quests in the area and you get a special battlemaster honours line. For those honour line junkies...
Catarin2007-12-13 03:56:01
QUOTE(Estarra @ Dec 12 2007, 08:42 PM) 465129
But it does have to be regulated (or else there would simply be fatigue). That's easy enough to do really--just have it so only a total of 3 can be done per month and let the orgs decide when the battles occur within reason.
I think a small prestige benefit here is fine.
Why not both?

Again, this idea was for 1:1 combat (as some people claim they want that) with some org benefits. Without orgs and a "free for all", it would be too easily gamed.


People can say they want 1:1 combat all they like but the ones that really want it, already get it with the other likeminded people. What people likely mean with this is that they want to be able to go attack someone they know is weaker than them and not have 20 other people interfere. So what they want is move 1:1 combat that they know they can win.
Estarra2007-12-13 04:02:25
QUOTE(Catarin @ Dec 12 2007, 07:52 PM) 465135
In addition, people would not know who the other people in there were. They would just see "A swift aslaran" or a "Fishy Merian" or perhaps not even race at all. Just "A combatant is here".


We would never do that.

First, it's too onerous to code targetting players by anything but their name. Even if we gave out faux names (which is kind of silly), how far (and how much coding time--none of this is easy) would we go to hide custom weapons or descriptions or pets or whatever. It's one of those ideas that is nice in theory but wildly impractical to pull off.
Forren2007-12-13 04:09:20
A Lusternian "Lusternia" - a virtual world in a virtual world with virtual PK - sit down at the VirtuChair and be locked in, allowing you to in-game go to a special area (basically, an arena that runs 24/7) where you can pk and pk and pk.
Morgfyre2007-12-13 04:19:12
QUOTE(Forren @ Dec 12 2007, 10:09 PM) 465149
A Lusternian "Lusternia" - a virtual world in a virtual world with virtual PK - sit down at the VirtuChair and be locked in, allowing you to in-game go to a special area (basically, an arena that runs 24/7) where you can pk and pk and pk.


Isn't that essentially what the Planes are? Open PK areas.