City/Commune Conflicts

by Estarra

Back to Common Grounds.

Xenthos2009-03-06 00:14:57
QUOTE (Catarin @ Mar 5 2009, 07:12 PM) <{POST_SNAPBACK}>
Perhaps I have missed someone else saying this but I am missing where the alliances, RP, etc. are really the core problem here. No, it doesn't help that you have mega orgs that form to crush opposition. But the real problem is simply that at end game, the only interesting thing to do in Lusternia is raid. Or defend from raids.

People raid because it's challenging, it's fun, and frankly, they are bored. Continuing to make it so that it's more difficult to raid and people can do it less often is only going to make it so that people have less to do and less reason to even log on. Besides raiding in some form or another, is there anything anyone else can think of that a reasonably sized group of demigods can do together? I suppose they could stand about RPing but honestly, these are achiever types. They want to achieve something. RPing doesn't exactly fit the bill. Unless it's an event of course.

This has always been the real problem. Yet what gets addressed is inevitably making it more difficult to raid. It doesn't matter how difficult it is. If it is the only game in town, it is what people will do.

You could go fight Serenwilde in Domoth battles! Yay Demigod conflict!
Desitrus2009-03-06 00:19:10
QUOTE (Xenthos @ Mar 5 2009, 06:14 PM) <{POST_SNAPBACK}>
You could go fight Serenwilde in Domoth battles! Yay Demigod conflict!


Stage one is fun. Stage two is like sex with a cactus. Slow, tedious, and ultimately painful for everyone involved.
Catarin2009-03-06 00:20:51
QUOTE (Desitrus @ Mar 5 2009, 05:19 PM) <{POST_SNAPBACK}>
Stage one is fun. Stage two is like sex with a cactus. Slow, careful, and ultimately painful for everyone involved.


Yes domoths don't exactly spring to mind when one thinks of "fun conflict".
Xenthos2009-03-06 00:21:30
QUOTE (Desitrus @ Mar 5 2009, 07:19 PM) <{POST_SNAPBACK}>
Stage one is fun. Stage two is like sex with a cactus. Slow, careful, and ultimately painful for everyone involved.

blackeye.gif
Everiine2009-03-06 00:23:46
QUOTE (Catarin @ Mar 5 2009, 07:20 PM) <{POST_SNAPBACK}>
Yes domoths don't exactly spring to mind when one thinks of "fun conflict".


So, raiding isn't the only game in town, it's just the easiest, and the only one they want to play.
Shryke2009-03-06 00:37:50
Make two new villages connected to Faethorn and elemental planes and make them influenceable at all times.
Tekora2009-03-06 00:41:17
Catarin2009-03-06 00:52:04
QUOTE (Everiine @ Mar 5 2009, 05:23 PM) <{POST_SNAPBACK}>
So, raiding isn't the only game in town, it's just the easiest, and the only one they want to play.


Well it's a game. People tend to do that which is most entertaining unless they have good reason to do something else. Given that raiding is on demand while domoths are not (and you actually have to wait for the person who holds it to decide when you can fight them for it except when two go free in the new year in which case all bets are off), it's not really all that hard to see why one is more likely to happen than the other.
Xenthos2009-03-06 01:03:13
QUOTE (Catarin @ Mar 5 2009, 07:52 PM) <{POST_SNAPBACK}>
Well it's a game. People tend to do that which is most entertaining unless they have good reason to do something else. Given that raiding is on demand while domoths are not (and you actually have to wait for the person who holds it to decide when you can fight them for it except when two go free in the new year in which case all bets are off), it's not really all that hard to see why one is more likely to happen than the other.

Yep.
Unknown2009-03-06 01:27:19
Well, I personally think a mechanical 'victory' condition would help, something that the org itself can't influence. J

Just a quick example off the top off my head, org x can 'defeat' org y, victory condition achieved, org x gets power and gold from y'scoffers and/or make org y their 'conquered territory' for x time, weak org y gets their mobs invincible and can revolt after time's up. You can have the 'safe' effects stack up so any one org can't continually keep conquering a single org.

Alchemy and enchanting naturally will help the orgs teaming thing also, it won't completely sever it, but it sure will whittle away at it.

Also, there really isn't much to do at the end game barring raid, so I agree that limiting it further without also opening up other 'avenues' will not do anything.
Xenthos2009-03-06 01:28:29
QUOTE (Sojiro @ Mar 5 2009, 08:27 PM) <{POST_SNAPBACK}>
Also, there really isn't much to do at the end game barring raid, so I agree that limiting it further without also opening up other 'avenues' will not do anything.

You and Xiel could always move to Mag and play the underdog game again. A whole new Lusternia experience for you!
Unknown2009-03-06 01:36:19
Burnt bridges make for no crossing!

But you could also just focus and train up a bunch of pkers for glom and then rule the world.
Xenthos2009-03-06 01:37:11
QUOTE (Sojiro @ Mar 5 2009, 08:36 PM) <{POST_SNAPBACK}>
Burnt bridges make for no crossing!

But you could also just focus and train up a bunch of pkers for glom and then rule the world.

Mag has no such thing as "burnt bridges" for most people. You'd be just fine!
Shiri2009-03-06 01:41:29
Catarin hit it.

While the alchemy/enchantment reliance causes its own set of problems (you can bet there are a bunch of anti-Celestians that would jump at their throats given a chance, and plenty of suicidal Serenwildoring supporters) that really isn't the actual reason for the stomping. Serenwildoring or Celenglom or whatever would be just as prone to this kind of thing if the populations shifted. And players on either side don't want to change up their alliances to their hated enemies (though they're fine with changing it FROM their allies.)

Nor is the Supernal-farming really the core issue here. It's a case of being raided all the time, or bashed with hunting mobs, and things like that.

EDIT: However, roflmao.gif at the clearly engineered Celest vs. Seren thing that just started...at least it's not an event. Anyway!
Shaddus2009-03-06 01:45:52
QUOTE (Tekora @ Mar 5 2009, 06:41 PM) <{POST_SNAPBACK}>

Wth is this?
Estarra2009-03-06 01:46:28
QUOTE (Shaddus Mes'ard @ Mar 5 2009, 05:45 PM) <{POST_SNAPBACK}>
Wth is this?


This is me. Keep on topic!
Estarra2009-03-06 02:06:19
QUOTE (Everiine @ Mar 5 2009, 04:23 PM) <{POST_SNAPBACK}>
So, raiding isn't the only game in town, it's just the easiest, and the only one they want to play.


Well, it's the only game in town that you can do at any time. Domoths, village and weakenings are regulated.

For those who think quests shouldn't harm other organizations, I observe that people WANT to hurt other organizations which is the whole point of conflict quests. I totally understand that and why it's nice to have a mechanism in place where you can hurt your enemies. The question is when is enough enough? And what's the best way to monitor it when that point is reached?

I heard a couple of people mention a more permanent, or long lasting, end-game result when the ultimate victory is reached (i.e., destroying the Star/Necromentate/Hart/Crow), which was the whole reason for the suggestion of extending the period where the ultimate mobs are invulnerable. You just won (and collected a lot of power), so give the other guys a chance to catch their collective breath. You could still, of course, raid normally for essence, etc.
Xenthos2009-03-06 02:08:12
QUOTE (Estarra @ Mar 5 2009, 09:06 PM) <{POST_SNAPBACK}>
Well, it's the only game in town that you can do at any time. Domoths, village and weakenings are regulated.

For those who think quests shouldn't harm other organizations, I observe that people WANT to hurt other organizations which is the whole point of conflict quests. I totally understand that and why it's nice to have a mechanism in place where you can hurt your enemies. The question is when is enough enough? And what's the best way to monitor it when that point is reached?

I heard a couple of people mention a more permanent, or long lasting, end-game result when the ultimate victory is reached (i.e., destroying the Star/Necromentate/Hart/Crow), which was the whole reason for the suggestion of extending the period where the ultimate mobs are invulnerable. You just won (and collected a lot of power), so give the other guys a chance to catch their collective breath. You could still, of course, raid normally for essence, etc.

Keep in mind that the issue now is not just the slaying of the Demon Lords, but the hours and hours of camping mobs required to fix the situation afterwards.

The exact same thing that happened with Crow when he was killed, and all the efforts to stop the quest.
Unknown2009-03-06 02:13:57
At the risk of being tongue-thrashed again, I'd hate to see the game's mechanics change because of something like this when it shouldn't even get that far. All it would take to make the game more enjoyable for everyone is if every player would exercise a bit of restraint and try to respect their opponents. I've seen a game changed drastically because of this very thing and it ruins them.

Estarra2009-03-06 02:15:36
QUOTE (julie @ Mar 5 2009, 06:13 PM) <{POST_SNAPBACK}>
At the risk of being tongue-thrashed again, I'd hate to see the game's mechanics change because of something like this when it shouldn't even get that far. All it would take to make the game more enjoyable for everyone is if every player would exercise a bit of restraint and try to respect their opponents. I've seen a game changed drastically because of this very thing and it ruins them.


I think the point is we cannot rely on player restraint. I'm not saying that's good or bad--it's just the way we have to approach things.