Encouraging 1-1 Fights

by Estarra

Back to Ideas.

Lehki2011-05-29 17:02:56
QUOTE (Estarra @ May 29 2011, 12:10 PM) <{POST_SNAPBACK}>
Again, how would you design it to stop it from being gamed or abused? If you are offering a minor prize/buff, people would definitely try to find the easiest way to get it.


If it's an active challenge, I guess some penalty for losing I suppose. An essence/XP loss, or perhaps a disfavour type of debuff, or a temporary karmic curse they can't remove normally. Maybe I'm too harsh though...

Being a demi-god only thing would prevent people from trying to make some worthless alt they intend to lose with, though I suppose some might have demi-gods alts they don't play much sitting around...

Don't really thing there's anything that can be done to stop two people from making some agreement if they're able to get into some duel with a prize, so adding some randomness to make actually getting into that duel together difficult perhaps. Having whatever the challenge is open up at unpredictable times, and the first two to run there are the ones who get to participate? Though that would probably need some cooldown on how often you can participate so slower folks could sometimes get there first... And I guess the thing would have to be randomly popping up multiple times a day if you actually it wanted it to be a regular incentive.

Maybe instead of first come first server for the first two, everybody who shows up for it gets paired with a person at random and dropped in a battlechess like area, bunch of sets of 2 rooms. Win your duel, get a small reward, essence or gold?


EDIT: Yeah, just need to echo on the topic of challenges inside of archetype. Druid vs Druid combat is pretty much the worst 1v1 combat I've ever had in any game. It literally will not go anywhere because neither druid can do :censor: in the other druids demesne, and breaking melds 1v1 is basically who runs out of power first. And you really can't do anything to keep another druid in your demesne.
Estarra2011-05-29 17:03:07
QUOTE (Xenthos @ May 29 2011, 10:01 AM) <{POST_SNAPBACK}>
I can't help but feel that it has a lot of similarity to God Wars; one side can make a challenge, the other side has to accept or nothing happens. There's an inherent problem with that kind of structure at this point that we've seen with God Wars' implementation (yes, I know I was in favour of something like this in the past). It just appears to have been proven a poor release valve.


As I said, I really don't expect this would be a release valve for anything.
Sylphas2011-05-29 17:04:19
The only archetypes that can honestly fight each other on a level playing field are monks and guardians/wiccans, really.
Estarra2011-05-29 17:05:50
QUOTE (Sylphas @ May 29 2011, 10:04 AM) <{POST_SNAPBACK}>
The only archetypes that can honestly fight each other on a level playing field are monks and guardians/wiccans, really.


Not sure what 'honestly fight each other' means but if you regularly battle another archetype exclusively, you'll learn fast. Remember this isn't 1-1 but group vs. group.
Krellan2011-05-29 17:06:54
Any added conflict needs to be automated i.e. it cannot be something that just two people agree to.

An example of this is God Wars. No longer ever used because both sides have to mechanically agree to the war.

Basing your system off of guild positions such as security, protector, and champion wouldn't be bad because those are kind of positions that imply they are willing to fight.

CTF sounds fun, but the main point is my first sentence. Otherwise, it'll become something you code in, gets used at introduction and then long forgotten about.
Shamarah2011-05-29 17:10:52
Wait, I thought we were trying to promote 1 vs. 1 combat. Basically every other mechanism of conflict in Lusternia already revolves around group vs. group, I don't think we really need another (especially not one arbitrarily restricted to guilds).
Estarra2011-05-29 17:13:50
QUOTE (Shamarah @ May 29 2011, 10:10 AM) <{POST_SNAPBACK}>
Wait, I thought we were trying to promote 1 vs. 1 combat. Basically every other mechanism of conflict in Lusternia already revolves around group vs. group, I don't think we really need another (especially not one arbitrarily restricted to guilds).


True, but expanding it to guild vs. guild I thought would be more accessible.

One of the problems with 1:1 is that someone just runs and the fight goes on forever. Especially if there's consequence and someone tries not to lose (rather than trying to win). Could of course time so there's a draw but that's frustrating.

EDIT: Expanding to guild vs guild presumably would mean there's somewhat a balance between the two sides. Anything else (city vs. city) could end up extremely lopsided.
Sylphas2011-05-29 17:16:59
QUOTE (Estarra @ May 29 2011, 01:05 PM) <{POST_SNAPBACK}>
Not sure what 'honestly fight each other' means but if you regularly battle another archetype exclusively, you'll learn fast. Remember this isn't 1-1 but group vs. group.


Two melders fighting each other is a drawn out fight over who has the demesne or someone gives up and loses their primary skill. Bards can't use songs against each other. Warriors have issues building wounds on each other.
Everiine2011-05-29 17:48:05
Limiting it to same archetype will make Knights cry. You don't want us to cry, do you? losewings.gif
Anisu2011-05-29 17:51:45
QUOTE (Estarra @ May 29 2011, 07:13 PM) <{POST_SNAPBACK}>
True, but expanding it to guild vs. guild I thought would be more accessible.

One of the problems with 1:1 is that someone just runs and the fight goes on forever. Especially if there's consequence and someone tries not to lose (rather than trying to win). Could of course time so there's a draw but that's frustrating.

EDIT: Expanding to guild vs guild presumably would mean there's somewhat a balance between the two sides. Anything else (city vs. city) could end up extremely lopsided.

Except when it is lopsided the other org will not agree to fight anyway.

Which will lead it as others said, to the faith of godrealm wars.

And since you can't really penalize not accepting the challenge (since lets face it then we would challenge when they have few fighters) it will serve little purpose.
Vadi2011-05-29 18:22:16
Maybe remove the opposite Domoth restriction and allow more orgs to participate in them. Although Domoths, unpeaced revolts and Aetherflares are too far in between, however frequent they are, not to go without raiding for days.
Unknown2011-05-29 18:22:23
Honor gains through mutually declared out of arena 'honor duels'? Cultural increases for the city with the most 'Noble warriors'? Perhaps the ability to fear your enemies when you warcry based on how many such 1v1 'honor duels' you've won versus lost against org enemies in the past month?

Those are just top of my head thoughts.

Edit: Since people don't seem to like consensuality with their combat, this probably wouldn't work.
Xiel2011-05-29 18:44:31
Hmm. Mind, this idea is very hazy and putting it down on paper helps me solidify it (not guarantee that it'd be awesome), but what if an option occurred during a raid that initiates when even numbers of x-raiders and defenders appeared in org territory?

Cause I know raiders hit 85% of the time just for peekay and the rest to actually deal damage to an org, but the circumstances as they are now are what I pointed out in the griefing thread to lead to more jumping in other territories. This thread seems to want to encourage bigger, even groups of conflict, so why not address both?

Anyways, if 5 people on each side enter the territory, roughly, the choice opens up to bring the groups to a shrine and powerless nonenemy territory to duke it out in. I'll flesh it out more after lunch, but wonder if it'll work.
Lothringen2011-05-29 19:05:33
I'd like to see (domoths, say) restricting the amount of participants to avoid the huge, multi-org zergs that are often fielded by both sides. Not 1v1, necessarily, but...

For example, Magnagora challenges Death. All demigods see this, and the other orgs race to oppose the challenge. Glomdoring wins (gets to the challenge area first), so it's Magnagora vs. Glomdoring only, and a random number is selected by the system, meaning each org is allowed to field, say 3, 4 or 5 participants in the domoth area. If you die, you're thrown back to the Aetherplex regardless of lichseeds, vitae, etc., and the last man standing from whichever org wins.

To combat simply avoiding one another, an alternative means of winning (apart from simply killing all opposition) would be a point-based system, as now. This will encourage the two sides to actually fight each other, lest one accrues enough points to win outright.

Perhaps the War domoth could be a test of this method? You could always have some regular domoths and some contested this way, as long as the opposite-domoth-restriction was removed.

No shrines!
Unknown2011-05-29 19:17:58
Tell celest sup challenging death, contest the area and we'll do the same next time.
Lendren2011-05-29 19:19:17
QUOTE (Everiine @ May 29 2011, 01:48 PM) <{POST_SNAPBACK}>
Limiting it to same archetype will make Knights cry. You don't want us to cry, do you? losewings.gif

From my time as a warrior, I think we all know the answer to that. biggrin.gif
Lothringen2011-05-29 19:21:08
QUOTE (Sojiro @ May 29 2011, 12:17 PM) <{POST_SNAPBACK}>
Tell celest sup challenging death, contest the area and we'll do the same next time.


True. It'd have to be fine-tuned somehow to prevent such gaming (and I don't know how!) but I still enjoy the concept. sad.gif
Xenthos2011-05-29 19:41:36
I feel like Domoths are supposed to be multi-organizational battle zones.
Malicia2011-05-29 19:53:21
Domoths should allow all to take part, no matter which orgs hold opposing ones. Just leave it so one org can't claim opposing (ex. Life and Death).
Turnus2011-05-30 00:02:53
No more stat/health/domoth-like buffs please. Rewards of an experience boost sound good, but we really don't need another system that ends in "the rich getting richer" sort of thing.