Enemy Areas

by Sylphas

Back to Common Grounds.

Estarra2011-05-31 22:25:48
QUOTE (Krellan @ May 31 2011, 12:45 PM) <{POST_SNAPBACK}>
So #2 would seem to explain why Hilfarae is not enemy territory and why the merian/gorgogs got split up into separate local areas and then made into enemy territory.

I've been asking for Tainted Broadcasting Centre to have enemy territory for years now. In fact, I still have emails from support saying "We'll consider it." I'm hoping it was just forgotten about under the whole plate of things the admin worked on through that time. So I'd like to bring it up as a candidate now that we're back here.

I feel like it falls into enemy type #1. If need be, it could be essentially split into two halves and have two separate enemy territories.

I think we'd all like things to be a bit less pick and choose which territories receive enemy territory for seemingly arbitrary reasons. I am sure they only seem that way because we don't know why most of the time and sometimes there's just higher priority stuff on the admin's plate to do.


How would you split TBC into two areas where each respective side is wholly confined to that area? Last we looked, we deemed it not possible.
Xenthos2011-05-31 22:30:31
QUOTE (Estarra @ May 31 2011, 06:25 PM) <{POST_SNAPBACK}>
How would you split TBC into two areas where each respective side is wholly confined to that area? Last we looked, we deemed it not possible.

Why can't you make a third set of enemy area (as suggested above) which if enemied to either side makes it flagged as 'enemy territory'. However, it's an NPC enemy territory, meaning that it is unprotected by Avenger but does not carry with it the extra penalty of player-organizations?

That would really seem like the best and most thorough solution; people can protect to their heart's content at that point, Avenger doesn't care, but you aren't giving player-organization-level punishments for NPC areas.

The 'one size fits all' enemy territory is difficult to deal with, as players.
Unknown2011-05-31 23:02:17
Why not assign a flag to the NPCs similar to Avenger that sets you flagged for PK if killing the NPCs in that area(or maybe just certain creatures that are significantly more important than others) that way you can avoid being ganked just for being around enemy territory(excluding off-plane). For example, i'm in Centaur enemy territory, but i'm just hunting rabbits for my stew?

Anyway, two cents!
Estarra2011-05-31 23:04:35
QUOTE (Xenthos @ May 31 2011, 03:30 PM) <{POST_SNAPBACK}>
Why can't you make a third set of enemy area (as suggested above) which if enemied to either side makes it flagged as 'enemy territory'.


Not possible.
Estarra2011-05-31 23:05:11
QUOTE (Ruiku @ May 31 2011, 04:02 PM) <{POST_SNAPBACK}>
Why not assign a flag to the NPCs similar to Avenger that sets you flagged for PK if killing the NPCs in that area(or maybe just certain creatures that are significantly more important than others) that way you can avoid being ganked just for being around enemy territory(excluding off-plane). For example, i'm in Centaur enemy territory, but i'm just hunting rabbits for my stew?

Anyway, two cents!


Eh?

Keep it simple!
Calixa2011-05-31 23:14:12
Throwing in my vote for the decoupling of enemy status. Also, and I believe this was brought up in an old thread on the topic, let survey show us if we're dealing with org or npc enemy territory. All this would make me very happy and while it may not fix the whole griefing situation, it would certainly help some.
Estarra2011-05-31 23:19:22
QUOTE (Sylphas @ May 31 2011, 12:41 PM) <{POST_SNAPBACK}>
Estarra, I understand (and adore) that we have more than just featureless bashing areas. But at the same time, we need places to bash. If you make killing sentient mobs a serious decision with serious repercussions, you must needs introduce more areas with non-sentients to bash.


BTW, when I suggested repercussions from sentient denizens, I was thinking something like a chance that, if you attacked a denizen to whom you were enemied, there would be a chance of a couple of guards rushing in to protect said denizen (nothing too draconian). I can imagine some players liking that as it'd give more denizens to kill!
Estarra2011-05-31 23:20:40
QUOTE (Lendren @ May 31 2011, 12:44 PM) <{POST_SNAPBACK}>
The trouble IMO is that two kinds of enemying (to a player org, and to an NPC org) are treated identically, so whenever you balance things by adjusting for one (e.g., make exp loss higher for demigods in enemy territory, as a means of making raids more risky), it affects the other in ways that are not always beneficial (e.g., makes it so huge amounts of high-level bashing areas become too dangerous to hunt in). People keep calling for eliminating or changing enemying, but that is not necessary. All you really need to do, and it's probably quite easy to do in code, is decouple those two types of enemying for the purposes of experience loss. That is:
  • Die in player organizational enemy territory (e.g., prime Magnagora): Megabad XP loss.
  • Die in NPC organizational enemy territory (e.g., Castle Djarrakh): Much less XP loss.
But after making this change, you still have Avenger do as it does now. So there's no Avenger protection in NPC enemy areas, but you don't also get the second whammy of super-high XP loss.
So enemy territory for krokani still serves its intended purposes:
  • People can defend NPCs that are important to them.
  • NPCs react sensibly to someone who's been murdering them stopping by for tea.
No need to give up any of that. Just decouple it from the "disincentive to casual raids" XP megapenalty. That's all you have to do.

The only coding wrinkle in this is that there are a few enemy org areas that would have to be handled specially. When doing exp loss, you can check which kind of enemy territory by seeing if the org is an NPC area (e.g., Castle Djarrakh) or a city/commune/guild/order, but you might have to make a coded exception for a few orgs: Moonspirit, Nightspirit, Nil, Celestia, etc., so those are treated as "player org" experience losses.

I honestly think this would make all the arguments about "don't make bashing areas enemy" vanish in a puff of code, without losing any of the real reasons why you want bashing areas to enemy.


That may be doable. I'll have to think about it more.
Krellan2011-05-31 23:30:17
QUOTE (Estarra @ May 31 2011, 05:25 PM) <{POST_SNAPBACK}>
How would you split TBC into two areas where each respective side is wholly confined to that area? Last we looked, we deemed it not possible.


I don't want to split it into two areas. That was just one things people suggested the last time TBC was talked about on forums.

I personally would just make TBC one enemyable area.
Estarra2011-05-31 23:33:12
QUOTE (Krellan @ May 31 2011, 04:30 PM) <{POST_SNAPBACK}>
I don't want to split it into two areas. That was just one things people suggested the last time TBC was talked about on forums.

I personally would just make TBC one enemyable area.


Again, not possible as-is.
Xenthos2011-05-31 23:35:50
QUOTE (Estarra @ May 31 2011, 07:33 PM) <{POST_SNAPBACK}>
Again, not possible as-is.

I still feel like it needs to be made possible. It's the only real way to make these areas have risk (people can defend them, etc) without becoming huge targets for 'hey, person Y is in enemy territory, let's go grief them out of a few million essence with a gank squad'.
Sylphas2011-05-31 23:42:50
QUOTE (Estarra @ May 31 2011, 07:19 PM) <{POST_SNAPBACK}>
BTW, when I suggested repercussions from sentient denizens, I was thinking something like a chance that, if you attacked a denizen to whom you were enemied, there would be a chance of a couple of guards rushing in to protect said denizen (nothing too draconian). I can imagine some players liking that as it'd give more denizens to kill!


That would be cool, you'd just want to watch the more lowbie areas (krokani and aslaran come to mind).
Krellan2011-05-31 23:54:08
QUOTE (Estarra @ May 31 2011, 06:33 PM) <{POST_SNAPBACK}>
Again, not possible as-is.


Oh I see. I guess I missed why it was not possible.

If you don't mind explaining, I'd appreciate!
Unknown2011-06-01 00:10:05
Oh I thought it was fairly simple, make sentient beings defendable when they are attacked but not enemy territory in general. As this allows people to wander, quest or what not in enemy territory without having to worry about getting ganked. As well as maybe flag conflict quests the same way?
Unknown2011-06-01 00:14:30
QUOTE (Krellan @ May 31 2011, 07:54 PM) <{POST_SNAPBACK}>
Oh I see. I guess I missed why it was not possible.

If you don't mind explaining, I'd appreciate!



I would hope they don't make TBC enemyable.

One- it has no roleplay counterpart for a pretty obnoxious effect. There have been loads of discussions on that topic, so I won't even go there.

Two- Sides that are willing to do it can and will set up a defense to protect it. A strong org doing this pretty much means that they'll get all the bards and scholars until a time such that they no longer feel like defending it. There have been plenty of rants about TBC as is. I can't imagine they'd get any better when people who just want to be able to collect bards and scholars have to wade through a defended demesne in enemy territory.
Unknown2011-06-01 02:38:30
I don't particularly care about TBC, but Hifarae is tied to the Glomdoring Epic Quest and it's a three-hour-minimum quest, whose mobs are bashable by any midbie, and, when bashed out, resets that three hours completely. I'd like for a way to at least be able to defend that and at least lessen the tedious work for the quest.
Unknown2011-06-01 03:05:58
QUOTE (Estarra @ May 31 2011, 07:19 PM) <{POST_SNAPBACK}>
BTW, when I suggested repercussions from sentient denizens, I was thinking something like a chance that, if you attacked a denizen to whom you were enemied, there would be a chance of a couple of guards rushing in to protect said denizen (nothing too draconian). I can imagine some players liking that as it'd give more denizens to kill!



+1

ETA: I think this could even still work with the decoupling of org enemy and denizen enemy territories. My only concern would be forcing someone to kick a denizen they're enemied to in order to bring the zergling guard squad down. Don't know if that's even possible, it seems to me like the kind of thing which surely must have come up and been addressed in the past for one thing or another.
Sylphas2011-06-01 03:48:25
QUOTE (demonnic @ May 31 2011, 11:05 PM) <{POST_SNAPBACK}>
+1

ETA: I think this could even still work with the decoupling of org enemy and denizen enemy territories. My only concern would be forcing someone to kick a denizen they're enemied to in order to bring the zergling guard squad down. Don't know if that's even possible, it seems to me like the kind of thing which surely must have come up and been addressed in the past for one thing or another.


Forcing someone to attack a mob aggros the mob to the forcer.
Unknown2011-06-01 04:21:09
QUOTE (Sylphas @ May 31 2011, 11:48 PM) <{POST_SNAPBACK}>
Forcing someone to attack a mob aggros the mob to the forcer.


As it should be then. Like I said, was pretty sure it had to have come up already.
Enyalida2011-06-01 18:08:00
QUOTE (Alacardael! @ May 31 2011, 09:38 PM) <{POST_SNAPBACK}>
I don't particularly care about TBC, but Hifarae is tied to the Glomdoring Epic Quest and it's a three-hour-minimum quest, whose mobs are bashable by any midbie, and, when bashed out, resets that three hours completely. I'd like for a way to at least be able to defend that and at least lessen the tedious work for the quest.


The only problem I have with that is that it's only something you need to do once, and (outside of getting the baby, which you can send graced people to do), it's the only really interfearable part of the Glom Epic, where the Seren side has fairly easy to interrupt (outside of prime territory) parts on the actual repeating vision section.
It is really annoying though with the spawns.