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All posts created by Flari-Merchant

Flari-Merchant
Edam
I had basically assumed from the start these siege mechanics were aimed at all the currently owned but unoccupied settlements scattered around the map.

The ability for groups to compete over taking dead and undefended settlements that are currently immune from attack (Golgotha is a prime example) is a good thing. If attacking Gologotha brings Xelias back in game to defend it that is a good thing in itself, otherwise if Xelias are no longer interested in it the settlement should be take-able.

Also the ability to challenge a group to defend an unoccupied unused unbuilt settlement that "was taken on spec for future expansion" (multiple groups around the map have done this) or lose it can add some interesting political/PvP options.

What I do NOT see as useful att hsi point in the game is a situation where people are forced to stop everything they are trying to do and build up to instead continually defend an occupied fully constructed home settlement. Making that too easy too early is detrimental.

The response that you are likely to get from that comment is that developed, busy, built up settlements would be the very most difficult to take, by design…
The way things are right now, without new or returning bodies in real numbers, I do not think that any single group could manage to take a defended settlement, but we have not seen the actual numbers and costs yet.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
What are the GOOD things that could come out of these siege mechanics that we have seen so far?

1. Without a system in place to take out a settlement, you can't even begin to figure out if it is too hard or too easy, too expensive or too cheap to wreck a settlement compared to the costs and effort to build one. White board equations and theory are great but nothing is a better test than actual on-the-ground testing and feedback.
2. Bulk Resources finally become more important and have value simply by having a secondary purpose or use(defense points). We desperately need Bulk Resources to have both meaning and value. We need a reason to trade for them and reasons to bring them home from the Holdings.
3. Settlement war mechanics are finally rounded out with the final ultimate mechanic even though, like all others, it will need balancing and polishing.
4. Long standing grudges, ghost town settlements(taken and left empty with no holdings or buildings and a single character in charge) could be redressed, and the threat of mutual destruction could all add up to more interesting politics. They sound like they will be expensive and more than likely require alliances, especially considering that all groups are very short on soldiers at this time.
5. The game is static and stagnant as is. This is a mechanic, that if used occasionally< will help with that.

These are some positive things that I see could come from siege mechanics right now. I can't judge whether they would all pan out as positive things or not, so these are just speculation. Listing these does not mean that I am in favor of or believe that it is a good idea in general right now, or that I would not rather GW work on some other glaring issues, just that there are possibly some positive things that could result…
What if along with these siege mechanics came black/white lists for settlement facilities?
What if it caused some work on Alliance mechanics?
What if it proved needful to work on influence and feuding systems to get it right?
What if it actually sparked creative and more easy solutions to these issues just as siege mechanics suddenly have become "doable" and within GW's range?
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Edam
Bringslite of Staalgard
LoneWolf
Dungeons
IMO, dungeons could be accomplished with a Hex in "space". That is a hex not part of the regular map that is accessed via some of the teleport mechanics that we have for /stuck and other GM commands.

That might work providing they are not "instances" generated on the fly for a particular group and are instead part of the single shard world and available to everyone else to enter if they find the way into them. Though entrances like hidden/locked stairs under the Spire leading down are far more elegant.

Instancing with people able to zip off to their own seperate quest space that no one else can enter would go right against the basic design tenants of a single shard sandbox world.
Of course they should be available to all that can know about the entrance. How that would work, I would leave to GW.

Thinking about dungeons and our communal belief that they would really jazz up the game for all of us…. What exactly is it about dungeons that we think they would be different or so much better than escalations? What are we expecting from "dungeons"? I really am curious…
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
LoneWolf
Dungeons
IMO, dungeons could be accomplished with a Hex in "space". That is a hex not part of the regular map that is accessed via some of the teleport mechanics that we have for /stuck and other GM commands.

The largest obstacle that I see to it is LoS and "solid" objects are lacking. Pretty weird to kill NPCs or players while they are separated by solid walls or sides of ravines.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
The Ravings of the Insane: TDLR(or whatever): Fix the feuding system and the influence system. Don't just continue to bury them.

The original beef was that there was no way to stop aggressors, cause them to have to break up constant feud chains, defeat them so that they could not feud you for some time period. No way to get a break. This caused PVP fatigue. This caused some loss of interest in the game.

Then it became clear that there was no tangible realistic benefit either materially or strategically to taking Holdings from your enemy. In fact there was no tangible benefit involved in defending your holdings. People stopped showing up to defend and the whole operation became a clock watching festival. Now you have further loss of interest and more dropped accounts.

These two problems together, 1. no way to mitigate implacable, unending, nightly chained PVP aggression with 2. no way to utterly crush your enemy and win, leave us where we are right now. For #1 there is possibly capitulation and/or politics but they only become worthy of consideration if there is something at stake that is worth saving by gaining peace. No one feels like Holdings alone are worth losing face by basically surrendering(call it Gamer Hubris). For #2, no solution until GW's proposal now. Let's look at it and see if it really solves issue #2.

Theoretical: By besieging your enemy's settlement until his Bulk resources are depleted and further until all of his buildings are ground to powder you take away his power base. He is wrecked for some time.
But is this true?
I would venture that it is NOT TRUE. I and my mates still have our skills. We still have our companies and all of their influence. As soon as we find a new home(temporary or permanent) we are back in the game. We have been inconvenienced, to be sure, but we can't die and we have universal support. That is a fact of MMO's and they would be far less fun if most of this were not true.

If GW is going to push this mechanic forward simply to put another piece into the puzzle of it's major promised features, that is understandable. The features do need to be put into place eventually. They need to be looked at, working together, to see what needs tweaking and how they all fit together to make a great game. If they are doing it to make PVP more palatable, fun, satisfying in the short run… this will not do that, IMHO. It leaves large gaps in the essential problems of the Feud System, The Influence System, The unrewarding PVP System in general totally buried and festering.

I urge GW to not make the mistakes of so many other Developers. Do not pile new features on top of features that cause frustration and even apathy(about using them) just to say you have Done Something. I do not speak for all, but I would prefer a focus on what is bad cake. Despite it taking longer, fixing the cake is better than more layers of frosting.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Bob
Jumppuppy
Question, how will this affect the universal standing? Will it be removed so the city managers can ban [deny] certain companies or individuals from utilizing their facilities/trainers [make them hostile to the guard force]? Also, you can only train and/or produce products in your home city or those you are friendly to?

This is very high on our list of things to work on, but will be pretty complicated. Settlement warfare certainly adds the potential to make this more aggravating, but we'll have to focus any solutions on just the specific aspects added by settlement warfare, like the building of Siege Engines and Camps.
Maybe if we had some idea why it is so complicated, explained in as layman a way as you can, we could understand Mo'Better. To us it looks like a move of some part of code from Holding trainers to Settlement trainers…
-or-
A setting for Settlement guards to aggress all red (non settlement) characters.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Thanks for the feedback on feedback, Bob. smile
Looking forward to see what you come up with that mitigates some of our concerns.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
In any case, something so radically altering the status quo as this might do, has been the final blow to many an MMO. There are plenty of examples of drastic changes like this going bad. Very much appreciate that you are open to feedback on this idea.
Also consider this:
-This is another mechanic for settlement level play rather than a mechanic for everyday player experience improvement.
-If it were to become reality and utilized very much(which I have my doubts about), it will be pushing more PVP combat level play on a current player base that really does not like such PVP, in general. That would probably be a bad choice right now.
-I may be very wrong, but I do not think that you can get this done in a way that offers immediate rewards to those that use it. Unless that can be done at the same time or VERY SOON after implementation, it probably will not be much used at all.
So(and I could be wrong about this because… no specifics yet) this is really a new feature that could force PVP on players that want little of it, does almost nothing to improve individual play, and is not rewarding so will be used little if at all. Reads like a recipe to be either a waste of valuable time or a disaster or both.

* Get ammunition in or fix ranged attacks that cause stationary BS.
* Introduce ways for smaller groups to homestead. <–Get them invested in territory and "ownership"
* Line of sight. Let's have some. smile
* Gushers
* New recipes that offer variations on gear stats when using say… Blended Iron Blanks instead of Dwarven Steel blanks <—single example. Make them SUPER RARE though.
* Mule drawn carts and "mule spawn doors" on holdings.
* Make sure that all feats are working as intended.
* Throw some damn convenience things into the game store.
–Name change
–Exp respec
–Extra character slots that can earn xp
–Goblin mule skins, otherwise known as "Goblin Porters" <–Credit for this to Glinder She was first to suggest it to me or within my hearing range. smile
–Race change
* Make tools for GM devised adventures like "undeciphered treasure maps" or NPC job offers or even clues to find "outside the map hexes" that are "Dungeons" <–hexes that are not part of the map but can be entered at certain temporary locations.
* How about(rather than Settlement take overs) make "raiding" possible. Invert the 25% loss from character death to 25% lootable from captured holdings. You capture a holding and you have the option to either loot or destroy but not both.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Well ok guys, if this is not the right time for a such a feature, what is it the right time for? Please do not answer with "nothing" or "waiting longer". There are enough players still active to make fixing and adding things important. No game was built in a single patch…
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
My first impressions are that GW is shooting for something a bit more abstract to start with rather than something that requires a lot of new art and code writing. Things like the guard tower and barracks holding models. As things are, we can carry a large Cathedral in our pocket and flop it down just like that.

What I am most excited about is that this shows me that GW can make and add new recipes and items to the game with a little bit of effort. Also that maybe they are done with NOT DOING THINGS to improve the game because they are concerned potential investors will not like the changes.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com