sidusar wrote:Hmmm, I'm still inclined to believe that constant loosing is an inherent evil of any PvP feature. Any balancing mechanism put in to give an advantage to the loosing side just forces things into a permanent stalemate and makes the entire feature pointless.
But that's probably just how I feel because I look at it expecting a story advancement; that eventually one side wins and things move on. I suppose outposts (and spires as well) were really meant to be locked in an eternal stalemate battle where no side can ever truly win.
Aah, but perpetual conflict and pointless, unwinable PvP-features make great instant content. Or at least that's what every current MMORPG wants us to believe.
The truth is that making them really meaningfull or a clear win is a gambit; to much winning on one side and loosing on the other and demoralization strikes which leaves innevitably to a player exodus and thus income for the developpers.
Non-meaningfull or no clear win and your playerbase will start feeling cheated and loose interest (especially when it is the only available 'content' for the fabled 'endgame'); again loosing in players and income.
Which is probably why some developpers have chosen to include win conditions and a reset for those features. No long lasting effect for a win, everyone starts the feature over with minimal dents in moral, and if there are rewards they are usually more on a personal level, based on involvment. (I'm thinking of games here like Dark Age of Camelot, RF Online, WoW, and a few games in developpment such as Pirates of the Burning Sea and WAR. Oh, and ofcourse most FPS games.)
And then there is ofcourse Alliance mechanics in some games, most often limiting the number of guilds/clans based on their achievments; again a feature or mechanic to ensure conflict is perpetual, breaking up your playerbase into multiple alliances. This allows for small wins, ever changing possession of conquerable features, but never domination.
Truth to be told; we have another thing to keep in mind in Ryzom: Story advancement. This wouldn't be as much a problem if the game had but only one shard.
The official storyline evolves over time and at the same pace over all 4 shards. Winning would mean we're done with the feature, so we'd expect things to progress. Which would be practically impossible as no developper team will want to expand on available content for just one shard. It takes away resources over time, 'spoils' for other shards or makes them feel left out. Or the shard on which the 'win' was achieved will have to be without new content till the other shards leg it up. Neither of those possibilities seem apealing.
Balancing mechanics wouldn't make a perpetual conflict meaningless; they are already by nature. They just make sure the playerbase doesn't get demoralized when loosing (out).