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Re: A vision of Cho (Golden age)

Posted: Tue Oct 10, 2006 11:45 pm
by johntf
spoloh wrote:---speaking in if's---

I had a vision, a vision of a wonderful land called Cho.

- A land where everyone can start anew.
- A land where guilds only use faction points for the sake of tps and noone even mentions political or religios propaganda.
- A land where Higher powers are only that - higher powers - staying somwhere up high and never reaching down to twist homins minds.
- A land where outposts are held by guilds not factions and are declared upon by guilds and fought over in a GvG manner.
- A land where spires will never be built because noone will be interested in building them.
- A land where alliances are made for trade and sharing crystals but wars are also done in a GvG manner.
- A land where words "karavan/kami scum" are never spoken
- A land where any homin can ask any crafter for help if he has earned that crafters respect
- A land where everyone is happy and free...

Now that would be a real paradise... called Cho...
I think that's a great post and what I'd love to see any game server especially one here and hopefully cho about, and I agree completely infact pro pvp people should love the gvg not fvf stance. It would lead to a more fluid and more fun sense of pvp. As it stands a big load of people show up there's little room for tactics, a lot of lag and defenders usually win unless outnumbered 3 to 1 making pvp with the op's a rather boring affair. Unless there where a lot more players and more favtions then big alliances just strangle pvp and things like outposts really. Id much rather see one or two guilds have a much more interesting battle for an outposts where the better guild and not just the faction with more members wins. Give me something like that and I'd be a lot more interested in pvp in the game.

A better trading system for cats with more interesting trading values for stacks of cats would be good too.

I really hope there's less bitterness (forget about pvp let the new players on cho not the old ones decide this it make's for a much fairer way) on cho anyway, there's far too much childishness here where people seem to take a game too seriously ie kami scum kara scum etc, it's all fine and well where its a joke but time and time again I see it used in an annoying way.

A code of honour system, well I think that's a must, I wont pretend or say I don't want pvp to happen but I would like to see it as it was more so a while ago on arispotle where people fought with gentlemanly conduct etc... had some respect for the people they fought and took it all in good humour.

Re: A vision of Cho (Golden age)

Posted: Tue Oct 10, 2006 11:55 pm
by vladww
johntf wrote:Id much rather see one or two guilds have a much more interesting battle for an outposts where the better guild and not just the faction with more members wins. Give me something like that and I'd be a lot more interested in pvp in the game.
I so agree 100% :)

Re: A vision of Cho (Golden age)

Posted: Wed Oct 11, 2006 2:02 am
by b00ster1
Actually.. to comment fully current subject, it's needed to quote half of 122 posts above, 4-6 links to articles about MMO psychology and analysis ... and after all join to existing and upcomming flame...
So speaking shortly - i'd just prefer to refer to post No 5.
Without comments.
Just 1 question, Infinity going to start/reroll too on Cho?
What supposed to be, what is, and what would be Cho/Ari from all aspects - need another tens threads with x00 pages of assumptions, ending up in flame, offtop and personalising.

Re: A vision of Cho (Golden age)

Posted: Wed Oct 11, 2006 2:28 am
by totnkopf
b00ster1 wrote:Just 1 question, Infinity going to start/reroll too on Cho?
You've been gone a long time, Boosty, so I'll assume you missed the whole part where Infinity became the rallying force behind the Kami and played a large role in the defense of many Kami OPs.

Also, perhaps you missed threads such as this one

One could ask the flip side to your question too... Is Booster starting again on Cho? Because if you're looking for a server with no Infinity members on it, Arispotle would be the server to choose.

Re: A vision of Cho (Golden age)

Posted: Wed Oct 11, 2006 4:09 am
by riveit
b00ster1 wrote:... ending up in flame, offtop and personalising.
Utterly inevitable. :)

Welcome back Booster! :D

Re: A vision of Cho (Golden age)

Posted: Wed Oct 11, 2006 6:35 am
by spoloh
Aha so it seems I shouldn't go home from work at all... As soon as I left, the thread went on a -omg-arispottle-PvP-whatever-I'mright-andyouwrong- spree.... Well let us return it back on track, shall we :) You gotta respect the IP (author) mates, well at least somewhat :)

And thanks a lot Soleca for your effort, I appreciate it...

So...

I have been thinking about how a GvG op battle system can avoid uber-guilds-own'emall syndrome... And I have come up with this:

1. A GvG system: 1OP per 1 guild. At any given moment any guild can declare on another guild's op and they fight it out on a GvG basis.

2. Minimal number of defenders: If a defending guild can not field more than 5 warriors it will be considered unable to hold it's outpost, it's claims become void and ANYONE can help the current attackers take it if they see fit to help.

3. Equal number of fighters: both sides field the same number of fighters + the "attack ratio" (this can be further discussed but I see it as a 50q op, 100q op - 1 additional attacker, 150q op, 200q op - 2 additional attackers, 250q op - 3 additional attackers)

4. Warriors of balance: The main instrument of getting "equal numbers" of fighters (+ attack ratio) is a neutral guild (or guilds) that provide "additional" warriors for every op battle (if needed) to make up for the difference in numbers. Since they are neutral they do not care neither for kami/kara issues nor for the guilds battling, all they care for is the balance and the law...

If we have such a neutral instrument we can easily balance any number of attackers on the part of "uber guilds" and it will still remain GvG in essence.

Of course these warriors of balance have to be honest, never take bribes or any somesuch (expelled from guild for that or smthn) and always be ready to PvP :) as well as have the appropriate lvls...

What you guys think of this??

And please stop derailing the thread for Chrissakes :)

Re: A vision of Cho (Golden age)

Posted: Wed Oct 11, 2006 1:57 pm
by sehracii
spoloh wrote: What you guys think of this??
How would you deal with two guilds from very differnt time zones fighting? That basically can't be on at the same time. Defenders can't field 5 players when they're sleeping, so they give up claim to the outpost?

Also, three extra attackers generally won't be enough to fight the guards on lvl 250 or even lvl 200 outpost. They can keep a whole team busy just on their own, and I only mean minimum threshold levels, 5 or so.

Re: A vision of Cho (Golden age)

Posted: Wed Oct 11, 2006 2:27 pm
by aardnebb
sehracii wrote:How would you deal with two guilds from very differnt time zones fighting? That basically can't be on at the same time. Defenders can't field 5 players when they're sleeping, so they give up claim to the outpost?

Also, three extra attackers generally won't be enough to fight the guards on lvl 250 or even lvl 200 outpost. They can keep a whole team busy just on their own, and I only mean minimum threshold levels, 5 or so.
My suggestion: Time zone based OPs

OPs where you can only schedual attack/defense rounds during peak times for X timezone.

Solves the "4am attack" issues in one fell swoop. And, also, would give us fairly overwhelming proof of the Timezone related balance issues betweent he factions.

Re: A vision of Cho (Golden age)

Posted: Wed Oct 11, 2006 2:36 pm
by sehracii
aardnebb wrote:My suggestion: Time zone based OPs

OPs where you can only schedual attack/defense rounds during peak times for X timezone.

Solves the "4am attack" issues in one fell swoop. And, also, would give us fairly overwhelming proof of the Timezone related balance issues betweent he factions.
You don't think reducing a guilds outpost options because some are not their time zone is too limiting? I would think limits would encourage stagnation.

And regarding factions, doesn't everyone say Kara can field a good force at any time?

Re: A vision of Cho (Golden age)

Posted: Wed Oct 11, 2006 2:36 pm
by riveit
aardnebb wrote:My suggestion: Time zone based OPs

OPs where you can only schedual attack/defense rounds during peak times for X timezone.
I like this idea. But it seems difficult to implement. How do you decide how many and which outposts belong to which timezone? It seems to me that only Nevrax can make such decisions given their knowledge of their subscribers. Then what if the server population changes? Would the outposts be adjusted to accomodate the new demographics?

Without op costs, marauder attacks and or other outpost changes, I think this idea may cause even greater stagnation though.