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Re: GvG .. Lets Go! - Gu-Qin

Posted: Sun Oct 08, 2006 12:54 am
by vladww
xvenix wrote:I can just say that some us that have just started Ryzom doesnt want it to turn into world of warcraft where everything depends on pure numbers.
:eek:

Many things can be said against WoW, but there's more bravery & fun in an Alterac session than in a hundreds political OP faction fights .

Re: GvG .. Lets Go! - Gu-Qin

Posted: Sun Oct 08, 2006 1:14 am
by rushin
*laughs quietly to self and finds something less repetitive to read*

Re: GvG .. Lets Go! - Gu-Qin

Posted: Sun Oct 08, 2006 2:12 am
by arfindel
ambika wrote:[...] the kamis that attacked were not inhabitants of Yrkanis. Example: TS attacked Yrk er about 2 days ago. It isn't their home (ok maybe Keiko cause she's Matis and would make sense her home is Yrkanis).
[...]

Correction: TS were invited to raid Yrkanis by karavaneer bored players.

=====================
Long story out of topic (sorry Xera for hacking thread):

Long time ago when some of us were living in another world where you won nothing but honour and fun out of fight, there were two cities close to each other: Bestine and Anchorhead. Groups of rebels raided Bestine and groups of imperials raided Anchorhead. Those pvp-ers who knew to not get emotional about it usually communicated with each others and sent tells: meh, we're sleeping here, don't you come for some fun fight? And we came, or they came.

A raid usually has two faces: at the begining the defenders are taken by surprise, the attackers come fully prepared. So at the beginners attackers most often win, slowly but surely the defenders prepare better, ask for help, etc, while the attackers get bored, leave, get distracted, RL interferes, etc. And by the end of the raid defenders are always much more and in better shape so they win. At the end of the day defenders come home (usually by respawning fastest train) and are happy: we held <insert city name here> for X minutes occupied while defenders cheer happily: we chased them away, have you sene how they ran? In between there is a challenge of raid party strategy and skills competition. There is a minimal set of rules: don't attack at respawn points, and let defenders regroup.

We abstained for a long time to raid anything, even if the OP wars while strategically more interesting, are embittered by the fat gain in OP products.

After so many months after introducing pvp to the game we hoped (and I still hope it's true) the mentality of the community regarding pvp has become milder. On the other hand in my opinion - in a community where there is clearly a mass of people who like pvp - open pvp, with no any gain but challenge, would be benefficial. More than that the 4-6 pvp-ers waiting every single day next to Yrkan stables is proof enough for this I believe.
I have thought about raiding Dalae :) but there's no kami respawn near to make real fight possible. We won't raid our own city either, as it's easy to imagine :) But we will gladly come if you'll call us to defend Pyr or Zora, or whatever is handy for both parts.

At any rate please don't start with Yrkanis shielding and such. It's the karavaneer side that needs even more than us some place to open pvp, training, challenge and the fun it implies. You're working every day your skills, you're doing efforts to get best loots, and best mats for it. And we do it as well.
Better think together to a solution even if I don't really believe Yrkanis is such an inappropriate space.

Re: GvG .. Lets Go! - Gu-Qin

Posted: Sun Oct 08, 2006 4:16 am
by rundll32
grimjim wrote:Which wouldn't happen if they were addressed rather than dismissed with 'I'm alright Jack'.
And how exactly are we meant to do that? We dont control the game mechanics, only how we act in game, and seeing as gvg is optional, people have the choice not to do it. Ranting about it over and over doesnt and wont change anything, and certainly wont enforce how you want people to play on others.

Re: GvG .. Lets Go! - Gu-Qin

Posted: Sun Oct 08, 2006 5:29 am
by grimjim
rundll32 wrote:And how exactly are we meant to do that? We dont control the game mechanics, only how we act in game, and seeing as gvg is optional, people have the choice not to do it. Ranting about it over and over doesnt and wont change anything, and certainly wont enforce how you want people to play on others.
Ignoring it doesn't do anything either. Acting as you please and expecting a swift mechanical change to address the problems isn't smart either and, honestly, you don't have to wait for mechanical changes. There's a lot in how people choose to act and agreements they can make, but you wouldn't/haven't/won't see that.

Re: GvG .. Lets Go! - Gu-Qin

Posted: Sun Oct 08, 2006 5:29 am
by motan
varelse wrote:I'm curious, is this a start of a movement to make all outpost wars "strictly" Guild(singular) vs Guild (singular)?

Seems if that is the case, we'd want to try a little harder to get the devs to change the mechanics so it'd just work that way. It'd be a lot simpler and cleaner. We'd also see huge guilds form, and small or solo guilds leaving.

Is that your ultimate aim here?
I think that's exactly what Nevrax should do. What easily comes to mind is something like:
- enforce a 10 days cooldown timer for player guild transfers to avoid guild hopping
- make sure that only the attacker and defender can take part in combat
I'm sure that the architects art Nevrax can devise a better design and make it foolproof, but that's the general idea.

As for your fears, small guilds should not own outposts. If they do now, it's because there's actually a cartel sustaining them.
I do not think that you'll end up with a few huge guilds. Actually I believe that there will be as many guilds as outposts, plus a few guilds who do not care, plus a few more guiilds which hope that, one day, will be powerful enough to challenge an OP guild.
Why I don't believe there will be just a few (pushing to the limit, only 2) huge guilds eventually? Because if a guild owns 2 outposts then 2 powerful opposing guilds could declare simultaneously and one of them will probably win. Also, Nevrax could enforce a 1-2 op limit per guild.

Re: GvG .. Lets Go! - Gu-Qin

Posted: Sun Oct 08, 2006 5:36 am
by grimjim
motan wrote:Why I don't believe there will be just a few (pushing to the limit, only 2) huge guilds eventually? Because if a guild owns 2 outposts then 2 powerful opposing guilds could declare simultaneously and one of them will probably win. Also, Nevrax could enforce a 1-2 op limit per guild.
1 OP per guild makes the most sense. It'd also help protect against 'exodus' towards a large guild since the cats have to go further.

Re: GvG .. Lets Go! - Gu-Qin

Posted: Sun Oct 08, 2006 5:45 am
by codwin
Crazzzy stuff.

=)

Re: GvG .. Lets Go! - Gu-Qin

Posted: Sun Oct 08, 2006 6:56 am
by tylarth
Were nevrax to make OP gvg and 1 op per guild, there would after a short balancing act be no OP battles, except on very rare occasions, thus the only current dynamic element in the game would be rendered... dull, and ppl would leave. (note the infinity exodus in this regard). gvg would develop a guild only mentality, why have allies if they cannot help. why share as it would just strengthen potenial foes, the server would become a more selfish place, driven by guild need and greed.

Re: GvG .. Lets Go! - Gu-Qin

Posted: Sun Oct 08, 2006 7:09 am
by grimjim
tylarth wrote:Were nevrax to make OP gvg and 1 op per guild, there would after a short balancing act be no OP battles, except on very rare occasions, thus the only current dynamic element in the game would be rendered... dull, and ppl would leave. (note the infinity exodus in this regard). gvg would develop a guild only mentality, why have allies if they cannot help. why share as it would just strengthen potenial foes, the server would become a more selfish place, driven by guild need and greed.
That'd still be better than the current situation and these points have already been addressed in various alternate schemes.