Re: Vicious Cycle? - OP concern
Posted: Thu Aug 17, 2006 12:14 am
velosi wrote:Your claims are anecdotal, OP ownership is empirical.
V
I got your anecdotes right here... the history and politics of the outposts is by no means as simple as "kami vs kara". There's been infighting in both factions, shady deals, backstabbing, betrayal, horse trading, and even some level of apparent immunity. Red Ribbon Army, Evolution and Ballistic Mystix, for example, have never been challenged for control of the outposts they have held since this feature was released.
I'm not even going to pretend to know what's gone on with the kami outposts, but here's my best recollection of how things have happened with the ones currently controlled by guilds with Karavan faction alignment.
Fyros:
Malmont Farm - q200 Legion of Atys (claimed at release by the Soul, kami guild, taken in open combat by Legion of Atys, karavan guild)*
Matis:
Psykopla Knoll Trading Post - q50 Sacred Circle of Guardians (claimed at release by Reapers of the Dark, transferred peacefully several times)
Finders Farm - q100 The New Empire (claimed at release by Cara Via, transferred peacefully several times)
Wooky Workshop - q150 The New Empire (claimed at release by Citizenz of Matis, transferred peacefully several times)
Berello Gorge Border Post - q200 Cara Via (claimed at release by Pegasus Foundation, transferred peacefully to Cara Via)
Fearing Fen Farm - q200 Reapers of the Dark (claimed at release by OmegaV, transferred peacefully to RotD)
Westgrove Stronghold - q250 Order of the Nameless (claimed at release, has never changed hands)
Ginti Workshop - q250 Melinoe (Rubbarn gum, Dexterity) (claimed at release, has never changed hands)
Tryker:
Windway Workshop - q100 Atys Ghosts (Tekorn, Metabolism) (claimed at release by Atys Ghosts, transferred once to Aeden Artisans by GvG "challenge", then transferred back to Atys Ghosts)
Fount Porch Trade Post - q150 Aeden Artisans (claimed at release by Nexus, transferred peacefully to AA)
Graveyard Gate Research Centre - q200 Ballistic Mystix (Armillo lichen, Balance) (claimed at release by Evolution, transferred peacefully to Ballistic Msytix)
Loria Stronghold - q250 Evolution (claimed at release, has never been attacked or changed hands)
Whirling Strongold - q250 Nexus (claimed at release by the 6-member kami/tryker guild, Band of the Hawks, successfully attacked by Karavan guild OmegaV, then taken by the successful attack by the Nexus, also a Karavan guild)**
Zorai:
Gu-Qin Workshop - q200 Guardians of Jena (claimed at release by kami guild Twilight Whispers, transferred peacefully to Kings of Oblivion, successfully attacked by Karavan guild Guardians of Jena)*
Zo-Kian Ruins Workshop - q250 Pegasus Foundation (Cheng Root for Amps) (claimed at release by Infinity, transferred peacefully to Citizenz of Matis, attacked successfully by an alt guild on behalf of a group of kami faction players, returned to npcs by the GM's, reclaimed by Cara Via, transferred peacefully to Pegasus Foundation)*
Lost Valley Stronghold - q250 OmegaV (Greslin for picks) (claimed at release by Infinity, a Kami guild, successfully attacked by Citizenz of Matis, reclaimed by an alt guild on behalf of a group of kami faction players, released back to npc's by GM's, reclaimed from npc's by Cara Via, transferred peacefully to OmegaV)**
Notice that out of all the times ownership of any outpost on this list has been changed, only seven times was it due to successful pvp challenge (outpost attack). Control of outposts is more influenced by politics and relationships by far than it is by open combat. One of the chief reasons for this is the nature of outpost combat itself. It is turn-based, open to all participants, and favors defenders (hugely, I might add) over attackers. Another factor is the mechanics of the outpost. They do not require any form of maintenance, and thus favor entrenchment and stagnation even more. Yet another is the nature of this community itself. Many people would rather negotiate or agree to share than fight, especially when this means fighting against faction allies, trading partners, and friends. Many more people are willing to show up for a defensive effort than for an aggressive takeover attempt. Aggressors tend to be seen as bad, and have more challenge to rally support to their cause. Add to this the imbalance of challenges between the attacker and the defenders, and you have a recipe for locking guilds or alliance into territory that it becomes increasingly difficult to challenge them for...
I'm of the opinion that a little more dynamism in the outpost game mechanics, and a slight tweak to make defending them more challenging as the threshold drops, would help us regain a shifting, interesting, nonstagnant form of "balance" among the factions and the neutrals. Let's see the thresholds affect the output of the drills, or even see the mauraders start trying to take the outpost back if it's threshold drops too far... Let's see the guard options available for defense lessen in strength and power as the threshold drops... And lets have some outpost maintenance requirements, even missions where we have to keep clearing the land so that the weeds or bugs or 'rot' doesn't damage our drills...
Anything that makes the outpost more demanding to upkeep and a little less of a cakewalk to defend at lower thresholds, would probably help this alot.