Tyrantor wrote: » In addition to this they face the new uncertainty of having their habits broken. As humans many of us are creatures of habit and this creates a unique difficulty for players that then become dispersed and/or uprooted by the loss of their familiar habits be that spawning in their own home, city or area of the world map for example. These players likely developed a comfort level from any of these possible scenarios and having to learn and adjust to something else could create turmoil that they simple do not want to deal with or try and learn.
Tyrantor wrote: » You understood my point well enough. Are you able to elaborate on anything you've seen to explain your personal opinion of reasonable? Do you know what is required on any scale to level the nodes up, in both time and resources?
Tyrantor wrote: » This essentially is my concern while not understanding any specifics I think it should be elaberated in great detail by the developers prior to release and I reason it has and is being.
Tyrantor wrote: » Building up something that takes months and months just to watch it burn after a several hour fight, for any reason is very defeating on people. The leadership of those guilds get worn down by the daily responsibilities of cities, coordinating events and finally fighting the battles or more importantly leading the battles is very taxing on not only people's time but their mental fortitude starts to wear down. Lets just call it mental fatigue across the board.
Tyrantor wrote: » This is essentially what i'm referring to here. If it takes a guild the size of 30-50 people only a month or two to max out a node, then yes I might agree that risk/reward is reasonable as you stated above. However on the other hand if a max level node and city takes 6+ months and could be destroyed in a two hour siege or substantially diminished I'm not certain I would agree with the assessment.
Tyrantor wrote: » While I understand the point of the attacking force needing to spend the same general resources/time to create the attack it does not solve the problem of losing players due to the attrition of the circumstances if the cost and time to recreate the loss is steep. As a reference point so you understand, in Shadowbane the attacking force had to have their own city, in general it did not need to be of equal level however it was rare for smaller cities to attack much more fortified/funded cities as it would be more likely a counter siege would result in the loss of their own city.
merle wrote: » And maybe / probably there will be more such mechanics in place in the final game.
Jamation wrote: » From how node development works I doubt there will be a lot of seiges for the sake of sieges, but more about the specific servers player-base's politics and preferences. If a guild wants to claim a higher level node all they'd need to do is muster up more votes than another guild because remember: "Guilds do not control nodes.[95][96] Guild leaders (kings and queens) can become mayors of nodes.[67]" Higher level nodes will attract a wide range of people who will make it their home as the higher a node the more resources and utilities it'll have to offer players. A siege will most likely never be defended by the "guild in charge" but rather any player that calls that node home at the risk of losing their resources, housing, and time investment. This is why I think sieges won't happen super super frequently as it would require the force of an extraordinarily powerful and large guild or an alliance of many guilds/players and that kind of coordination takes time and effort.
noaani wrote: » The point is, a guild should never assume they are in control of a node. Due to this, a guild should never focus all of their assets/power on one node. This means that there should never be a situation where a single siege can ruin a guild - and since everyone has a 5 day warning of a siege for a metropolis level node, there really is no excuse for a guild to lose everything.
leonerdo wrote: » (BIG IF) there are enough other long-term goals in the game besides conquest. It sounds like Shadowbane fell because conquest was the only thing to work towards in the end-game. (That's not necessarily a bad thing. It sounds like it was fun while it lasted.) However, in Ashes of Creation, I think the large PvP empires will only be one of several top-end activities in the game. Ostensibly, there will also be massive PvE challenges (raids and world bosses, with difficulty and scale deserving of the title). Beyond that I can only hope, but it's possible for there also to be world-scale co-operative challenges (as opposed to competitive ones, like conquest), and lots of stories and mysteries to explore as well. And with all those additional ways to play the game long-term, I don't think people will be as distraught when they lose the wars of conquest. If everything is war and winner takes all, it's easy to get discouraged by a loss. Especially if the only winning move is to join the zerg/empire. (Kinda boring IMO). But AoC will have more to it than that. When players lose their homes, and they have to rebuild, they aren't doing so just for the purpose of continuing to fight (and lose) in more wars. Anyways, I hope that made sense. This is a massive topic, involving the culmination of every game system and social system that the game has to offer. So it's not easy to dive in and make a single point, especially not with any degree of confidence or certainty. The game just started alpha testing, after all. But I'm hopeful that it will be deep enough, and well-rounded enough, that it won't devolve into constant wars where the bigger team always wins.
Tyrantor wrote: » Which from my perspective is a good thing, it also seems that if the larger node gets destroyed in a general ZOI then some of the smaller nodes would have a chance to advance as such becoming the parent node. Moreover it seems like the smaller nodes under parent node ZOI would be more likely to ally with larger nodes in neighboring ZOI to remove their parent so that they could then gain the parent role in their ZOI.
Tyrantor wrote: » Secondary Topic: Node exp requirement, it may impact this game as well to some extent once character development slows down at later levels. Also once nodes are maxed out what are the taxes going to benefit? It should be worth consideration to make excess taxes in all node levels but specifically at max node level where players/citizens are given incentive financially to complete node EXP requirements on a % of their contribution to the city node. For example if the node collects $1,000,000 during a single tax cycle and one player contributes 10% of the node EXP requirement they would then benefit from that in the form of $100,000.
Tyrantor wrote: » Adding more of an AI controlled EXP gain for the cities - think of an RTS game where you build peons/SCVs (WC/SC players) to collect resources or in this case EXP for the nodes. If the mayors can control city defenses why not let them control minions that farm node EXP this would benefit the citizens of the each node at later levels (or earlier levels) to focus on tasks that may become mundane.
Tyrantor wrote: » I strongly disagree with this assessment I think it's just short sighted likely due to lack of experience on the subject, no fault of your own.
noaani wrote: » Tyrantor wrote: » I strongly disagree with this assessment I think it's just short sighted likely due to lack of experience on the subject, no fault of your own. You should probably not call other posters on these forums inexperienced, especially ones with fairly high post counts. It's not that a post count means much, but someone with more than 500 times your post count is probably not someone you want to call inexperienced in terms of the specific topic of that specific forum.
Tyrantor wrote: » I simply have seen many MMOs and how guilds fill out in them and I believe my past experience on this does not match up with your views of how the game will evolve
leonerdo wrote: » Regarding guilds not having the numbers/strength to control anything besides a castle: The guild cap of 300 isn't super relevant when people can make alliances in- and out-of-game. It's entirely possible for a mega-guild composed of 5+ allied guilds to reach a member count of 1000+. And that mega-guild could certainly set their sights on total domination of a multi-node "nation" if you will.