Arya_Yeshe wrote: » @Dygz do you know if Lodrig's post is explaning his idea or the actually system Intrepid will make in the future? It is really good
Caeryl wrote: » Every further interaction indicates some kind of lack of understanding, or maybe just that it's devolving into bad faith discussions, but either way in case you genuinely didn't know, nodes are not the units that declare a siege. Players are. Any player that isn't a Citizen of a vassal node can declare a siege. Even if they spend most of their time in a vassal node, or use the bank in a vassal node, or use the services in that vassal node, as long as they didn't OPT-IN to being a citizen of that vassal node, they can declare a siege on the parent.
Lodrig wrote: » That's completly untenable as a design if you ask me. If that's not just a misinterpretation on your part and is actually what they are planning then it will be abandoned at some point in Alpha/Beta and they will move to a system in which a siege will be initiated my a Mayor. Random non-citizens declaring sieges would be trollish if the cost were low and pointless if it were high.
Lodrig wrote: » Caeryl wrote: » Every further interaction indicates some kind of lack of understanding, or maybe just that it's devolving into bad faith discussions, but either way in case you genuinely didn't know, nodes are not the units that declare a siege. Players are. Any player that isn't a Citizen of a vassal node can declare a siege. Even if they spend most of their time in a vassal node, or use the bank in a vassal node, or use the services in that vassal node, as long as they didn't OPT-IN to being a citizen of that vassal node, they can declare a siege on the parent. If that's not just a misinterpretation on your part and is actually what they are planning then it will be abandoned at some point in Alpha/Beta and they will move to a system in which a siege will be initiated my a Mayor. Random non-citizens declaring sieges would be trollish if the cost were low and pointless if it were high.
Lodrig wrote: » Caeryl wrote: » Every further interaction indicates some kind of lack of understanding, or maybe just that it's devolving into bad faith discussions, but either way in case you genuinely didn't know, nodes are not the units that declare a siege. Players are. Any player that isn't a Citizen of a vassal node can declare a siege. Even if they spend most of their time in a vassal node, or use the bank in a vassal node, or use the services in that vassal node, as long as they didn't OPT-IN to being a citizen of that vassal node, they can declare a siege on the parent. That's completly untenable as a design if you ask me. If that's not just a misinterpretation on your part and is actually what they are planning then it will be abandoned at some point in Alpha/Beta and they will move to a system in which a siege will be initiated my a Mayor. Random non-citizens declaring sieges would be trollish if the cost were low and pointless if it were high.
Arya_Yeshe wrote: » Scenario 1: Can we take crates from our own stockpile and store them in our own chest? It seems possible since you mentioned that non-origin crates can be replaced. This way, we can sanitize our chest, but continually doing so will deplete our stockpile, leaving us with fewer crates for hauling and storing in our neighbors' chests for attempting to vassalized them. Unless, the new generated crates would automatically go to the chest and destroy the oldest non-origin chest automatically. I really don't know which one is the best, maybe we have 79 crates inside our enemy's chest already and we needed just 1 crate in our stockpile so we can haul the last crate over there and add to their chest making 80 crates and vassalizing them.... Or, because the other node added a few crates to my chest then my new generated crates would replace automatically the non-origin crate in my chest. What's gonna be?
Arya_Yeshe wrote: » Scenario 2: If I see we have 20 crates in the chest and then a stranger I've never seen before arrives, and I notice there are now 21 crates, I would suspect that the stranger has sneaked a crate into our chest. This would suggest they are from a node attempting to vassalize us. It would be helpful to have visual indicators of who is adding crates to our chest. Perhaps they could move slowly or we could see the crate itself strapped on the character's back, which would help us identify who is taking crates from our stockpile. If he is using a mule maybe we could see the crate.
Arya_Yeshe wrote: » Scenario 3: "Any player can remove a domestically produced crate from the stockpile" Regarding this, any player? If my enemy node is trying to vassalize my node, can I send a group there to take all their crates from their stockpile and let them decay, thereby preventing the vassalization (at least temporarily)? The other node's members should notice that we took their crates and might then declare war on our guilds, allowing them to attack us the next time we try to approach their stockpile.
"Any player can remove a domestically produced crate from the stockpile"
Arya_Yeshe wrote: » Is my understanding correct? Did I grasp the system properly? The system is good and fun! We didn't have a detailed in depth explanation before, this is why sometimes people get a little concerned about the whole thing.Vassalization doesn't happen automatically as the community is imagining: In this system, to prevent vassalization, people need to engage in PvP before the chest reaches 80% full of crates from the other node. Therefore, if we have a highly aggressive and determined level 1 node, it's possible that they may never become vassals of anyone. They would remain a standalone node, isolated among other node chains.Flagging: Can someone take a crate from the stockpile while having green flag? Can someone walk into another node with a crate from another origin while having green flag? These two questions are very concerning! Imagine if you are from node A and I am from node B: I will go to A and snatch your crate and leave while having green safety and logoff with the crates and let them decay, I will call my my budies from node B and we will clean your stockpile. In the next day. since your node farms more, you will have many crates in your stockpile again and you are your buddies from A will take as many crates as you can carry and you will simply walk into node B with green flag and store in our chest.
Craiken wrote: » Steven keeps saying it is a good thing to be vasseled. I want to find out how he plans to make that true. Given that people will want their node to be top-dog, it does seem weird that there's no way to achieve that in the current system without moving to a different node.
Lodrig wrote: » Arya_Yeshe wrote: » Scenario 1: Can we take crates from our own stockpile and store them in our own chest? It seems possible since you mentioned that non-origin crates can be replaced. This way, we can sanitize our chest, but continually doing so will deplete our stockpile, leaving us with fewer crates for hauling and storing in our neighbors' chests for attempting to vassalized them. Unless, the new generated crates would automatically go to the chest and destroy the oldest non-origin chest automatically. I really don't know which one is the best, maybe we have 79 crates inside our enemy's chest already and we needed just 1 crate in our stockpile so we can haul the last crate over there and add to their chest making 80 crates and vassalizing them.... Or, because the other node added a few crates to my chest then my new generated crates would replace automatically the non-origin crate in my chest. What's gonna be? Your use of 'chest' is confusing here as it not a term I have been using, It sounds like your using it as a synonm for stockpile. In any case, their is only one stockpile per node and it is a structure/npc you interact with, any crate outside of a stockpile is decaying at all times without exception and will be gone in a ~2 hours at most. A crate can be returned to the stockpile it originated from, mainly as a way for players to reset that decay timer, but the intent is to prevent their ever being a significant number of crates outside of the stockpiles which might be used to 'instant win'. Return a crate to it's origin aka domestic stockpile can eliminate forign crates, IF the stockpile were full AND had a forign crate in it this would delete the forign crate. But you would need to have removed your own crate before the forign crate was added for this to work. Because if the forign crate were already present and you remove your domestic crate your just making empty room and putting the crate back dosn't squeeze anything out. The creation of new domestic crates is suppressed when ever a forign crate is present because XP goes first to consuming forign crates and only when their are none left will domestic crates be generated. Arya_Yeshe wrote: » Scenario 2: If I see we have 20 crates in the chest and then a stranger I've never seen before arrives, and I notice there are now 21 crates, I would suspect that the stranger has sneaked a crate into our chest. This would suggest they are from a node attempting to vassalize us. It would be helpful to have visual indicators of who is adding crates to our chest. Perhaps they could move slowly or we could see the crate itself strapped on the character's back, which would help us identify who is taking crates from our stockpile. If he is using a mule maybe we could see the crate. Indeed heir would be no need to 'guess', I stipulated a character or mount is carrying a crate is visible aka they litterally be carrying an obvious crate graphic plain as day like thouse npc's walking around with barrles in all the town previes. Likewise the name of the node from which a crate originated would be visible to anyone looking at the stockpile, so which enemy node is pushing crates will be obvious to everyone both friendly and hostile. Remember a Tier 2 node has no citizens so everyone is equal. Arya_Yeshe wrote: » Scenario 3: "Any player can remove a domestically produced crate from the stockpile" Regarding this, any player? If my enemy node is trying to vassalize my node, can I send a group there to take all their crates from their stockpile and let them decay, thereby preventing the vassalization (at least temporarily)? The other node's members should notice that we took their crates and might then declare war on our guilds, allowing them to attack us the next time we try to approach their stockpile. Yes this is intended counter play, though I had intended the no-drop rule to prevent mass removal and wasting of crates, once a person has a crate they can't withdraw another, but they can return it to the stockpile, this is to let people back out of the crate delivery if they change their mind without penalizing them or the source node. To conduct hostile crate 'wasting' one will need to move the crates to a 3rd node where it can be deposited and thus become irretrivable. It might also be nessary to implement some withdraw-rate limit on crates to prevent complet emptying. Note tier 3 or higher nodes might have a fee to withdraw their crates as well and maybe reservation systems or even limits on non-citizens doing this, the completly open first come, costless withdrawing is intended for tier 2 nodes which have no citizenship. Arya_Yeshe wrote: » Is my understanding correct? Did I grasp the system properly? The system is good and fun! We didn't have a detailed in depth explanation before, this is why sometimes people get a little concerned about the whole thing.Vassalization doesn't happen automatically as the community is imagining: In this system, to prevent vassalization, people need to engage in PvP before the chest reaches 80% full of crates from the other node. Therefore, if we have a highly aggressive and determined level 1 node, it's possible that they may never become vassals of anyone. They would remain a standalone node, isolated among other node chains.Flagging: Can someone take a crate from the stockpile while having green flag? Can someone walk into another node with a crate from another origin while having green flag? These two questions are very concerning! Imagine if you are from node A and I am from node B: I will go to A and snatch your crate and leave while having green safety and logoff with the crates and let them decay, I will call my my budies from node B and we will clean your stockpile. In the next day. since your node farms more, you will have many crates in your stockpile again and you are your buddies from A will take as many crates as you can carry and you will simply walk into node B with green flag and store in our chest. PvP is not the ONLY means available to avoid vassalization, you can PvE to burn off forign crates faster then they come in, OR go the the enemy and send their crates elseware, OR pvp the enemy crate carriers, or do all thouse things simultanisly, likely different players will have different preferences. Hypothetically yes a Tier 1 node that successfully KOS or drives off all incoming crate carriers would never be vasslized. They can even advance up to tier 2 by XP and continue to avoid vassalization, even if a few crates slip through if they keep up on consuming them. They could get vassalized but then start defending the stockpile and build up their domestic crates enough to break vassalage and become independent again. Basically if they are stuborn enough they never have to be or stay a vassal. If they reach and maintain tier 3 (by taking their own vassal) then crates stop being the means by which they are vassalized, tier 3 and up use actual wars and or signed documents of vassalization between mayors to determine that. Remember crate vassalization is an extension of the earlier system of war/diplomacy for MOST nodes. I did not intend for pvp flagging or corruption to have any affect on crates, as I did not imagine that it ever effect any interaction you have with npc's or node systems generally. It is only a system for other players to judge you by. If players want to pvp to prevent crate from being deposited or withdrawn from a stockpile they merely need to guard the area and KOS all unknowns who approatch, that's going to be a very costly means to achive their ends but it's an open world game. If crate carrying makes you slow and unable to defend yourself is another question, I'd imagined that most movement would be done with mounts rather then carying by hand in any case so it's a question of balance. As for logging off with crates, yes they wold need to decay, but note that the intended rate of crate generation every 10 minutes makes this a really really inefficient senario as your logging off your character to deny them this when you could just take the crate away to another node, cash it in for a reward and then likely be back by the time the next one spawns and thus eliminate far more crates and get paid for it then by logging off for ~2 hours at a time. If this were found to be an abuse then an individual who allows a crate to decay either when logged in or off can just be flagged with a one day timeout period for picking out crates from that node.
scottstone7 wrote: » Now you’re just being intentionally obtuse. Noaani wrote: » Indeed you can. In the next election. So, basically, what I get from that statement, is that you are saying you get to vote on who potentially vassalizes your home node? Are you saying you get to vote on whether your home node gets vassalized or not? Which nodes are above you? On who gets to be the mayor of each node above yours? I mean, if you get to vote then, yeah, it’s not an automatic system check or a force vassalization. No rebellions needed. Problem solved. Sorry, I misunderstood literally all the information available about those exact things on the wiki. Whew, that’s totally a my bad situation. Someone should really clear off all that well documented bad information on the wiki though otherwise more people might come to the same incorrect conclusion.
Noaani wrote: » Indeed you can. In the next election.
Nemeses wrote: » If my node, loses out, I will just wait, or encourage an attack on our parent node, then help them destroy it. I’m the parent, or you dead, end of discussion.
Arya_Yeshe wrote: » Maybe everything is Intrepid's fault for tying the character to the node instead of tying it to the node chain, so people get territorial automatically
Goalid wrote: » I just don't see how Intrepid thinks having a vassal node filled with players who despise the parent node would ever turn out well. If you give them the exact same access to allied war statuses, they can royally screw with the defense of the parent node during sieges / wars. Stuff like taking off all your gear and letting yourself get farmed during a node war or similar event, or taking up spots for a siege and AFKing, jumping in siege equipment and not using it properly, etc. And that's not fun.
Goalid wrote: » Intrepid often overlook what actually motivates players and what they will do. Being a vassal node should come with plenty of benefits and less headaches of running the metro ZOI, hence why you'd want to be a vassal in the first place.
Goalid wrote: » Also, a Parent node should be able to siege a vassal. If only vassals can siege parents, it's uneven.
Goalid wrote: » Rather, the relationship between vassal and parent node should be one of necessity to survive from foreign threats, and one based off ACTUAL benefit. And then of course the political game comes into play, the game of the vassal nodes scheming and the parent node shutting down rebellion.
Laetitian wrote: » Arya_Yeshe wrote: » Maybe everything is Intrepid's fault for tying the character to the node instead of tying it to the node chain, so people get territorial automatically That's honestly a pretty good take. Either regency and vassalship have to constitute a purely beneficial alliance, granting fully shared advantages (node level benefits) to all members, or it has to be something you can actively resist against. If Steven wants the first system so badly, perhaps node chains with the highest level top-level regent should limit their surrounding node-chains' max level? So you'd benefit from being a citizen of a strong node chain by being part of a node chain that can even *have* a metropolis in the first place. That might not leave enough room for 5 nodes across the realm, in which case I'd just suggest removing one of the less significant node levels (without lowering the total node xp requirements until metropolis, of course.)