Denial of gameplay as a "strategy?"
Currently, large guilds are incentivized to spawn camp during node wars/guild wars, with the express intent of forcing players to either drop citizenship (if they can make it to the NPC before getting ganked again), or drop guild in order to continue playing unmolested.
I feel this creates a pretty major quit point that needs to be addressed; if I'm excited to log in and do some grinding with the boys, and suddenly we're literally unable to do anything except die repeatedly, (theoretically) lose access to the benefits of Citizenry, or access to our guild (What's a guild leader supposed to do when they're getting spawn camped?), then we're just going to play another game where we feel there's a better balance of power and that we have a chance to get some W's in.
I get that this is a niche game, that caters to a niche audience, but it seems counterproductive to champion a game design that creates a pretty obvious quit point.
It also seems like it would be useful for players to have either a warning *before* logging in, and prominently displayed somewhere on the UI that they are entering/are in a zone currently engaged in a node war, even if they aren't part of the node war (I was killed at storage because they were rolling anyone that might be helping, had no idea the zone was at war).
While we're at it, it doesn't seem right to me that *a single person* has the ability to upend hundreds of peoples' plans, without warning, for hours at time. Currently, most of the New Aela wars on Vyra are long and drawn out, meaning that if those players that went to do something else because they were getting spawncamped decided to log back in four, five, eight hours later, they might find themselves *still* being spawn camped, and with little, if any ability to progress their character, this creates a separate quit moment, where the player's perception is that of "I like the game, but every time I try to play it, I get spawn camped."
If you expand the area that players can't be camped, then the spawn campers will just spread out further; functionally all that creating a "safe zone" does is corral the weaker players so they can be picked off by groups, while giving stronger players a focal point for their griefing/denial strategy.
I'm just wondering if denial of gameplay like this is part of Intrepid's intention with their design - Since it's a monthly sub, I am assuming (perhaps incorrectly) that they want/need people to continue playing the game. Maybe they just want that first month payment, I don't know. It would be nice to get some clarification on the team's intent, versus what's reasonably implementable.
In a similar vein, is it intended that nodes be able to build a crafting station and then intentionally demolish it after "their" people have gotten whatever benefit it is? Being unable to advance core character aspects doesn't feel good, especially with gathering professions - This seems to incentivize devolution of a server, where the goal is to obfuscate and frustrate individual growth, rather than giving the players the illusion of a semi-even playing field. It doesn't have to *actually* be an even playing field, players just need to *think* that it is, and that they have the ability to at least stay competitive with the server's average gear score/power level.
We had a great, evenly matched fight up in the tropics with a group that was kitted out about equal to my group, and made some friends as a result; this was over a caravan (that had long been destroyed, and that we had no actual investment in), not interpersonal drama, and we've also had our caravans hit by groups that we made friends with because of how much fun both sides had. I have a guildie that's going in hard on learning medieval tactics, and another guildie that's new to the game and is just cutting their teeth on PvP and has become bloodthirsty for more.
I would rather lose every single PvP fight and feel like I have a chance, than to steamroll my opponent; I don't learn anything, I don't get to refine a rotation, I don't get challenged in new, unpredictable, or unique ways, I don't have to think about strategy, and I don't get an adrenaline rush. The same goes for me if I'm losing, but the end result is the same, nothing is gained from these interactions and all I have in return is a repair bill (and potential xp debt). It's clear that some of the testers in the alpha would rather force other testers out of the testing environment. I have heard one griefer laugh about "ruining peoples' Christmas" by camping them at the storage, which is the sort of toxic and counterproductive behavior that I would expect from a live environment, not a test.
Just wondering if this is intended gameplay or not, so I can adjust my expectations accordingly.