30JUL15 - 1WK NOTICE: NPC AI & DIPLO CHANGE |
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Marty
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Joined: 17 May 2014 Location: Australia Status: Offline Points: 144 |
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Posted: 02 Aug 2015 at 09:53 |
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Having recently listened to some of the recorded livestreams, one of which was on the release of the Broken Lands, it seems to me that this might be another occasion on which a live chat with GMs Stormcrow, Thundercat and Cerberus on the mechanics and future plans may be very informative?
Marty
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Dungshoveleux
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Joined: 09 Nov 2013 Status: Offline Points: 935 |
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Posted: 02 Aug 2015 at 09:47 |
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Alcie: As I understand it, alliance standing has an effect on your base personal standing. Your actual personal standing is the combined effect of the alliance and your personal actions.
I think it is your personal standing that determines whether or not you get attacked by a faction. Does that seem about right? I expect the devs will clarify.
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Dungshoveleux
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Posted: 02 Aug 2015 at 09:44 |
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mjc2: the devs WILL be playing the game once factions go live! The very fact that factions can now attack players is just the beginning. so unfortunately (for you) I do see the AI playing the game (within certain parameters)
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Alcie
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Joined: 02 Dec 2012 Status: Offline Points: 308 |
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Posted: 02 Aug 2015 at 01:23 |
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Simple question: what does alliance faction standing actually do?
Once -80 standing factions start attacking there will be players who have -70 personal standing with that faction even though their alliance may have -85. It sounds like those players won't be attacked--does the very bad alliance standing do anything to affect them personally? Edited by Alcie - 02 Aug 2015 at 01:26 |
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mjc2
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Joined: 13 May 2015 Location: USA Status: Offline Points: 136 |
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Posted: 01 Aug 2015 at 20:56 |
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dung, i would have to disagree with you on the mechanics being the same. if they do change the mechanic to allow players to destroy/build hubs then it could be argued that the Devs are indirectly playing the game through the factions and that is one thing that i never want to see. basically i see factions as an underlying part of the environment on where you place your city, if you dont look around to see what factions are nearby and they destroy your city that is on you and not the game all that info is readily available to anyone who reads up on the factions or looks at the map.
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Dungshoveleux
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Posted: 01 Aug 2015 at 20:37 |
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since the npc's don't have their own cities, the military have to come from faction hubs. in the event that say, a confederation of alliances decided to wipe the tower or any other faction of the face of the map, there is no way to do this. also, there is no way for an alliance or a player to "join" an npc faction. thus there seems to be some inconsistency in the way npc's work and the way players work. The major issue or me is that factions don't have npc towns, nor can players of alliances create their own faction and hence faction hub. more thought needs to be given towards integrating player and npc relations so that they function using the same mechanisms. the last issue that i have is related to soverignty and to gameplay. there is no proper link between factions, alliances and town territory or soveriegnty. because there is no built in bias towards alliances clumping into areas, this tends to lead to a very geographically diverse spread of cities. there should be a mechanism to encourage territorial integrity and a bias against spreading out all over. in summary i think that this is a big subject and it needs some serious thought if the game is to progress.
Edited by Dungshoveleux - 01 Aug 2015 at 20:45 |
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TheBillPN
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Joined: 03 Jun 2014 Location: England Status: Offline Points: 305 |
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Posted: 01 Aug 2015 at 13:47 |
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With the addition of Foment Unrest earlier in the year, will factions be able to attack and remove player sovereignty, just like warring alliances?
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demdigs
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Posted: 01 Aug 2015 at 11:15 |
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Will the factions in the broken lands get the inter-alliance standings or not? the ones where they are friends with or enemies with.
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Alcie
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Joined: 02 Dec 2012 Status: Offline Points: 308 |
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Posted: 01 Aug 2015 at 05:06 |
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This will make the popular newbie statue quest mystery MUCH more frustrating and long to finish. What (for new players in broken lands) might already have taken a couple weeks now might be forced into months. Honestly this diplo change just seems like a bad idea to me in that it reduces the non-war activities people can do. A limit is fine, but a limit low enough that it seriously hampers one of the basic and very fun early activities for new players seems extremely bad. Investigating many other mysteries often involves sending dozens or more of scout groups out for weeks on end as well. It takes a lot of time and organization if I want to scout a 1,000 square area across the map from me for some mystery related thing. What might have taken a lot of organization over months has with this change pushed the timing into potentially years plus (again) made it much harder for small players to do these types of fun peaceful activities. The diplo change also makes it very hard to get the tentacles needed for the crafting quest. The average large 10 city account (most people don't have many foreign offices since they are small and expensive) will still be able to send enough diplo groups to at least get 10 tentacles. A small player might only get 1 or 2 or none with this limit. Tentacles used to be a fun thing even very small players could try to get on the rare occasion Audrey wakes. If sending too many scout groups kills the server that could easily be fixed by having drop rate be based on how large groups are rather than number of groups sent (e.g. send a group of 5,000 rather than 500 groups of 1). Sorry to be negative. I am excited about the npc change, but I feel like the diplo change is very negative without any obvious positives. I have nothing against the 5 second pause if it is needed--that might be frustrating occasionally but it sounds like a acceptable minor annoyance if the devs think it is needed for the server stability. Fundamentally the problem with the server spiking with tons of diplos is because people are having FUN using tons of diplos. Fixing this server issue by eliminating those ways to have fun seems like a bad idea all around to me. Ways to get around it being a problem (such as the 5 second pause) without fundamentally limiting our activities seems like a much better option--why not extend the pause idea and say (for example) only x many diplo groups can be sent out 'per hour'. That way if you have a many week project for many diplos you could work on it some every day rather than waiting 3 weeks in-between sending one group out and the next. Hey, the server is laggy because people are playing! I know, let's make it so people can't play, that will fix it. Edited by Alcie - 01 Aug 2015 at 07:36 |
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jordigui
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Joined: 20 Jun 2010 Status: Offline Points: 157 |
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Posted: 31 Jul 2015 at 23:30 |
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Will faction armies drop anything when killed (e.g., hides, swords, money, crafted items)?
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