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Alliance Leadership on abandonment

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Carbonara View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Carbonara Quote  Post ReplyReply Direct Link To This Post Posted: 09 Feb 2016 at 04:13
Originally posted by Brandmeister Brandmeister wrote:

So some players miss out on getting a city. Is that so bad?

Don't you think its a good thing that new players are getting all the help they can from existing players? Why change anything that would limit their growth? The faster they grow, the quicker they can help even newer players.

Encouraging new players to grow by giving them as much help as possible, which can contribute to their decision to want to stick around and play Illyriad for the long term, can really only benefit the game as a whole.

Are zombie cities really that much of a problem in Illyriad, on such a large scale as to require their own thread?
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Post Options Post Options   Thanks (0) Thanks(0)   Quote KarL Aegis Quote  Post ReplyReply Direct Link To This Post Posted: 09 Feb 2016 at 03:43
Have the alliance leader be able to designate a replacement if they are ever incapable of leading the alliance themselves. Possibly use some of the code in use for the sitter system.
I am not amused.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 09 Feb 2016 at 03:14
Originally posted by Carbonara Carbonara wrote:

well, because some players might miss out on getting a city ... if anything, the time an account sticks around after being abandoned should be increased!

So some players miss out on getting a city. Is that so bad? The map is littered with cities and accounts that are being held in place by a single recycled siege. Most often that is done to lock up a valuable location. Is that gridlock contributing to the game?

The solution to the missing leader problem seems obvious. Zombie cities probably deserve a thread all to themselves.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Carbonara Quote  Post ReplyReply Direct Link To This Post Posted: 09 Feb 2016 at 02:09
Originally posted by KillerPoodle KillerPoodle wrote:

Mark the account as abandoned, pass the controls of the alliance down as you would after it disappears, leave the account up as long as it has incoming as normal.

Problem solved.

KP


+1 for this idea
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Carbonara Quote  Post ReplyReply Direct Link To This Post Posted: 09 Feb 2016 at 02:06
@abstractdream

well, because some players might miss out on getting a city - you cant always help everyone at once, and you may need time to rebuild the clearing armies in order to help another player each time..

Clearing armies aren't always successful either, and not all cities are close to the alliance hub, some are over a week away..

if anything, the time an account sticks around after being abandoned should be increased! lol

plus, how does this solve the problem of alliances not being able to access their alliance resources if their leader is MIA?


Edited by Carbonara - 09 Feb 2016 at 02:08
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Post Options Post Options   Thanks (0) Thanks(0)   Quote KillerPoodle Quote  Post ReplyReply Direct Link To This Post Posted: 09 Feb 2016 at 02:01
Mark the account as abandoned, pass the controls of the alliance down as you would after it disappears, leave the account up as long as it has incoming as normal.

Problem solved.

KP
"This is a bad idea and we shouldn't do it." - endorsement by HM

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Post Options Post Options   Thanks (0) Thanks(0)   Quote abstractdream Quote  Post ReplyReply Direct Link To This Post Posted: 09 Feb 2016 at 01:33
I will admit right off the bat that I don't really care one way or the other about this, but I wanted to ask a question.

SC said this new rule would not stop incoming at the 90 day point, just new incoming after that point. So once an account hits, say 89 days, what's to stop an alliance from sending that siege to take the city, both giving the account owner a reasonable amount of time to return and the alliance a shot at the cities? That seems good enough to me. 

I suppose an alliance might not have enough active, siege capable players to take 30 cities but in that case, they can pick the best ones they can get and that, again seems good enough. Why is it not good enough?
Bonfyr Verboo
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 09 Feb 2016 at 01:29
@TinkXX: I have considered the stats on that site as suspect for quite some time. Not everything was updated for the Broken Lands or the crafting changes. Is it for certain sure that the nightly update counts 10+ cities, and not just 10? That site was made long before 11 cities was possible.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Carbonara Quote  Post ReplyReply Direct Link To This Post Posted: 08 Feb 2016 at 23:38
Removing player accounts sooner shouldn't even be the issue here.

Pico/Lepue was mentioned earlier.. Slowly but surely, his cities are being captured by other players, which is how it should be. 
Eventually he will have no large cities left to his name and there will be no interest in his accounts. 

Would removing his cities from the game earlier have significantly helped anyone in any situation other than if he were an alliance leader? (Would it even have helped if he were?)
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Carbonara Quote  Post ReplyReply Direct Link To This Post Posted: 08 Feb 2016 at 23:25
I still think dragons are the best solution here. 

compete for leadership, get support from other guild members.

Would be much like a vote process, in which the person to send a challenger dragon is someone running for leadership, and the voters have the right to choose who they want to vote for by reinforcing a challenger's dragon with their own.

Why does it always have to come down to diplomacy? it is a game after all :)

This would have solved the problem of alliance leadership being in limbo in every situation mentioned so far in this thread :P
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