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Alliance Leadership on abandonment

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Angrim View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Angrim Quote  Post ReplyReply Direct Link To This Post Posted: 08 Feb 2016 at 13:59
Originally posted by Seadog Seadog wrote:

Last year the Blackrock Orcs went leaderless in this way. Perhaps we were not what you would call a "significant alliance" but it was still an inconvenience to the players involved
poor choice of words on my part. what i had in mind by "significance" was of the alliance construct itself: some investment (a large number of players, sizeable gold/prestige reserves, a lengthy history, involved diplomatic situation, etc.) that made waiting 90d for the purge to occur a better option for the players than simply reinventing the alliance and allowing active players to move--because none of this is going to help any group of players that can't wait at least that long, and i rather think that most in this situation will want a solution much earlier than the purge.

in any case, you have my apologies for the inadvertent slight.


Edited by Angrim - 08 Feb 2016 at 14:02
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Benedetti Quote  Post ReplyReply Direct Link To This Post Posted: 08 Feb 2016 at 13:38
+1 Angrim

If leadership transfer is a problem, then fix that problem. Don't start messing with an abandonment routine that "On the whole, this works" for this reason. It will take significant development resources that players will rather have spent in different ways to make changes that many players don't even want.
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Post Options Post Options   Thanks (1) Thanks(1)   Quote Starry Quote  Post ReplyReply Direct Link To This Post Posted: 08 Feb 2016 at 13:36
I have to agree with Angrim, there is no need for a change to the 90 day rule.   In the event the account is the the leader of an alliance and the leader is obviously inactive, I don't see why the Devs can't accommodate the request to change the leader.   

SC, while you are addressing a problem with inactive alliance leaders, which I doubt happens very often, the result of this change effects all alliances and their growth because it effects players well beyond alliance leadership.    Many alliance members have been diligent in placement of their cities in alliance groupings, to change the rules now will, in effect, prevent alliances from taking inactive members cities within that alliance hub.     If an inactive player has real sieges incoming to their cities beyond the 90 day mark, the siege should be allowed to continue and capture the city.    

Real life happens, there a number of factors outside the game that prevent players from logging into the game.   90 days is sufficient to establish inactivity, after 90 days their cities should be available to be seiged and captured.   

This rule change also effects young players who are trying to grow and continue in the game, take away the ability for new players to take built up and researched cities, you limit their growth and their participation in the game.

You and the other Devs increased the number of cities allowed in this game, taking inactive cities is the only reasonable way to acquire additional cities other than being involved in a war.   Not all players in this game want to participate in war to grow.   Yes, I realize, we have the option of using settlers to establish new cities, it is a lengthy and costly option most do not wish to use.

The system is not broken and actually works very well, please reconsider this change as it negatively effects all alliances and players  in this game.   

I am very much against this change and fail to see why this is being considered when their are more important game issues that require Dev attention.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Seadog Quote  Post ReplyReply Direct Link To This Post Posted: 08 Feb 2016 at 13:33
Last year the Blackrock Orcs went leaderless in this way. Perhaps we were not what you would call a "significant alliance" but it was still an inconvenience to the players involved. Our leader was the only player with access to edit certain alliance features and he left the game without passing control to anybody else. We had the choice of either waiting 90 days (or more, due to his use of prestige), or forming a new alliance, which is what we eventually did.

In this case, it wasn't an abandoned account, just an inactive one. Regaining control of the alliance was more important than capturing the towns.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Plurk Quote  Post ReplyReply Direct Link To This Post Posted: 08 Feb 2016 at 13:31
It will affect the game-play of many many players negatively because holding the accounts with cav-sieges won't work anymore. Also see other reasons in earlier posts.
The problem of an allianceleader not dissapearing is a problem wich doesn't happen a lot ánd can be simply solved by starting a new alliance.

So please do not make the change.
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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 13:15
+1 Angrim

Plus I believe it's in fact very different from "harvesting a pile of hides and skins."

Some of these player accounts have been around for years before their owners stopped playing, with people putting RL time (and sometimes money) into them, so I think allowing alliances more time to distribute these towns and assets is preferable to removing these accounts from the game quicker. Imagine the sentimental value in capturing a city which used to be owned by a close Illyriadan friend :)

and also.. if there were to be less time available to siege abandoned accounts, wouldn't it give an advantage to larger alliances over newer alliances who would perhaps have less map coverage and fewer military units?

also,
Thumbs Up rain cloud > rainbow

Perhaps the community would be more inclined to support any change if it involved increasing the speed of siege units. lol

..and I support King Korr's idea of introducing dragons into the game! :D
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Angrim Quote  Post ReplyReply Direct Link To This Post Posted: 08 Feb 2016 at 11:12
i wonder if a change is necessary. GM Stormcrow came to the forum with a concern about alliance leadership being stuck in a hopeless limbo. Jejune has effectively moved the conversation to how more reliably to purge older accounts. the reality of holding sieges is that they demand more from players (assuming they have to be reestablished every 14d and that there's no exploit being used) than simply getting someone to log into the account every 90d. so to Jejune's point, closing this loophole in the purge rules (which is really just using the game mechanics, no worse than terraforming) is only likely to have an effect on those players who are not prepared to persuade a departing player to return to reset the count...or worse, to convince them to yield up a password so someone else can.

regarding GM Stormcrow's original, much narrower case, i wonder if this happens much. the times i can recall when a significant alliance went leaderless are all related to dev action. in those cases, it seems the devs could just as easily demote the account while they're suspending it. (perhaps this is more difficult than i imagine...?) if that's not desirable, then why not simply demote alliance leaders when the purge is first triggered (the time GM Stormcrow has proposed for affixing the rainbow)?

all in all, these cities are assets on the board and a player is expressing an interest in them by repeatedly deploying a holding siege; if that interest wanes, the cities are immediately purged. the player has no ability to direct the assets of the account, as was the case with perpetual sitting. is this really a problem that needs dev action to resolve?
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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 11:00
I'm not the best at wording these things, but i'll try..

1.  Alliances will sometimes hold out for as long as they can in the hope that their alliance friend will return to the game (a player may leave unexpectedly because of RL problems).

2.  For new players, the fastest way to grow is through siege capture rather than settling cities.
A new player, while having the ability to send a holding siege(/capturing army), will usually require the help of their alliance to (a) clear the city of any defensive troops, and (b) lower the population with catapults.

The problem is, catapults and clearing armies are not always available, especially when the city being sieged is a long way away from the alliance hub (the intention may be to capture it and exodus it closer to the alliance).
So occasionally it may be necessary to wait longer than the maximum siege time of 14 days, 23 hours and 59 minutes for help to arrive, and the player might have to send another holding army to give them more time.
Catapults also move very slowly, which compounds the problem.


So between waiting for an alliance member to return (they sometimes do), finding someone to siege their cities once it has become clear that they aren't coming back (most players would rather see a 30k city sieged by someone from their alliance rather than see it disappear from the map without anyone benefiting), and waiting for help to arrive (eg. if a player based in Elgea wants to siege a city in BL)... there's kind of a balancing act.

In addition to this, there are also alliances who sell abandoned cities (to players from outside of the alliance).

I can just see alot of people being upset if any of this was changed all of a sudden without at least considering how it would affect everyone.

I kind of like the way things are now, but I can see the other side of the coin too. Not wanting people to exploit the game, and rules are rules (90 days is plenty of time, etc)

If there is a problem with an Alliance waiting for their leader to return, I don't know how else you could address it though.

I Hope this was helpful to at least someone. lol
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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 10:20
Does it have to be a rainbow?
I vote for a rain cloud, with a tiny lightning bolt for dramatic effect. Beer


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Post Options Post Options   Thanks (0) Thanks(0)   Quote Artefore Quote  Post ReplyReply Direct Link To This Post Posted: 08 Feb 2016 at 10:19
Originally posted by GM Stormcrow GM Stormcrow wrote:

Not 100% sure on what a 'holding siege' is, but guess you mean it's a siege that is in place but chooses not to 'storm'?  In which case, after the max siege day requirement it'd head home automatically (and no one else being able to send any new sieges due to the rainbow protection) then it'd just be a way of extending the timer before ultimate abandonment.

A holding siege is a siege that has no siege engines in it, so it sits outside the city and does nothing until its timer is up.  Commonly used to hold inactive cities for people to prevent others from thinking the city is open for capturing and to prevent disappearance.
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