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ajqtrz
Postmaster
Joined: 24 May 2014
Location: USA
Status: Offline
Points: 500
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Posted: 18 May 2015 at 00:18 |
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First Response. PhoenixFire, ask your questions and I will answer.
You may have asked before and I just didn't see it. It is always easier to answer a question when one is not being bombarded
with several lines of reasoning in a fast paced conversation, isn't
it? Of course, belligerent or personal attacks will be ignored, but knowing you, you will continue to ask honest ones. I will do my best.
Along those lines people, do remember that I'm not mad at anybody. If, in the long run, things don't go the way "I" want them I won't be threatening or coercing anybody. So relax, you have nothing to fear from me but forceful and as clear points as I can make.
aj
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Brandmeister
Postmaster General
Joined: 12 Oct 2012
Location: Laoshin
Status: Offline
Points: 2396
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Posted: 17 May 2015 at 22:58 |
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One thing I am curious about is trade hub access. Alliances are generally more lenient about letting non-members approach within 10 squares if it's a trade hub. I'm specifically interested in the policies around Hedgor's Haven, as it has emerged as an active hub for Broken Lands trade.
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Brandmeister
Postmaster General
Joined: 12 Oct 2012
Location: Laoshin
Status: Offline
Points: 2396
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Posted: 17 May 2015 at 20:58 |
Almost forgot. Should war break out over these claims, always remember, if your arsenal isn't Von Brandt, there is still time to upgrade! Weaponry by Von Brandt: smithed by dwarves, wielded by professionals.
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Brandmeister
Postmaster General
Joined: 12 Oct 2012
Location: Laoshin
Status: Offline
Points: 2396
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Posted: 17 May 2015 at 20:52 |
ajqtrz wrote:
Let us imagine what this may lead to in the future. Let us say that each of the largest 50 alliances decide to claim some portion of Illy for themselves. Let us further suppose that they claim an area approximately the same size of the current crop of claims. In the end this will mean that fifty alliances will hold sovereignty over 95% of Illy, and perhaps the entire thing. |
This assumption is highly implausible. Illyriad has run for almost five years with only a tiny handful of land claims. You are suggesting that everyone's policy is about to change across all 5000 players, simply because 100 players made 3 land claims? That seems laughably farfetched. All the rest of your "end of the sandbox" scenario--heavy restrictions on new players, harvesting restrictions, and mega-alliance dominance--is predicated on our acceptance of that first assertion. Fortunately, that assertion is never going to happen on any meaningful scale. My perception of the current land claims is as follows. SIN/HALO and T-SC appear to be military alliances. Time-to-target is a huge factor in Illyriad warfare. They are keeping their alliance zones clear of immediate threats. Clustering is also very important for mutual defense. They are preserving interior settlement spots for their own members and allies. Considering city placement requirements and available sovereignty, and there's a limited number of key locations available in each zone. It is hardly a surprise that these would be claimed in advance. Even eCrow has occasional conflicts over settlements. People tend to not respect marker armies. (There is a valid debate over whether markers should be respected at all, given how often they are abused.) The marker convention is itself a kludge to solve the issue of claiming desirable settlement locations for your alliance. It's a real pain when people start putting cities inside your alliance zone, even when the location's immediate 10 square radius is clear. Those cities then block your own members from moving cities into the alliance zone. It gets worse as people migrate to different alliances or leave the game, because their cities might be captured by players who stringently demand a 10 square radius, right in your heartland. Given all the headaches, I find it reasonable that alliances starting with a blank canvas would claim the lands immediately between their cities, so that they can expand by adding cities and players. You can't do that in Elgea because so many cities are already on the map, but Broken Lands is still wide open and lightly populated. In short, I see these claims as pre-emptively defusing many conflicts that frustrate even peaceful alliances in Elgea. If eCrow had any inclination to cluster tightly in Chulbran, I believe we would have considered the same approach. Perhaps not as sternly as the current claimants, but we aren't a military alliance.
ajqtrz wrote:
The process by which this process was adopted by those alliances adopting it, was unilateral. There was little to no discussion in the larger forums or GC, and the adoption by those alliances was done as a "fait acompli" with the expectation that there would be little to no resistance, or if there was a determination to war over the right. Thus, we are faced with a situation in which we must "undo" what has been done if we decide that the new rule is not acceptable, rather than to have avoided this situation by having a good conversation and open discussion before it was done. |
The forums and GC are not appropriate venues for statecraft. It's good fun to discuss Illyriad happenings here, but why would alliance leaders elicit feedback from any random person who wanted to give it? That has backfired almost every time it has been attempted on these forums. It certainly isn't the way strategy is handled in Crowfed, nor in any other MMORTS that I have ever played. You work out details with your allies and other stakeholders in private. Given the tepid reaction to the announcement, an assumption of no resistance seems to have been a prescient one. Fait acompli, accomplished?
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Brandmeister
Postmaster General
Joined: 12 Oct 2012
Location: Laoshin
Status: Offline
Points: 2396
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Posted: 17 May 2015 at 19:48 |
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Dung, file your own claim? Perhaps a modest border around your cities where you can reasonably grow? There is no reason why you can't be the Andorra of the Broken Lands.
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Dungshoveleux
Postmaster
Joined: 09 Nov 2013
Status: Offline
Points: 935
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Posted: 17 May 2015 at 19:22 |
Speaking as someone who was already "there" before a land claim was made, I do not appreciate the land underneath my feet being claimed by someone else.
I foresee this all ending in tears, and not just elven ones. This is worse than trying to build a house in real life - planning permission, permits, committees and probably bribery and corruption as well. Real life comes to the sandbox.
Edited by Dungshoveleux - 17 May 2015 at 19:26
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Alyon
New Poster
Joined: 09 Mar 2015
Location: Canada
Status: Offline
Points: 10
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Posted: 17 May 2015 at 16:27 |
Land claims should be handled much like sovereignty, but as an alliance function rather than a player function. The alliance can "claim" land and "fence: it by taking an initial action like having it "claim-occupied" for 24 days by someone from the alliance and then paying an initial fee and a maintenance fee. There could be other logical stipulations, like the land must be adjoining current alliance claims, or an alliance player's settlement or sov. The claim could be indicated on the map in some manner similar to sov, but not enforced by the game. It would be up to the alliance to manage their claim, just as it is up to the player to manage their personal sov.
Think about the implications of having the claim sometimes dependent on the settlement and sov of an individual player in the alliance, and the possibility of loosing that claim if the player quits, or moves to another alliance. Imagine the politics of poaching players, and the value of loyalty! It could be a (less graphic  ) version of Game of Thrones!
Failure to pay the ongoing maintenance fee would result in the release of the square. Loss of a player who is necessary to meet the "adjoining" criteria for one square could upset the entire chain of claimed squares. It would be dynamic and ever changing. For even more variability, you could allow squares occupied, or claimed by Confederated Alliances to qualify as adjoining squares as if they were alliance squares. The break-down of a Confed relationship would have dire consequences. This can also work with pathfinding -- an alliance could install a toll collector on a specific, key square.
This claim system would favour a stable and well-run alliance, but not necessarily the biggest alliance. It would be time consuming for leadership, and would require delegation.
Would make this the most unusual game ever with another dimension.
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OLD ONE
New Poster
Joined: 16 May 2015
Location: ILLYRIAD
Status: Offline
Points: 10
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Posted: 17 May 2015 at 16:00 |
http://elgea.illyriad.co.uk/#/Alliance/Alliance/438
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abstractdream
Postmaster General
Joined: 02 Oct 2011
Location: Oarnamly
Status: Offline
Points: 1857
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Posted: 17 May 2015 at 14:25 |
ajqtrz wrote:
In response to twilights comment I agree that we need to do what we can to increase the number of players. We do disagree on how that is best done.
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I take it the status quo is your view on how to best attract new players?
ajqtrz wrote:
From the comments it appears Twi would like there to be more "competition," a term many players seem to use as a substitute for "wars." This is, of course, something very much in line with some people's playing style and if any player wishes to enter into a war against another willing participant I see no reason to restrict them from doing so. That goes as well for alliances who which to make war.
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Yet you endeavour to restrict. I don't understand how you are missing that.
ajqtrz wrote:
As for the "playing style" of the past, it meets some peoples desires and not others, as it always has done. What I don't see is why all those who want there to be wars just don't go out and fight against each other? If they did that then perhaps all the players to which Twi is referring would stay around and have their kind of fun.
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Sure, "go out and fight," just do it within the confines of "your" arbitrary rules.
ajqtrz wrote:
Finally, why does there have to be "tension," with the accompanying threats, intimidation, and coercion for these war liking players to go to war? Just go to war with the other warriors of the game and leave the rest of us alone for heaven's sake.
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Stop imposing yourself into it and you will be left alone.
ajqtrz wrote:
Ultimately that is why I'm against the whole land claim thing...it forces those who wish not to make war into reserved areas or at least areas that are not claimed as if warriors have more rights in the sandbox than non-warriors. In my opinion you wouldn't let kids on a playground decide who gets to play in the swings and who does not and if they tried you would call them bully's...right? So why allow it here.
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Right, because "non-warriors" have more rights? Staying and playing in Elgea is now being "forced." Better the kids playing tackle football should be forced to play flag football instead?
ajqtrz wrote:
So, in the end I don't see why we, collectively, need to change our playing style, when a good number of us could simply do so by agreeing to go to war with each other.
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You, collectively are not being forced to change anything but you, collectively are forcing your play style on TBL, or you're trying at least.
ajqtrz wrote:
And as a final, "side note" I don't think telling the non-warring citizens of Illy that they must live in certain areas is a reasonable solution. All that does is tell non-warring players that they are somehow 2nd class citizens.
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That's just silly.
ajqtrz wrote:
aj
| Edit: you're vs. your
Edited by abstractdream - 17 May 2015 at 14:28
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Bonfyr Verboo
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Llannedd
Wordsmith
Joined: 28 Jun 2014
Status: Offline
Points: 139
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Posted: 17 May 2015 at 13:37 |
Some people seem to be missing a couple of basic points:
1. This is a GAME, not reality. 2. If you don't like it, don't play it.
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