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Ottar
New Poster
Joined: 14 Apr 2010
Status: Offline
Points: 21
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Topic: Movers and shakers Posted: 23 Oct 2010 at 15:35 |
*** " On dit que Dieu est toujours pour les gros bataillons" ***
As misquotation from Voltaire " It is said God is always on the side of the big battalions" What he actually wrote was "God is not on the side of the big
battalions, but on the side of those who shoot best"
I will, however, take the former quotation which best serves the point I wish
to make.
It is quite apparent that the GM's listen and taken on board much of the
opinions of the members of the big alliances. As a result, the new players
who strive to make their way in the game, and also the smaller alliances are
largely overlooked. If you think that is overstating matters then read on! It is widely acknowledged that players are ultimately
responsible for their own defence. To neglect it, by failing to produce an
army, diplomatic units, a wall, not join an alliance, will inevitably bring
about a much deserved demise. But this does not extend to dealing with the
juggernauts that, as a result of "Tenaril's Spell of Ultimate Teleportation," have descended upon hapless incumbents. To assess your immediate environment and determine potential threats is one thing. Having them descend on you and be expected to mount a defence against an overwhelming onslaught is quite another. That is also not taking into account their plans to settle on squares nearby only to see such an opportunity snatched away from them. In my view it is grossly unfair on the incumbent. They were, after all, there first!
It is easy to look in hindsight and suggest possible solutions, but that is what game developers are here to do. They should be aware of all factors in constructing and developing the game. In this case I think there should have been a choice for those who wish to move, those who could not move at the time the "invasion" took place, and those who do not want to move. One choice being the option to use the spell and move. Where would they go? Move to a less favourable location? Out on the fringe and be ultimately out of the game? A second choice, possibly one months protection similar to that new players have, to give a player or smaller alliance the time to construct a defence? Whether they could, or could not defend is academic. At least they would have the option to mount a defence and possibly broker a deal with the invaders without duress.
It is a question of fairness and balance for all players, not the privileged few who can invoke their will as they see fit. As a result, don't be surprised at another exodus from the game. That is not only the victims referred to above, but those of us who have spent time, and possibly money, to achieve a level in the game only to find it turned upside down and not what they originally signed up for. At what point does the dynamic development of a game become counter productive? Ultimately the consequence of this development could be more far reaching than anticipated. I for one will not be investing time or money into it and I'm saddened that a game of huge potential has turned out this way .
Horses for courses I suppose. But the writer will be a non runner. Probably, in retrospect, such changes on this scale should have been introduced on a new server and a brand new game. I'll leave you to ponder on that.
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GM Stormcrow
Moderator Group
GM
Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
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Posted: 23 Oct 2010 at 16:33 |
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Hi Ottar,
It's an interesting perspective - but unsurprisingly, not one we agree with.
I'd like to make three points that I feel are important.
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Firstly, I believe we listen to solo players and large alliances equally.
We try and do things for the good of all players in the game.
If anything, we listen to new players more than large alliances as these new players are not only the future of the game but they are also the best source of information about what we're doing wrong, what we can make clearer, what we can explain better etc than an existing player who has possibly got "used" to the imperfect idiosyncracies of the game.
Secondly, the ability to move cities freely has been the single most requested feature from new players to Illyriad - not the established alliances.
Small players come into the game, find their feet, and then decide that they wish to be somewhere else on the map. Perhaps they've been randomly seeded next to the neighbourhood bully; perhaps they've made friends in chat; perhaps they've decided to join an alliance and wish to move closer to them.
Historically this required a second city, and the majority of players' second cities are substantial distances from their first.
We firmly believe the Tenaril relocation spell gives *more* power to small players to decide to strike out on their own path rather than less. The World Map is very large, and to typify the choice available to small players' as "a less favourable location... out on the fringe and ultimately out of the game" is hyperbole at best.
Thirdly, the intention to allow everyone to move their cities was announced officially nearly 6 weeks ago.
The feedback we got from everyone (without, I think, exception) was that this was a great idea, and the idea originated from a player thread about "Nomad cities" as far back as 5 months ago in the suggestions forum.
It wasn't a rushed decision by any means, and it was a highly supported decision by the vast majority of players regardless of alliance size and affiliation.
We still firmly believe this was a great decision, and we are considering extending the (once per city) move spell permanently so that brand new players to the game in months to come can have increased choice and options from Day One about the kind of game they wish to play: which factions they wish to be friends or enemies with; who their major trade partners are; whether they wish to get involved in water and navies; their desired level of sociability with other players; their desire to have a chance to escape from a nearby bully - all things which are enabled early for new players through the ability to move city.
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I entirely understand from your post that you disagree with this, Ottar.
I have no knowledge of what event has spurred your post, but I assume there's a particular action or set of events related to relocation that has turned out negatively for you, presumably from a bigger player or alliance.
I am confident that the vast majority of players, now (and especially in the future) will welcome the ability to relocate city, and I fear that whatever disappointment you feel about your current situation is being misdirected at the code-based game mechanism rather than the player-based cause of the situation.
Regards,
GM Stormcrow
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Ottar
New Poster
Joined: 14 Apr 2010
Status: Offline
Points: 21
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Posted: 24 Oct 2010 at 10:04 |
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GM Stormcrow,
Whichever way you look at it, accepting my argument or yours, the fact remains you have sanctioned "dealing from the bottom of the pack" and whatever may be good, particularly in the short term, to one player will inevitably have an adverse effect on another player.
Time will tell as to whether you are right or not.
Respectfully,
Ottar.
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 24 Oct 2010 at 18:00 |
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Ottar, now you're not even making sense. Aside from the fact this was already a "trial run" of feature concepts that have been broadly requested, you're suggesting the dev team should have predicted nuances that the entire player population overlooked during 5 months of discussion. Should we have had a limited trial run of our trial run? Would letting a randomly selected subset of people move have been "more" fair? (I rather expect not.)
At some point you have to accept the dev team either doing something or nothing. This is a growing game and as such doing something is an admirable choice. Whatever minor problems we encounter, at least the devs are still here and will keep doing something.
At the end of the day, you just have to suck it up and take your lumps. This is by design and intent no kindergarten nor day care center. There are going to be losers. But ultimately, more choice almost invariably means having more chance to personally direct and control that outcome. There's a whole server to support and catering to fringe cases would be counterproductive.
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Zangi
Forum Warrior
Joined: 15 Jul 2010
Status: Offline
Points: 295
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Posted: 24 Oct 2010 at 21:51 |
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Can't say I feel any empathy for your complaint.
You had a lot of forewarning for this change. You did not speak up then, but only after it has changed. It seems only after you were 'wronged'. Players have already moved their cities. Also, a portion of those players have made plans on the fact the game will change in this way.
What is it you expect now? Things to turn back to the way it was before?
Things change, you adapt to it and make what you can from it. That includes communicating with your new neighbors.
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G0DsDestroyer
Postmaster
Joined: 16 Sep 2010
Location: Ásgarð/Vanaheim
Status: Offline
Points: 975
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Posted: 25 Oct 2010 at 06:03 |
Zangi wrote:
Can't say I feel any empathy for your complaint.
You had a lot of forewarning for this change. You did not speak up then, but only after it has changed. It seems only after you were 'wronged'. Players have already moved their cities. Also, a portion of those players have made plans on the fact the game will change in this way.
What is it you expect now? Things to turn back to the way it was before?
Things change, you adapt to it and make what you can from it. That includes communicating with your new neighbors.
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Couldn't agree with you more Zangi 
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