whaever
Printed From: Illyriad
Category: The World
Forum Name: Elgea
Forum Description: For everything related to the Elgea Continent
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=2551
Printed Date: 17 Apr 2022 at 08:26 Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com
Topic: whaever
Posted By: Kurfist
Subject: whaever
Date Posted: 06 Oct 2011 at 00:17
I forgot the "t" in the title...
i didnt want to go into this on the "ditch siege announcements" topic in the suggestions threa,d since its for suggestions and not banter.
As Rill put it "we dont want to scare the newbs away, they will help pay devs wages" by buying prestige for those of you who didnt know how..
Thers a lack of newbie warfare in this game currently, its discouraged, its discouraged when your in an alliance since alot of these alliances are allied with 2 or so other alliances. its hard to fight, unless you purposely pick a fight with a few experienced players.
Sio my argument is, i know you dont want this game to become like evony "deal with the name useage" whjere new players struggle to survive and whatnot, but this is a WAR game. The lack of available WAR, may deter a few players from further playing this game, and go off and play evony.
------------- Patience is a virtue, resource giving is a sin
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Replies:
Posted By: Kilotov of DokGthung
Date Posted: 06 Oct 2011 at 00:45
newbie warfare is utterly pointless
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 my words on this forum are from me alone. DLords official words only come from HighKing Belargyle
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Posted By: StJude
Date Posted: 06 Oct 2011 at 00:57
Kilotov of DokGthung wrote:
newbie warfare is utterly pointless
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Sorry Kilotov, I completely 100% disagree.
Ask Geofrey, I know he got some fun from the whole deal as did Baughb, Meganips and I. I bet if you ask Demdigs he would also agree.
We had a lot of fun back in those early days.
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Posted By: Kilotov of DokGthung
Date Posted: 06 Oct 2011 at 00:57
war units early on just cripple your production
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 my words on this forum are from me alone. DLords official words only come from HighKing Belargyle
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Posted By: StJude
Date Posted: 06 Oct 2011 at 00:59
Kilotov of DokGthung wrote:
war units early on just cripple your production
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yes that is true.
Are you saying production is the only means to fun?
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Posted By: Brids17
Date Posted: 06 Oct 2011 at 01:03
Kilotov of DokGthung wrote:
newbie warfare is utterly pointless
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I too disagree with this. Fun is fun, regardless of whether or not it cripples production.
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Posted By: Kilotov of DokGthung
Date Posted: 06 Oct 2011 at 01:08
no but production means efficiency. means fast growth and ensures bigger prospectives for eventual future military campaigns.
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 my words on this forum are from me alone. DLords official words only come from HighKing Belargyle
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Posted By: Kumomoto
Date Posted: 06 Oct 2011 at 01:10
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I'm all for newbies duking it out! (although as Kilo mentions, it's not the best way to grow...). But if they're having fun, so what?
Just not a fan of a vet killing newbs for sport...
Edit: Big fan of Vets duking it out too! or midsize players... Everyone needs to not confuse the reasons that some folks had behind this most recent war with an end to war in Illy. It's not.
In fact, I think that we need MORE wars in Illy. And I think that alliances should conduct them with restraint (refrain from annihilation) and I think that would make the game much more fun for many...
Sure it takes a while to build up cities, but losing a couple in a war when you have 9 or 10 isn't the end of the world...
I think this game could benefit from a sort of gentlemen's agreement that wars are fun and alliances will conduct them without every one of them having to be a moral crusade. (Although those do exist occasionally, and rightly so). Sorry to stir the pot up, but I think this is a GREAT topic for the community to discuss...
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Posted By: StJude
Date Posted: 06 Oct 2011 at 01:14
Kumomoto wrote:
I'm all for newbies duking it out! (although as Kilo mentions, it's not the best way to grow...). But if they're having fun, so what?
Just not a fan of a vet killing newbs for sport... |
What if a newb mouths off to a vet?
Or
He sends 1 thief and it is caught?
Cool then?
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Posted By: Kurfist
Date Posted: 06 Oct 2011 at 01:14
But trying to make illy more like a pacifist enviroment instead of a warring one would cripple player support in this game as much as killing off players, which was the point i was trying to make.
------------- Patience is a virtue, resource giving is a sin
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Posted By: StJude
Date Posted: 06 Oct 2011 at 01:15
Kilotov of DokGthung wrote:
no but production means efficiency. means fast growth and ensures bigger prospectives for eventual future military campaigns.
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Disagree, when you have big cities, you are generally reluctant to risk them.
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Posted By: Kumomoto
Date Posted: 06 Oct 2011 at 01:17
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Big fan of Vets duking it out too! or midsize players... Everyone needs to not confuse the reasons that some folks had behind this most recent war with an end to war in Illy. It's not.
In fact, I think that we need MORE wars in Illy. And I think that alliances should conduct them with restraint (refrain from annihilation) and I think that would make the game much more fun for many...
Sure it takes a while to build up cities, but losing a couple in a war when you have 9 or 10 isn't the end of the world...
I think this game could benefit from a sort of gentlemen's agreement that wars are fun and alliances will conduct them without every one of them having to be a moral crusade. (Although those do exist occasionally, and rightly so). Sorry to stir the pot up, but I think this is a GREAT topic for the community to discuss...
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Posted By: Kumomoto
Date Posted: 06 Oct 2011 at 01:18
StJude wrote:
Kumomoto wrote:
I'm all for newbies duking it out! (although as Kilo mentions, it's not the best way to grow...). But if they're having fun, so what?
Just not a fan of a vet killing newbs for sport... |
What if a newb mouths off to a vet?
Or
He sends 1 thief and it is caught?
Cool then?
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Then the newb is provoking the vet, no? But, in that case, I still don't think it warrants the vet sieging the newbs town... maybe smack him around a bit...
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Posted By: Kilotov of DokGthung
Date Posted: 06 Oct 2011 at 01:19
hu? big towns can afford way more troops than small towns. and why risk them in the first place? there is no risk in a good tough out strategy, just a cost.
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 my words on this forum are from me alone. DLords official words only come from HighKing Belargyle
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Posted By: Rill
Date Posted: 06 Oct 2011 at 01:32
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I'm all for war in Illy as long as it's optional. As in, if a player is generally respectful and does not provoke wars, he or she should not be required to participate in them. This will limit the range of play for these folks (they will only get to go after inactives and NPCs) but maybe that's all the "fun" someone wants to have.
The main problem with newb on newb violence is when it's non-consensual. And I don't buy the "it's a war game" excuse. Illy is only a war game if we make it one.
Establishing the boundaries for what constitutes provocation of war action and how one can go back to peacenik status once having been in a war are matters on which I'd like to hear input.
I don't see why there can't be these two playstyles (and more) in Illy.
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Posted By: StJude
Date Posted: 06 Oct 2011 at 01:32
Kumomoto wrote:
StJude wrote:
Kumomoto wrote:
I'm all for newbies duking it out! (although as Kilo mentions, it's not the best way to grow...). But if they're having fun, so what?
Just not a fan of a vet killing newbs for sport... |
What if a newb mouths off to a vet?
Or
He sends 1 thief and it is caught?
Cool then?
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Then the newb is provoking the vet, no? But, in that case, I still don't think it warrants the vet sieging the newbs town... maybe smack him around a bit...
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Domo arigato Kumomoto, you are earning my respect here...
I will turn off sarcasm and agree...gentlemanly, of course, to engage this thread with civil debate.
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Posted By: Kumomoto
Date Posted: 06 Oct 2011 at 01:40
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Rill--You are absolutely correct in that, as a community, we can try to control much of this. This is a sandbox and we can do whatever the aggregate of players put their minds to! And I think that this is an absolutely critical discussion, because I think we need to have a long and hard conversation of what we DO want, as a community...
And my suspicion is that only war by mutual consent is going to severely stifle the game. I think there are going to be unfair and unwarranted wars. And everyone has the right to vote with their feet if they feel that they want to jump in on one side or the other... That's what is so damn beautiful about the model! PR, Diplomacy, spying, military, economic, and, yes, out of game diplomacy, will all have huge impacts on who we are and will be as a world in our (not so little anymore) ant farm...
But an Illy World without war unless there was mutual consent is not one I would espouse...
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Posted By: Kilotov of DokGthung
Date Posted: 06 Oct 2011 at 01:44
war is an act of violence. there is not such a thing like a friendly meeting on the battlefield. war is gruesome. and war shall be just like that. even in illy
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 my words on this forum are from me alone. DLords official words only come from HighKing Belargyle
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Posted By: StJude
Date Posted: 06 Oct 2011 at 01:50
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Kurfist, you can be proud of yourself, this is going to be a thread that will go down in history. If anyone says you contributed nothing to the community, you point here.
That said.
Would you be open to changing the title to something more appropriate? You can do this by editing the original post and modifying the subject line field.
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Posted By: nvp33
Date Posted: 06 Oct 2011 at 01:59
Rill wrote:
I'm all for war in Illy as long as it's optional. As in, if a player is generally respectful and does not provoke wars, he or she should not be required to participate in them. This will limit the range of play for these folks (they will only get to go after inactives and NPCs) but maybe that's all the "fun" someone wants to have.
The main problem with newb on newb violence is when it's non-consensual. And I don't buy the "it's a war game" excuse. Illy is only a war game if we make it one.
Establishing the boundaries for what constitutes provocation of war action and how one can go back to peacenik status once having been in a war are matters on which I'd like to hear input.
I don't see why there can't be these two playstyles (and more) in Illy. |
I'm sorry Rill but there aren't a lot of people who "want" to be attacked, especially while their attention is elsewhere. When you're ready for war you want war, but if you're not ready for war then you want it to go knock on someone elses door. And asking that players who have beaten through another players defenses should stop just because said player now says "I don't want to "play" anymore and it thus stops being consentiual is simply silly. I would say that player can then sue for peace, pay it, and then be left alone.
And asking for the very small fraction of Illy players who writes on these forums to make a UN charter on what constitutes an act of war and what doesn't is in my opinion a fools errand. Even if we could agree here on the forums we represent less than 1% of the active accounts in Illyriad, so how would you spread the news? and how would you enforce the charter?
You keep saying that this is a sandbox game and then you keep wanting more rules and restrictions which are mutual exclusive in my opinion.
On the note of the topic:
1:1 fights and miniwars without siege should be the norm, not the exeption in Illyriad. But fear of loosing months of work and being demonized and the war getting out of hand keeps most people on the mat, while the vitriol/hyperbole and so called "honor" concept in Illyriad makes sure that when the wars finally happens, they do get out of hand. Everyones first response to war is to set up sieges when it should be held back as a threat. Most alliances also run with the idea that if any attacks one of their members then the whole alliance has to get involved, instead of looking at the size of the players and going. As long as its a relatively fair fight and noone uses siege you guys can hash it out your selves. Alliances should be a bulwark against constant harrasment and sieges, not beestings.
My personal two cents.
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Posted By: Rill
Date Posted: 06 Oct 2011 at 02:01
Kumomoto wrote:
But an Illy World without war unless there was mutual consent is not one I would espouse...
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I think you misunderstood what I was saying, hopefully unintentionally. I'm not saying there should be mutual consent in any given war. I'm saying there should be a place in Illy for noncombatants -- people who elect not to participate in war in general. In all likelihood, the only way this can happen is if a substantial portion of the combatants are willing to stand up for the rights of noncombatants to go about their business peacefully.
If there is not a place in Illy for noncombatants, there is not a place for players like me, and that would be sad, for me anyway.
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Posted By: nvp33
Date Posted: 06 Oct 2011 at 02:06
There are such places Rill, they are called training alliances. With the exeption of the Black/White vs Harmless war I can't think of any time in which training alliances were attacked.
Or you could gather likeminded individuals into an alliance which wont attack ever, complete pacifists and thus reduce the likelyhood that alliance would get attacked, especially if it got big enough players to join. You know... like HUGS...
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Posted By: Kumomoto
Date Posted: 06 Oct 2011 at 02:10
Rill wrote:
Kumomoto wrote:
But an Illy World without war unless there was mutual consent is not one I would espouse...
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I think you misunderstood what I was saying, hopefully unintentionally. I'm not saying there should be mutual consent in any given war. I'm saying there should be a place in Illy for noncombatants -- people who elect not to participate in war in general. In all likelihood, the only way this can happen is if a substantial portion of the combatants are willing to stand up for the rights of noncombatants to go about their business peacefully.
If there is not a place in Illy for noncombatants, there is not a place for players like me, and that would be sad, for me anyway. |
I would never intentionally misunderstand you...? Unless you think I have some sort of hostility/other motives toward you that baffle me?... All ridiculous!
Regardless... this is a very important intellectual conversation on the nature of Illy...
So what mechanism could be created, Rill for Noncombatants? How would it be judged? Unless it was a pacifist alliance or training alliance? I would imagine that such alliances would NEVER be allowed to conduct war, otherwise they would be fair game... no?
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Posted By: Kurfist
Date Posted: 06 Oct 2011 at 02:14
Rill wrote:
I'm all for war in Illy as long as it's optional. As in, if a player is generally respectful and does not provoke wars, he or she should not be required to participate in them. This will limit the range of play for these folks (they will only get to go after inactives and NPCs) but maybe that's all the "fun" someone wants to have.
The main problem with newb on newb violence is when it's non-consensual. And I don't buy the "it's a war game" excuse. Illy is only a war game if we make it one.
Establishing the boundaries for what constitutes provocation of war action and how one can go back to peacenik status once having been in a war are matters on which I'd like to hear input.
I don't see why there can't be these two playstyles (and more) in Illy. |
Oh itys only a war game if we make it one, so the spears, and sword, and armour, siege blocks, bows are for decoration right?
The fact that the majority of the games units are for warfare purposes tends to lean on the assumption the game was intended as a WAR game.
------------- Patience is a virtue, resource giving is a sin
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Posted By: Kumomoto
Date Posted: 06 Oct 2011 at 02:18
Kurfist wrote:
Rill wrote:
I'm all for war in Illy as long as it's optional. As in, if a player is generally respectful and does not provoke wars, he or she should not be required to participate in them. This will limit the range of play for these folks (they will only get to go after inactives and NPCs) but maybe that's all the "fun" someone wants to have.
The main problem with newb on newb violence is when it's non-consensual. And I don't buy the "it's a war game" excuse. Illy is only a war game if we make it one.
Establishing the boundaries for what constitutes provocation of war action and how one can go back to peacenik status once having been in a war are matters on which I'd like to hear input.
I don't see why there can't be these two playstyles (and more) in Illy. |
Oh itys only a war game if we make it one, so the spears, and sword, and armour, siege blocks, bows are for decoration right?
The fact that the majority of the games units are for warfare purposes tends to lean on the assumption the game was intended as a WAR game.
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FYI-- if you private message someone, you should clear out your mail so that they can pm you back...
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Posted By: Kurfist
Date Posted: 06 Oct 2011 at 02:21
woops, sorry kumo ill take care of that
------------- Patience is a virtue, resource giving is a sin
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Posted By: Erik Dirk
Date Posted: 06 Oct 2011 at 02:25
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You may say we only represent 1% of the active illy population but we also represent more like 100% if you look at large alliance heads, I'm pretty sure all the top 10 alliances are often represented in these forums and some of these alliances act as the police force of illy (or perhaps the threat of police force) so what is decided here is important.
The problem still is the risk of complete anhilation of a town for no real gain. From when siege was introduced I was unhappy with the idea. I'd really like to see current T2 siege become prohibitivly expensive. say 50K per hour so only really possible in "community cruisades" And a less destructive siege unit introduced, which hits everything but basic res plots for example.
I think we all want risk but at the moment the current war mechanics seem to be like playing a poker game where we can only fold or go all in.
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Posted By: Amroth
Date Posted: 06 Oct 2011 at 02:30
I am all for newbs fighting...I will happily sell stuff to both. This is a war game. Anyone opposed to war should be in an alliance dedicated to peace. Also war and attacks should only be sent to those who wish to engage in them. Those who wish to remain at peace should be given the option, though I ask you to remember, this game puts all of us together on a map. This means there will be mix ups, players who cross, ego clashes and all manner of human reactions to the condition here. There are more things found in Heaven and earth and Illy Horatio, then are contained in your philosophies. This is a changing game, evolving and becoming more then it was. All should be careful to own their words, and deeds alone are the measure of all.
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Posted By: Kurfist
Date Posted: 06 Oct 2011 at 02:30
all messages deleted, send away kumo.
I like your idea erik,
------------- Patience is a virtue, resource giving is a sin
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Posted By: Rill
Date Posted: 06 Oct 2011 at 02:41
Kumomoto wrote:
Rill wrote:
Kumomoto wrote:
But an Illy World without war unless there was mutual consent is not one I would espouse...
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I think you misunderstood what I was saying, hopefully unintentionally. I'm not saying there should be mutual consent in any given war. I'm saying there should be a place in Illy for noncombatants -- people who elect not to participate in war in general. In all likelihood, the only way this can happen is if a substantial portion of the combatants are willing to stand up for the rights of noncombatants to go about their business peacefully.
If there is not a place in Illy for noncombatants, there is not a place for players like me, and that would be sad, for me anyway. |
I would never intentionally misunderstand you...? Unless you think I have some sort of hostility/other motives toward you that baffle me?... All ridiculous!
Regardless... this is a very important intellectual conversation on the nature of Illy...
So what mechanism could be created, Rill for Noncombatants? How would it be judged? Unless it was a pacifist alliance or training alliance? I would imagine that such alliances would NEVER be allowed to conduct war, otherwise they would be fair game... no? |
I don't think you're hostile toward me, although I thought it might be possible you were arguing against a slightly less nuanced stance than I was taking because it would be easier to disagree with. I wasn't even convinced that this was the case -- I merely entertained the possibility.
And the "rules" for such noncombatants would need to be evolved by the community through discussions like this. For example, I am close to coming to a decision that I am going to limit Ryelle to two cities -- with the caravans available in those cities, I am able to assist as many new players as generally appear in global chat, and at the same time hopefully it will be unlikely that I will be perceived as a threat to anyone.
"Rules" about noncombatants could include the degree to which they can freely express themselves without being considered to have provoked a war and would likely be determined on a case-by-case basis within some broad guidelines.
Whether or not non-combatants could maintain armies for the purpose of competition in tournaments or completion of (yet-to-be-released) military quests is another question. Whether they could attack inactive players with those armies could also be an issue.
Certainly noncombatants would be giving up a lot in order to receive their "protected" status. Probably not many players would want to make those sacrifices.
If anyone is wondering why Rill is in mCrow if I wish to be a noncombatant, I am there to seek further training in order to better be able to advise new players in this important aspect of Illy. If it were determined by the community that it is inappropriate to have an alt in an alliance that can participate in war, that would be something I would have to think hard about in terms of Rill's future.
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Posted By: Brids17
Date Posted: 06 Oct 2011 at 02:55
Kumomoto wrote:
I think this game could benefit from a sort of gentlemen's agreement that wars are fun and alliances will conduct them without every one of them having to be a moral crusade. (Although those do exist occasionally, and rightly so). Sorry to stir the pot up, but I think this is a GREAT topic for the community to discuss...
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I always though it would be cool if two alliances set up an agreement to go to war but not use siege or destructive diplos (assassins, sabs, theives) and just kind of go until one alliance was spent. Not even for like a "losing alliance has to pay X" or anything like that, just simply doing it for the sake of having fun. Lately I've considered making a thread looking for someone to do something like that but on a one on one scale, though I keep putting it off in favour of getting that 9th city first.
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Posted By: Llyorn Of Jaensch
Date Posted: 06 Oct 2011 at 03:00
On behalf of Harmless I wish to espouse our policy on the relevant topic....
.... ..... ......
........ 'Nutz!'
------------- "ouch...best of luck." HonoredMule
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Posted By: Kumomoto
Date Posted: 06 Oct 2011 at 03:01
There's no reason why the community can't support something like that...
Perhaps there's an "Bond" that both alliances make where they state the extent to which they will destroy each other... (ie. no more than 2 cities per player) that, if both sides are willing to commit to, the community can enforce...
(anyway... probably stupidity, as the most serious wars may be to the death...)
But having a community that seriously frowns on that will stop a ton of it!
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Posted By: Qaal
Date Posted: 06 Oct 2011 at 03:21
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I think I sort of feel like I might disagree with construing Illy as a war game. (Feeling very certain about this issue, eh?) I think Illy is more of a society game--the interesting part of it to me is the community and culture that develops about the game. I see war, violence, theft as sort of organic parts of that, options that add interest and dimension. It's all good to set up military exercises--Illy tournaments, player-sponsored tournaments, genial skirmishes based on mutual understanding--but war by its nature will spring from the ebb and flow of relationships within the community. And that ebb and flow is beyond the grasp of artificial engagements.
One thing about war in Illy (and similar games) that really does bother me is the ability of a larger player to simply zero out a smaller one. But I think the controls on that need to be an organic part of the game. I think the open-endedness of Illy (no endgame) is really positive in that regard because it cuts out some of the motivation for getting rid of a potential rival. But there could be more structure in place. For example, military campaigns often crush the economy of the combatants. So maybe setting up a siege could crush the resource production of the aggressor, making it difficult to sustain the siege and resulting in the player launching the siege losing ground against the community baseline. Of course, that might relegate sieges to the very few largest players with the resources and willingness (bitterness?) to deal with price.
Tough balance to strike.
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Posted By: Meagh
Date Posted: 06 Oct 2011 at 03:31
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cities have the ability to move now. I think the community should use it. The community could set up safety zones where any attacking or warfare is prohibited. You could use these safety zones for people who either don't want to participate in any battle or who want a temporary reprieve. I could imagine the island of Trome being used for this purpose..
Another option, for those that fall on the wrong side of the community, is to create a zone for banishment. Imagine when someone is defeated they are banished to the wasteland for instance. You could even have the strong players create a border force to make sure they don't cross over into more civilized areas that would affect the larger community. This would help prevent the all-or-nothing aspect of Illy warfare where players get sieged out of the game. And this is really an unfortunate aspect to the game because frankly, without people like StJude who stir things up the forums and our sandbox in general would be a very boring place. - M.
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Posted By: Kumomoto
Date Posted: 06 Oct 2011 at 03:34
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Qaal-- I disagree. I think the game should avoid making different rules based upon alliances (or players') actions... This is a sandbox. It is what we make of it. Even if we make it terribly, terribly wrong... it is what we make it!
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Posted By: Kumomoto
Date Posted: 06 Oct 2011 at 03:37
Meagh wrote:
cities have the ability to move now. I think the community should use it. The community could set up safety zones where any attacking or warfare is prohibited. You could use these safety zones for people who either don't want to participate in any battle or who want a temporary reprieve. I could imagine the island of Trome being used for this purpose..
Another option, for those that fall on the wrong side of the community, is to create a zone for banishment. Imagine when someone is defeated they are banished to the wasteland for instance. You could even have the strong players create a border force to make sure they don't cross over into more civilized areas that would affect the larger community. This would help prevent the all-or-nothing aspect of Illy warfare where players get sieged out of the game. And this is really an unfortunate aspect to the game because frankly, without people like StJude who stir things up the forums and our sandbox in general would be a very boring place. - M. |
Wow! I think that's actually a really fun, original idea...
So... instead of annihilating someone, you give them 24 hours to relocate to the "Bleak Lands"... a de facto exile... from which they are free to plot grow, etc... to return... fun!
(this thread is getting better and better)
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Posted By: Rill
Date Posted: 06 Oct 2011 at 03:39
Meagh wrote:
cities have the ability to move now. I think the community should use it. The community could set up safety zones where any attacking or warfare is prohibited. You could use these safety zones for people who either don't want to participate in any battle or who want a temporary reprieve. I could imagine the island of Trome being used for this purpose..
Another option, for those that fall on the wrong side of the community, is to create a zone for banishment. Imagine when someone is defeated they are banished to the wasteland for instance. You could even have the strong players create a border force to make sure they don't cross over into more civilized areas that would affect the larger community. This would help prevent the all-or-nothing aspect of Illy warfare where players get sieged out of the game. And this is really an unfortunate aspect to the game because frankly, without people like StJude who stir things up the forums and our sandbox in general would be a very boring place. - M. |
If the "zones" were scattered throughout Illy, this could work. If the "zones" were limited to the periphery or one particular area, there would be problems for folks like Ryelle who want to be able to help the newbs -- although these problems might be resolved by Trade v2
The biggest problem I see is getting the "warriors" who already inhabit those zones to agree to move -- what would motivate them.
As an alternative, perhaps the devs could implement a "peace" flag (simple graphic with no underlying function) to indicate to folks that it was a peacenik. Another alternative would be a hard-coded "peace" status that would make a player immune from attack but also unable to take certain actions -- as either a permanent or very long-term status. I'm not convinced hard-coding is the right answer, though.
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Posted By: Qaal
Date Posted: 06 Oct 2011 at 03:43
Kumomoto wrote:
Qaal-- I disagree. I think the game should avoid making different rules based upon alliances (or players') actions... This is a sandbox. It is what we make of it. Even if we make it terribly, terribly wrong... it is what we make it!
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Kumo--the thought about the add difficulties of a siege is more one of bringing in-game sieges in line with real-world military action. Of course sieges have rules that apply to all. The only question is how are those rules most fairly balanced. I don't think we need to stand pat on the existing rules. There may well be ideas out there that will enhance the game.
With regard to Illy being what we make of it, I couldn't possibly agree more. That is very much the spirit of the first paragraph of my post: war is organic part of the community and the relationships that ebb and flow within it. There was nothing in there to suggest otherwise.
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Posted By: Kumomoto
Date Posted: 06 Oct 2011 at 04:07
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Well... I guess the most interesting conversations are how, or if, we, as a community, try to "balance" anything... And if so, how...?
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Posted By: Xenofobe
Date Posted: 06 Oct 2011 at 04:22
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Hi folks, great topic, great debate, long may it continue until done.
The following are my opinions / thoughts alone.
Great game and with future developments has the potential to be truly greater.
OP states that newbie warfare is discouraged. Now I have not been here long, 3weeks or so but I too wondered why, within a *Military Strategy* game, this was so. My answer was not long in coming. The community or a good portion of it, set their own boundaries long ago as I understand it, not too constrict nor constrain play, players and play-styles but to encourage new growth within Illyriad by offering protection to new players so they could first learn and grow before taking their own path within the game. Brilliant I thought to myself, finally a game where I'm not looking over my shoulder from day dot.
Time passes, I grow a little and take direction and advice [and res, I do so admit  ] from the geriatric...I mean vets  . War breaks out. Wait a minute...war?? But didn't those same vets tell me that war is to be discouraged here? What am I missing? I am so confused. But wait, I'm playing a Military Strategy game so it must be okay, or not...or is it, or do only a few get to play with their toys? Still confused.
So I join an Alliance of like-minded folks. Please take note that I wrote "like-minded" it's important. Turns out that this Alliance is not the most popular in the world of Illyriad. I shrugged because I knew exactly what I was getting myself into. I was not blinded by rhetoric nor baffled by bull-****. I joined knowing full well the implications. This too is important to note.
Thus far I have abided and agreed to the *unwritten* and therefore *implied* rule asked by the vets that I conduct myself with decorum and thought toward my intended play-style and how that would impact on my fellow Illyrians. I have not abused verbally [read:Diplomatic], physically [read: with Military] nor spiritually [read: Magic] any player in Illyriad. I say now, in full view of all, it will not always be the case. I also understand, as I am in full control of my faculties [compos mentis and all that] that there may be repercussions to my actions. It is after-all, a Military Strategy game. If my *kung-fu* is not strong, I deserve an a** whipping. No tears, no bleating, no soap-boxes, no rants. Just a good-o chap, well done what what, cheerio for now [watch ya back!  ]
I play games for my amusement and enjoyment first and foremost. I play to the best, or in most cases, worst of my ability within the strictures and rules of the game. I don't cheat, I just learn and get better, most-times. I can't recall ever having griefed, bullied, picked on a new player in any game I've played. I may use a firm hand or sharp knife, which-ever's appropriate from time to time but they are not a legitimate target to my goals. I wait, bide my time then have at it if he's still so inclined [and I've lost a lot of those too, I'm not a meta-gamer, but I do learn and get better]. Mostly however, I like helping others understand what can be a very confusing landscape. I get enjoyment from that too.
So yes Rill, I heartily agree that there should be room within a Military Strategy game for the *peaceniks*[and I don't mean that sarcastically]. I heartily agree that all play-styles be welcomed here and helped to find both enjoyment and a home here. But I would also caution those who wish a *peaceful* existence here to not raise their flag too high that it discourages those that wish to take part in the militaristic play of Illyriad from also enjoying themselves.
Another poster asked "what if a newby attacks a vet?" or words to that effect. The reply was a classic in my opinion "He asked for it....smack him around a bit?" Brilliant. Says everything. It also leaves room for both to retire to their respective corners with as much dignity as possible still intact.
Avenues to neutrality exist already within Illyriad. New Player Protection [limited I know], Training Alliances and Big Brother Alliances. Then there are folks like Rill and Ryelle that have, through their own playstyle that is selflessness, garnered for themselves the biggest Alliance of all, it's called Illyriad. Anyone foolish enough to attack them will find out what that means because regardless of my militaristic tendencies, I'll be standing next to them with my puny T1 Sentinels!!
Can an Illyriad Non-Aggression Charter exist? Of course it can. It just needs to be worded. It is the enforcement of said Charter that is the problem. Who becomes the ultimate Judge and Jury? Do we nominate an Alliance to be the Illyriad police force? Do we create one? What happens if someone disagrees? It hardly works in a real-world application, if we find an answer here, I'm voting you all to the UN!! This does not mean we should not try.
Wow, I just saw how long this is getting so I'm going to finish here. I'm for War on Illyriad, I'm also for Peace on Illyriad. Both exist. Just don't confuse the two if you suddenly find yourself chewing off more than you can swallow.
Peace all.....but watch your backs! 
PS: Think about tomorrow.....Factions coming....shhh... 
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Posted By: Sovereign
Date Posted: 06 Oct 2011 at 04:28
Rill wrote:
As an alternative, perhaps the devs could implement a "peace" flag (simple graphic with no underlying function) to indicate to folks that it was a peacenik. Another alternative would be a hard-coded "peace" status that would make a player immune from attack but also unable to take certain actions -- as either a permanent or very long-term status. I'm not convinced hard-coding is the right answer, though. |
I see players easily finding ways to abuse this option.
But in regards to the rest of the posts, I think we are just chasing out tails. There is not going to be any one right way or rule that can either be agreed upon or implemented. Not by the devs nor the community. At least not without truly changing the game from what it is now.
War is ugly and it is going to happen regardless. Doesn't matter if it is a good reason or bad one, it is still going to happen. Plus, it's all relative anyway. And as far as limiting the number of cities destroyed or anything else for that matter, well then that again isn't war. That is something else all together.
Sieging, though it sucks is indeed a consequence. And there needs to be some form of ultimate consequences. My only suggestion is to change the mechanics in such a way that you cannot remove a city in a matter of hours or even a day. A siege should have to be a long drawn out process. Something truly worthy of destroying a city and giving ample time for defense. The time and resources for lets say a 1-3 week siege could be a deterrent all by its self. Make people truly think about and have to commit to such and under taking due to the sheer length of time and need for constant forces to defend that siege.
Besides, if it took three bloody weeks maybe everyone will have kissed and made up prior to the fall of the city anyway.
How about a quick fix, give new players the rainbow until X pop. Something reasonable enough that they can learn a bit about the game and enjoy; and just high enough that they can have developed a small military for defense if they chose to do so. After that, let's just assume they are all fair game other wise. Gives them time to also pick and join an alliance for protection if they wish. Even one such as a training alliance to perhaps extend their peaceful ways or whatever. It may not solve everything, but it would have at least given them all a fair shot at it. But you would definitely have to get those inactives deleted faster if so.
------------- ~~Sovereign~~
"Dreams are the inspiration for the creation of man-made miracles"
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Posted By: StJude
Date Posted: 06 Oct 2011 at 04:29
Xenofobe wrote:
Hi folks,........
********EDITING SO AS NOT TO FILL NEW POST WITH MORE WHITE SPACE************
...........I'm for War on Illyriad, I'm also for Peace on Illyriad. Both exist. Just don't confuse the two if you suddenly find yourself chewing off more than you can swallow.
Peace all.....but watch your backs! 
PS: Think about tomorrow.....Factions coming....shhh... 
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How the hell did we land you in our alliance?
Bloody well written. I would say /thread over, but this is the best thread EVAR in the history of Illyriad.
Good show old chap!
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Posted By: Sovereign
Date Posted: 06 Oct 2011 at 04:31
@ Xeno Love the post!
------------- ~~Sovereign~~
"Dreams are the inspiration for the creation of man-made miracles"
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Posted By: Rill
Date Posted: 06 Oct 2011 at 04:37
Posted By: StJude
Date Posted: 06 Oct 2011 at 04:39
Sovereign wrote:
War is ugly and it is going to happen regardless. Doesn't matter if it is a good reason or bad one, it is still going to happen. Plus, it's all relative anyway. And as far as limiting the number of cities destroyed or anything else for that matter, well then that again isn't war. That is something else all together.
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Sovereign, the rest of your post was well written and while I don't disagree, I am not sure yet I agree with everything in it. That said, I think most people are in support of changes to the siege mechanic. The details can be debated, but I think one of the root issues is how destructive it is and how quickly that destruction occurs in relation to the time invested. Spending months on a city to have it levelled in 2-3 days feels a little "unfair".
Anyway, I quoted part of your thread to add something.
It's a sandbox, and maybe my opinion is skewed, but this is a GAME and so should be fun.
Here is the "maybe my opinion is skewed" part, while this is a complex sandbox, I think the word PvP is a much better descriptive term.
There are a lot of players in Illyriad who are in the military. I don't think any of them would like to play Illyriad to relive their real life war experiences.
I am not trying to be pedantic with the term either, but I think this issue is better described in this way.
I do not want to "WAR" with anyone. I do however want to "COMPETE" which is where some of the confusion is coming in here.
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Posted By: Kilotov of DokGthung
Date Posted: 06 Oct 2011 at 04:46
thus back to the point: its not up to anyone to decide how illy shall be played and who is "bad" or "good" for the game. ergo: alliances shall not dictate to other alliances what kind of playstyle they may follow whit out risking total war. as long as no REAL and SERIOUS casus belli ensues, holy idealogical crusades shall be avoided, then those that promote them are basically WRONG
-------------
 my words on this forum are from me alone. DLords official words only come from HighKing Belargyle
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Posted By: Sovereign
Date Posted: 06 Oct 2011 at 04:48
StJude wrote:
Sovereign, the rest of your post was well written and while I don't disagree, I am not sure yet I agree with everything in it. That said, I think most people are in support of changes to the siege mechanic. The details can be debated, but I think one of the root issues is how destructive it is and how quickly that destruction occurs in relation to the time invested. Spending months on a city to have it levelled in 2-3 days feels a little "unfair".
I am not trying to be pedantic with the term either, but I think this issue is better described in this way.
I do not want to "WAR" with anyone. I do however want to "COMPETE" which is where some of the confusion is coming in here. |
Yes Jude, I agree as well and that is why I suggested something to that affect. And I also was speaking as to the term of war as opposed to say a conflict, competition, tourney, territorial dispute or whatever. Though some of those perhaps can eventually turn into a war anyway. LOL
------------- ~~Sovereign~~
"Dreams are the inspiration for the creation of man-made miracles"
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Posted By: StJude
Date Posted: 06 Oct 2011 at 04:54
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@Sovereign
Ah, understood!
To be honest, I used your statement to put the PvP idea out there to lend clarity to the debate and piggyback off of Xeno's excellently written post.
While you may not have said it directly, I did read into your "War is ugly..." phrase.
Anyway, carry on!
(This thread is approaching "LEGENDARY CITY" status.
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Posted By: Erik Dirk
Date Posted: 06 Oct 2011 at 06:40
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This may be a little controversial but why is there such a focus on peacenik players. Really i dont think we should be encouraging a point of view where players say "i don't want war so no one attack me ever!" What the game probably needs for these players are speciality options for defence. eg dyadin mess hall; town can no longer attack and only re-inforce another town if it too has this building. Effect at level 20; + 300% to sally forth, success means siege units are disabled for 10 hrs. To change to a warlike town requires the demolition of the building + another 30 days Now a training alliance with these buildings would almost impossible to mount a successful war on, but requires defensive speciality.
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Posted By: Lashka
Date Posted: 06 Oct 2011 at 06:40
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Wow. Jude and I may have some points of agreement here. ;)
A point of clarification from what I saw:
Xenofobe (apologies if I didn't get this right.), the original quote I see is not 'what if a newb attacks a player' but is 'What if a newb mouths off to a vet?'.
Big difference in my book, and one that I think illustrates one of the underpinning issues of the war, and now some of the 'aftershocks'.
There's a big difference for me between taking an action in-game ( what I'd call poking by game mechanics) and what seems to be the tendency by some of the vets conflate their person-hood with this game ("They insulted me and I'm the big bad vet, so I must teach them a lesson.").
I'm not going to waste the time to give examples of the latter - there are pages and pages of it on all sides in the Politics and Diplomacy section, under at least 3 threads.
A new person does the first - Magically, Militarily, or Diplomatically decides to attack you? Well, my grandfather would have called those people 'life-expectancy impaired'. Game on.
But to attack someone simply because they did not show you the deference you presume you're entitled to? It's pretty petty. It's also part of the dynamic that leads to this 'let me drag my entire alliance into a war because of two competing egos' that seems to underpin a decent amount of the conflict recently.
I'm part of an alliance. I don't see me myself picking many fights, and right now I'm avoiding conflict as much as possible because I feel like I still need to grow my cities and get a handle on the mechanics.
I would welcome structured (as in limited to a 1-on-1 or 1-on-2 type of conflict where the conflict is rationally limited to parties or alliances without it becoming this huge kitchen-sink free for all among everybody.)
I joined an alliance knowing that I may be called to military action. It's the price all alliance members owe for the mutual protection that alliance brings.
But I have discussed my feelings with my leadership that players who I may find antagonistic towards me or who attack me verbally (but who take no in-game action towards me M,M,D) won't face game-mechanic reprisals. I don't see the need to engage in punitive in-game actions against players who aren't exercising MMD against me; my ego is healthy enough to take a knock or two.
Should there be war in Illyriad? Absolutely. War can be an enjoyable dynamic of this game. But everyone benefits when there's legitimate strategy behind it, and when its not predicated on vendettas, crusades or some paper-tiger conception of honor. And if people get serious about creating trading and growth alliances people should be respectful of that ethos too.
Which brings me back to another point. Why has there been no further discussion of designating map countries for different functions? Like Norweld for city growers and Perrigor for PvP (not actual suggested countries, just examples)?
EXODUS would allow for this. Then PvPers and Growers could each have the type of experience they want, in a region that would allow them to expand or clash to their heart's content. Growers shouldn't have to look over their shoulders, and frankly, neither should the PvPers. Pick regions outside the 'newb' ring, and the issue of 'vets' and 'newbs' infringing on each other might become much less common.
People should be free to duel, on their terms, without worrying that someone is going to pull in the rest of their alliance. Alliance leaders and members should show restraint once the parties to a duel - whether individual players or alliances - have been established.
Respect is earned by taking the high road, not by wallowing in the mud - by being chivalrous and merciful to defeated opponents and by never losing sight of the face that a person's honor is never measured by the size of their army and the strength of their arms, but how they treat the weakest among them.
I'm not expressing myself as clearly as I'd like at almost 2 am, and I'll most likely have more to add, but here's my 2 cents.
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Posted By: Daufer
Date Posted: 06 Oct 2011 at 06:50
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This probably belongs in the suggestions box rather than here, but since the imbalance of siege seems to be a major issue when wars do break out this is a thought I have had:
Real medieval sieges almost never ended with a short bombardment of a town's walls. They lasted for months often and ended when the besieged had eaten their last rat or saw no hope of rescue.
Instead of siege weapons, why not have a sieging army act as an interdiction instead. Everything inside the walls functions normally (you can still make weapons and troops), but everything outside the walls stops producing. No more resource production, and above all no food production. Besieged cities will have to rely on what they have stored or whatever their friends and allies can smuggle past the blockade to sustain them.
When the city runs out of food defensive armies disband and the attacker can then occupy the city and have two options: conquer or raze, with reasonably long timer... several days anyway. If the occupation hasn't been dislodged in that length of time then they will have successfully taken control of the city or burned it to the ground.
I think this would give people more of a chance to rescue their city intact rather than losing it in 24 hours or recapturing a bombed-out shell with half the buildings gone. We aren't running around in Panzers, but you wouldn't know it the way siege works now.
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Posted By: Grego
Date Posted: 06 Oct 2011 at 07:55
Daufer, that's what I was hoping for since I came to Illy. Player who is not interested in raising big armies could focus on advance defensive structures, such as balista towers, reinforced gates, boiling oil, food storage inside walls, garrison quarters etc. Such city, if properly supplied, could succesfuly defend against much bigger odds, for long time. It would take lot of resources and gold, so it would be hard to have both, big army and fortress.
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Posted By: Ander
Date Posted: 06 Oct 2011 at 08:14
Erik Dirk wrote:
Really i dont think we should be encouraging a point of view where players say "i don't want war so no one attack me ever!"
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If someone doesn't want to engage in military activities and hasnt offended you in any way, why should you force a war on them? That is plain cowardice - you attack him because you don't have the guts to attack a militaristic player? There are many players who'd happily welcome a small squabble. Engage them.
Apart from that, I'm all support for people duking it out. It is better to experience the exciting aspects of the game when you can rather than to 'keep the production up' and wait indefinitely for a 'grand futuristic military adventure' that will never come. The more cities one has, the more reluctant one will become to risk them.
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Posted By: <Squill>
Date Posted: 06 Oct 2011 at 09:44
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I am all up for WARRRRRR!!!!!! Though I don't think it's right to siege a player out of the game. It's takes away diversity from Illy. Like when you have finished a good book and towards the end you feel disappointed /sad that you will have to say good bye to some good characters. ALSO: I don't like war when the odds are against me. I am sure others have the same opinion. ;)
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Posted By: Silent/Steadfast
Date Posted: 06 Oct 2011 at 10:03
Before I start, I'd like to say sorry for any bad spelling, odd usage of words, or lack of puncuation. I am using a mobile device, which doesn't always type what I want it too.
That said, I notice that what all the posts here agree on is that three types of players inhabit Illyriad. There are the peace-loving, newbie helping players, then there are the casualy warring players, and finally, there are the "stand up for your rights" players. All three types are fine to play, but when they try to convert others to their playing style, trouble starts. A simple solution would be to give these players their own places on the map, but I don't think this is the most viabe option. A bloodthirsty extremist would start mowing down pacifists, or a casual war player would start causing trouble in a pacifist alliance. If this idea were to be taken deeper, into the game mechanics, the reault would not be one game, but three, each with its different rules and expectations. Some say that Exodus is the "philosopher's stone" that will allow playera to move away from anyting they don't like, but exodus can only be researced at lv 20 warehouse, which usually is achived when a city reaches 5k pop. No amount of seperation can make everybody happy. The answer that I see is the future. Factions, more buildings, pathfinding, all of those things will allow a player to achive their potential to the fullest extent. If we try to create a set of rules for a game not yet finished, something will pop up and surprise us.
So we've gotta wait, you ask. What about the time till then? Simple- what is wrong with what is already in place? Do we NEED to dictate how players behave when they already get along fine? We shoudn't dictate how to play the game, the game should dictate how we play it. Sure, in a sandbox environment players are important, but we need to ask ourselves, how has the game shaped us around it? Well, in the beginning, as I understand it, the only accesable chat box was out-of game, and only a few players talked in it. Result: huge war, because only a tiny portion of the world knew they could talk with the rest of the world. Next: an in game chatbox is introduced, but it is easily minimizeable, and chatnaps lasted for hours. Result: a group of people got to know each other, and started a policy of giving away small care-a-vans to any new players who didn't ignore the chatbox. Now: chat is hard to get rid of, a large base of players chats regularly. Result: new players learn from their friends that popping into chat = resources. Misc. desperados, trolls, freedom fighters get the power they need to support their ideas; in short, the illy community knows more and more what is going on. Why this is so important is that wirh the growth of the communications, the smaller the distance between players is (seemingly). This influences the type of behavior the community exibits. Recently, sieges in chat show what bloodyness is happening, and via peer pressure, others wonder if illy is so peaceful after all. So coming back to the three groups of players, each group sees the game a different way. And that is fine. But in then end, the game dictates what we see, and ultimately what we do.
------------- "Semantics are no protection from a 50 Megaton Thermonuclear Stormcrow."-Yggdrassil (June 21, 2011 6:48 PM) "SCROLL ya donut!" Urgorr The Old (September 1, 2011 4:08 PM)
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Posted By: <Squill>
Date Posted: 06 Oct 2011 at 11:41
Posted By: Erik Dirk
Date Posted: 06 Oct 2011 at 12:53
Ander wrote:
Erik Dirk wrote:
Really i dont think we should be encouraging a point of view where players say "i don't want war so no one attack me ever!"
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If someone doesn't want to engage in military activities and hasnt offended you in any way, why should you force a war on them? That is plain cowardice - you attack him because you don't have the guts to attack a militaristic player? There are many players who'd happily welcome a small squabble. Engage them.
Apart from that, I'm all support for people duking it out. It is better to experience the exciting aspects of the game when you can rather than to 'keep the production up' and wait indefinitely for a 'grand futuristic military adventure' that will never come. The more cities one has, the more reluctant one will become to risk them. |
Ander, are you just trying to make me look bad by taking things out of context? What I meant is that this is a multi player game. If you don'y like the fact that players can interfere then play farmvill. What we should provide is a means to make it very, very difficult to attack these players who don't want to explore this part of the game. The peaceful players have complained that the new buildings don't benefit them. Give them options to sacrifice military options in favour of defensive, trade, buildings
e.g. Up to about 5K pop a mage tower with runes should be fine to protect any peaceful player. New building which replaces barracks "Illy trade council guard house" Recruits guards that are very good at defending caravans (when path finding comes in). Not much goes on in the world of illyriad which the trade council doesn't know about, and the Councillors look after their own (for a fee ofcourse) in addition to recruiting caravan guards this building will call a large army from the trade council when your city is under attack. Upkeep = X gold/h. Trade council army could be about 40K for lvl 20 plus an army for each of the council buildings in your alliance.
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Posted By: Southern Dwarf
Date Posted: 06 Oct 2011 at 13:33
I am more of the sandbox settling player than the warrior but I am for war too.
But in all browser games - and a lot other games as well - war options feel to limited. I want options to influence the outcome of battles aside the mass of units and the whim of other players. If I pay the attacking player off he is still able to attack now or later again. If I would be able to pay off his troops (or commanders) instead they might be unwilling to fight me. Loyality of troops (or commanders) should be a feature - so if a commander is unwilling to fight someone his troops are fighting worse (a debuff on the attacking forces if you wish). To be fair one may able to corrupt the defending forces as well.
Or diplomatic option to misled foreign armies, exhaust them oder get them into terrain they are unsuited for. Those options would give weaker players or players who invested more in other fields than directly masses of military units to avoid being forced in a playstyle they don't like.
Add an option for magic as well such as phantom forces or other mind tricks.
If any other options than those already ingame are implement to fit different playstyles I would agree to fights most of the time because you may prevent to be at the mercy of another player with a broader range of tools.
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Posted By: Ander
Date Posted: 06 Oct 2011 at 13:54
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Erik, I think I misunderstood your previous post. really sorry for that. What I meant to say was that if someone is not interested in military, let them play it their way. Looks like we were saying the same thing but talking of different ways.
The defensive buildings need not be a replacement for anything. If defensive buildings, keeps and watch towers take up a lot of upkeep, that is good enough - since keeping a lot of defense would compensate on the army size.
again, really sorry!!
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Posted By: Celebcalen
Date Posted: 06 Oct 2011 at 14:44
There are many interesting posts in this thread . A credit to the Illy Community.
The debate about the necessity of war in this sandbox setting and has been ongoing since the early days of the game (does anyone remember Ivorich von Forge ).
I would like to throw a number of points into the discussion which I think are important :
1. Uk1 is finite and it seems set to continue for the forseeable future;
2. Consequently Illy has a significant number of players who have been here since the developmental days of Uk1 and have amassed large cities (armies,resources etc) which are unlikely to matched by any incoming newbe;
3. The power that these players exert has a very significant effect on the game to the extent that they have become Super Elites distinct from later incomers;
4. Within the sandbox context these elites have created a culture where the achievement of status and success has become one of the most foremost drivers of the game. To many in Illyriad it is so important that it transcends the narrative and codex of the game itself;
5. In this sandbox setting it has given rise to an informal but highly significant form of patronage where Elite players (either as alliances or individuals) can exercise significant sway over the opinions and aims of incoming players
6. I believe that we have just seen an example of a clash of elites which although painted in other terms was driven by maintaining status and achievement ( crudely put King of the Hill)
The main form of conflict centred a round the "achievement of status" however is not military, which is secondary. It is diplomatic - involving social networking and, pvp etc. Conflict remains inevitable in this context as one side seeks to enhance it's status by attempting to invalidate the achievements of its opponent and this, as we have seen, can lead to significant conflicts within the game
War then will always be a part of this setting, so long as the sandbox ethic and the finite setting of Uk1 continue. Having created and maintained Elites it promotes a cultural driver based on status anxiety and acquisition which leads to, sometimes, highly personalised conflicts which become more important to the players than the game itself.
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Posted By: Kumomoto
Date Posted: 06 Oct 2011 at 15:15
Wow! What an amazing discussion!
Several have discussed the need to protect the peaceful players. I'm not so worried about that... I think (and quite uniquely) the Illy community is quite good at that. I'm more worried about alliances and/or individuals being able to pursue limited wars for fun. So, I guess, that is the trickiest question-- How do we preserve war as a fun action in Illy?
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Posted By: The_Dude
Date Posted: 06 Oct 2011 at 15:21
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Kumo,
I think we should have a Forum Thread where aggressive alliances can publicly announce that they are interested having limited wars with other aggressive alliances. Then they know who they are and they are free to have their wars all they want without the rest of us getting peed on.
I have suggested this many times. There is even an old forum thread I started many months ago for this. I also posed several ideas for conduct of those wars.
However, StJude has told me that this is not fun to him. He thinks it much more fun to attack those that do not want war. It is, to him, a War Game. And do not stand his way for his use of the sandbox on his terms. OK. There are a zillion other MMOs that offer that experience for StJude. Illyriad is different, though.
My view is simple: Your right to enjoy the sandbox ends where someone else's cities begin.
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Posted By: StJude
Date Posted: 06 Oct 2011 at 15:24
The_Dude wrote:
Kumo,
I think we should have a Forum Thread where aggressive alliances can publicly announce that they are interested having limited wars with other aggressive alliances. Then they know who they are and they are free to have their wars all they want without the rest of us getting peed on.
I have suggested this many times. There is even an old forum thread I started many months ago for this. I also posed several ideas for conduct of those wars.
However, StJude has told me that this is not fun to him. He thinks it much more fun to attack those that do not want war. It is, to him, a War Game. And do not stand his way for his use of the sandbox on his terms. OK. There are a zillion other MMOs that offer that experience for StJude. Illyriad is different, though.
My view is simple: Your right to enjoy the sandbox ends where someone else's cities begin. |
I would request you leave personal issues out of this thread and head to the Bitter Sea please if you have objections to my playstyle.
We REALLY need to keep this thing on track.
Focus on ideas, not individuals.
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Posted By: Kilotov of DokGthung
Date Posted: 06 Oct 2011 at 15:28
The_Dude wrote:
Kumo,
I think we should have a Forum Thread where aggressive alliances can publicly announce that they are interested having limited wars with other aggressive alliances. Then they know who they are and they are free to have their wars all they want without the rest of us getting peed on.
I have suggested this many times. There is even an old forum thread I started many months ago for this. I also posed several ideas for conduct of those wars.
However, StJude has told me that this is not fun to him. He thinks it much more fun to attack those that do not want war. It is, to him, a War Game. And do not stand his way for his use of the sandbox on his terms. OK. There are a zillion other MMOs that offer that experience for StJude. Illyriad is different, though.
My view is simple: Your right to enjoy the sandbox ends where someone else's cities begin. |
this idea is not so fancy war is NOT a thing to do in a friendly way. alliances have to figure out how to "survive" in illy whit their own skills. may be peace loving people, may devious alliances, they have to find their own way, and Play as they see fit. what you propose is an abomination, the ultimate crippling of free game will.
edited
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 my words on this forum are from me alone. DLords official words only come from HighKing Belargyle
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Posted By: StJude
Date Posted: 06 Oct 2011 at 15:40
Kilotov of DokGthung wrote:
this is bull. war is NOT a thing to do in a friendly way. alliances have to figure out how to "survive" in illy whit their own skills. may be peace loving people, may devious alliances, they have to find their own way, and Play as they see fit. what you propose is an abomination, the ultimate crippling of free game will.
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Kilotov, I appreciate your enthusiam! Could I request we tone things down a tad so as not to spin this thing out of control?
This is an extremely important thread! Opinions and ideas should be heard and encouraged.
HU WHAT? Iknorite?
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Posted By: geofrey
Date Posted: 06 Oct 2011 at 15:42
StJude wrote:
Kilotov of DokGthung wrote:
newbie warfare is utterly pointless
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Sorry Kilotov, I completely 100% disagree.
Ask Geofrey, I know he got some fun from the whole deal as did Baughb, Meganips and I. I bet if you ask Demdigs he would also agree.
We had a lot of fun back in those early days. |
Warfare is fun. Especially newbie warfare when neither side can send sieges, and when every resource is valuable. Every newbie should get a little action in early, before they get too big and get all serious. It will keep them playing the game longer, once they realize how enjoyable combat can be.
That said, Not fun is when two newbies are going at it, and someone with a huge population decides to step in and say "knock it off, or else!"
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Posted By: Anjire
Date Posted: 06 Oct 2011 at 15:47
The_Dude wrote:
Kumo,
I think we should have a Forum Thread where aggressive alliances can publicly announce that they are interested having limited wars with other aggressive alliances. Then they know who they are and they are free to have their wars all they want without the rest of us getting peed on.
I have suggested this many times. There is even an old forum thread I started many months ago for this. I also posed several ideas for conduct of those wars.
However, StJude has told me that this is not fun to him. He thinks it much more fun to attack those that do not want war. It is, to him, a War Game. And do not stand his way for his use of the sandbox on his terms. OK. There are a zillion other MMOs that offer that experience for StJude. Illyriad is different, though.
My view is simple: Your right to enjoy the sandbox ends where someone else's cities begin. |
This pretty much echo's my opinion as well.
I would go further and state: If you do not allow a player an opt-in mechanism to aggression/war(what have you) then be prepared for the community to step in (as it has done so in the past) as the opt-out mechanism.
The_Dude's suggestion about a forum for such an opt-in would be a great first step.
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Posted By: Ander
Date Posted: 06 Oct 2011 at 15:48
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war happens when someone has something to go against another. that is the way it is supposed to be.
And exactly what Geofrey said - It is not fun when two people are going at it and someone much bigger joins in for no business of his own.
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Posted By: Uther
Date Posted: 06 Oct 2011 at 15:59
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Seems to me that all the mechanics are in the game now to allow whatever playing style anyone wants to play, they all have trade-offs and advantages.
1. Pacifist... Ok, fine, but you better figure out how to pay someone for protection, build great defenses, or politic (through threads like this, I guess) your way into a "safe" place by shining the halo up enough that alliances will avoid the negative PR associated with attacks.
2. War like... Ok, fine, but you either better be the biggest and baddest, or you'll get smashed by coalitions of allies that resent your attacks.
I understand threads like this are all part of "it," but this is all a big role-play, right? Setting up an arena like system where the only wars are fought through negotiated times and places drains the fun of "real world-like" dynamics that appear fundamental in the game as it is. Also, setting up "Peace Communes" where no-one attacks is ripe for abuse and un-policeable, in my opinion.
So, for what it is worth, I'm not sure I see the massive problem with letting things play out as they are. Even in the most recent "clash of elites," there was barely any real bloodshed... a couple of cities either way. In aggregate, it seems barely a punch in the nose, and in this way I agree with Celebcalan, it was a bit of a alpha/beta aggression show where no one really got hurt and the "status" was re-affirmed.
"Elites" rise and fall based on merits and organization, not just age. While there is an advantage to age, I think the real advantage is the organization and cohesion. And frankly, if someone organizes and manages an alliance or coalition of alliances well, they are certainly capable of overcoming anyone in this game.
Net/net... all the mechanics are there. Make use of them and thrive... or fail. Just like everyone else and just like the "real world."
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Posted By: Anjire
Date Posted: 06 Oct 2011 at 16:05
Ander wrote:
war happens when someone has something to go against another. that is the way it is supposed to be.
And exactly what Geofrey said - It is not fun when two people are going at it and someone much bigger joins in for no business of his own.
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Nor can it be equally "fun" when one of the two people "warring" receives a huge influx of resources...
I think maybe those thinking "war" is fun or that "war" is the way things should be need to set about defining what exactly they view "war" to be.
What is being stated is that if you plan to enjoy the "war" (aggressive) aspect of the game then be prepared to suffer the "community/diplomacy" aspect of the game, if you have not established an opt-in for involved parties.
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Posted By: StJude
Date Posted: 06 Oct 2011 at 16:11
Anjire wrote:
Ander wrote:
war happens when someone has something to go against another. that is the way it is supposed to be.
And exactly what Geofrey said - It is not fun when two people are going at it and someone much bigger joins in for no business of his own.
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Nor can it be equally "fun" when one of the two people "warring" receives a huge influx of resources...
I think maybe those thinking "war" is fun or that "war" is the way things should be need to set about defining what exactly they view "war" to be.
What is being stated is that if you plan to enjoy the "war" (aggressive) aspect of the game then be prepared to suffer the "community/diplomacy" aspect of the game, if you have not established an opt-in for involved parties.
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Anjire, it is definitely fun when BOTH parties are receiving an influx of resources....
However, I see that you have an alternate agenda in this thread too. If you would be so kind, could I request you head to the Bitter Sea if you wish to single out individuals or alliances? This thread is starting to veer considerably off-topic.
You of course are entitled to quote Captain Barbossa by saying:
"I am disinclined to acquiesce to your request...."
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Posted By: StJude
Date Posted: 06 Oct 2011 at 16:20
Uther wrote:
Seems to me that all the mechanics are in the game now to allow whatever playing style anyone wants to play, they all have trade-offs and advantages.
1. Pacifist... Ok, fine, but you better figure out how to pay someone for protection, build great defenses, or politic (through threads like this, I guess) your way into a "safe" place by shining the halo up enough that alliances will avoid the negative PR associated with attacks.
2. War like... Ok, fine, but you either better be the biggest and baddest, or you'll get smashed by coalitions of allies that resent your attacks.
I understand threads like this are all part of "it," but this is all a big role-play, right? Setting up an arena like system where the only wars are fought through negotiated times and places drains the fun of "real world-like" dynamics that appear fundamental in the game as it is. Also, setting up "Peace Communes" where no-one attacks is ripe for abuse and un-policeable, in my opinion.
So, for what it is worth, I'm not sure I see the massive problem with letting things play out as they are. Even in the most recent "clash of elites," there was barely any real bloodshed... a couple of cities either way. In aggregate, it seems barely a punch in the nose, and in this way I agree with Celebcalan, it was a bit of a alpha/beta aggression show where no one really got hurt and the "status" was re-affirmed.
"Elites" rise and fall based on merits and organization, not just age. While there is an advantage to age, I think the real advantage is the organization and cohesion. And frankly, if someone organizes and manages an alliance or coalition of alliances well, they are certainly capable of overcoming anyone in this game.
Net/net... all the mechanics are there. Make use of them and thrive... or fail. Just like everyone else and just like the "real world."
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+1 Well written, well communicated.
I especially like:
Uther wrote:
I understand threads like this are all part of "it," but this is all a big role-play, right? Setting up an arena like system where the only wars are fought through negotiated times and places drains the fun of "real world-like" dynamics that appear fundamental in the game as it is. Also, setting up "Peace Communes" where no-one attacks is ripe for abuse and un-policeable, in my opinion. |
However, if folks want to try, have at it!
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Posted By: Anjire
Date Posted: 06 Oct 2011 at 16:32
StJude wrote:
Anjire, it is definitely fun when BOTH parties are receiving an influx of resources....
However, I see that you have an alternate agenda in this thread too. If you would be so kind, could I request you head to the Bitter Sea if you wish to single out individuals or alliances? This thread is starting to veer considerably off-topic.
You of course are entitled to quote Captain Barbossa by saying:
"I am disinclined to acquiesce to your request...."
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I am not surprised in the least you would want to try and silence a dissenting opinion from your own rather than discuss and/or offer counter arguments. My position has been quite clear and admittedly counter to your agenda ,not just on this thread but many others.
For those wishing to push their "this is a war game" therefore, I have a right to "war" (aggression) agenda, I agree; however, if both parties have not opted into the "war" (aggression) then I feel the community has every right to become involved as the it sees fit. So, if you wish to "war" (play aggressively) go right ahead but at least have the guts to own the consequences of your actions.
Pure and simple response to the OP.
Please feel free to counter, StJude with your own opinion/agenda.
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Posted By: StJude
Date Posted: 06 Oct 2011 at 16:40
Anjire wrote:
For those wishing to push their "this is a war game" therefore, I have a right to "war" (aggression) agenda, I agree; however, if both parties have not opted into the "war" (aggression) then I feel the community has every right to become involved as the it sees fit. So, if you wish to "war" (play aggressively) go right ahead but at least have the guts to own the consequences of your actions.
Pure and simple response to the OP.
Please feel free to counter, StJude with your own opinion/agenda.
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Excellent! We are now getting back on track.
This is where we are asking for some lines to be drawn. There are several ways to be "aggressive" in this game.
1.) Send hostile diplomats 2.) Send Military ....ahem....diplomats :P 3.) Challenge the status quo and verbally goad people.
Correct, players should own all three of those actions. But to expect said players to lie down and say "Well, have at it" is a rather silly expectation.
What I love about Illyriad is the political maneuvering, the behind the scenes diplomacy and the manipulation of your opponent. I would call this "metagaming."
To me, Illyriad is one of the FEW games where all of the above can be explored. I hope the metagame flourishes.
At the heart of all this though is this; In a sandbox, in order to keep the above spirit alive, you need to accept that a "No Mercy" approach to conflict is both bullying and counter-productive to the game as a whole.
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Posted By: Anjire
Date Posted: 06 Oct 2011 at 16:55
StJude wrote:
Anjire wrote:
For those wishing to push their "this is a war game" therefore, I have a right to "war" (aggression) agenda, I agree; however, if both parties have not opted into the "war" (aggression) then I feel the community has every right to become involved as the it sees fit. So, if you wish to "war" (play aggressively) go right ahead but at least have the guts to own the consequences of your actions.
Pure and simple response to the OP.
Please feel free to counter, StJude with your own opinion/agenda.
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Excellent! We are now getting back on track.
This is where we are asking for some lines to be drawn. There are several ways to be "aggressive" in this game.
1.) Send hostile diplomats 2.) Send Military ....ahem....diplomats :P 3.) Challenge the status quo and verbally goad people.
Correct, players should own all three of those actions. But to expect said players to lie down and say "Well, have at it" is a rather silly expectation.
What I love about Illyriad is the political maneuvering, the behind the scenes diplomacy and the manipulation of your opponent. I would call this "metagaming."
To me, Illyriad is one of the FEW games where all of the above can be explored. I hope the metagame flourishes.
At the heart of all this though is this; In a sandbox, in order to keep the above spirit alive, you need to accept that a "No Mercy" approach to conflict is both bullying and counter-productive to the game as a whole.
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That has always been my track, I didn't veer:
Players should have the guts to own the consequences of their actions.
I feel that the community as a whole responds admirably to the "sandbox" game. I don't feel anything is broken that needs fixing. I do feel it is the players pushing the "aggressive" style of play that rarely wish to own the consequences of their actions.
You will need to clarify and expand on your "No Mercy" statement because it is too generalized and I don't think it is as widely practiced and you imply with your statement.
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Posted By: StJude
Date Posted: 06 Oct 2011 at 17:11
Anjire wrote:
You will need to clarify and expand on your "No Mercy" statement because it is too generalized and I don't think it is as widely practiced and you imply with your statement. |
Let me ask this then.
In the game of Illyriad, how would you define Mercy?
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Posted By: Anjire
Date Posted: 06 Oct 2011 at 17:12
StJude wrote:
Anjire wrote:
You will need to clarify and expand on your "No Mercy" statement because it is too generalized and I don't think it is as widely practiced and you imply with your statement. |
Let me ask this then.
In the game of Illyriad, how would you define Mercy? |
You brought up the term, you clarify your usage and definition of it.
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Posted By: StJude
Date Posted: 06 Oct 2011 at 17:20
Anjire wrote:
You brought up the term, you clarify your usage and definition of it.
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Yes sir, in the spirit of debate I would be happy to!
Let me start with a dictionary definition.
"Compassion or forgiveness shown toward someone whom it is within one's power to punish or harm." My source is from the top of a search in Google using the terms "mercy definition"
Is that an acceptable start?
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Posted By: Anjire
Date Posted: 06 Oct 2011 at 17:28
StJude wrote:
Anjire wrote:
You brought up the term, you clarify your usage and definition of it.
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Yes sir, in the spirit of debate I would be happy to!
Let me start with a dictionary definition.
"Compassion or forgiveness shown toward someone whom it is within one's power to punish or harm." My source is from the top of a search in Google using the terms "mercy definition"
Is that an acceptable start?
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Please continue and translate that into "Illyriad" mechanics as per your original request.
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Posted By: StJude
Date Posted: 06 Oct 2011 at 17:35
Anjire wrote:
Please continue and translate that into "Illyriad" mechanics as per your original request. |
Excellent! Thank you.
A little exercise if you will permit.
Let's take the following scenario and see if we can break it down. I will endeavor to leave ICON specific actions out of this, I would ask that if you see me bringing up alternate agendas that you bring them to my attention specifically and I will retract.
So, here is the scenario to illustrate the above.
Player A gets to Consulate level 9 and researches theft. After the research is complete, he is excited about his new toy.
He builds a few thieves and sends them after some inactives.
He comes away with a small amount of "Stuff"
He then decides that this is a pretty good way to get "Stuff" quickly and so goes after bigger fish.
One day, he sends a thief to test defenses and his thief is caught and the player is exposed.
Is this scenario acceptable to you?
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Posted By: Anjire
Date Posted: 06 Oct 2011 at 17:40
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It is a very typical scenario, so yes - acceptable.
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Posted By: StJude
Date Posted: 06 Oct 2011 at 17:45
Anjire wrote:
It is a very typical scenario, so yes - acceptable. |
Thank you Sir.
This is where this can get tricky. The question here is how far does the player that was "thieved" (or at least an attempt) take their reprisal before the line of Mercy is crossed?
There are multiple ways to respond.
So, I think you and I could both agree that sieging Player A to zero pop for his offense is not merciful?
Am I correct in that?
Since I have been gracious in responding to your request, would you lay out the most extreme reprisal you are willing to take in this scenario if you are the recipient of the lone thief?
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Posted By: Anjire
Date Posted: 06 Oct 2011 at 18:06
StJude wrote:
Anjire wrote:
It is a very typical scenario, so yes - acceptable. |
Thank you Sir.
This is where this can get tricky. The question here is how far does the player that was "thieved" (or at least an attempt) take their reprisal before the line of Mercy is crossed?
There are multiple ways to respond.
So, I think you and I could both agree that sieging Player A to zero pop for his offense is not merciful?
Am I correct in that?
Since I have been gracious in responding to your request, would you lay out the most extreme reprisal you are willing to take in this scenario if you are the recipient of the lone thief? |
I will agree that there are many different ways that this situation can be resolved. I believe that the extent of the resolution depends solely on the extent and manner in which the player that was caught(player A) owns up to their misdeeds.
So I will have to disagree with you on the degree to which Player B should be restrained in dealing with the situation...
I would have no problem razing Player A to the ground if said Player A, both refused to own up to the misdeed after being caught and was a complete asshat (to steal a phrase) in his/her responses.
That said, my personal response has been to send a friendly note to Player A laying out that what he/she did was considered an aggressive act and suggest that they refrain from future attempts verse active players because it can result in retaliation. I also point out how to determine if a player is inactive so that Player A can utilize thieves/diplomats verse such targets.
So, I would once again put the extent of the reprisal in the hands of the perpetrator and their willingness to own up to their actions and face the consequences.
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Posted By: StJude
Date Posted: 06 Oct 2011 at 18:11
Anjire wrote:
I will agree that there are many different ways that this situation can be resolved. I believe that the extent of the resolution depends solely on the extent and manner in which the player that was caught(player A) owns up to their misdeeds.
So I will have to disagree with you on the degree to which Player B should be restrained in dealing with the situation...
I would have no problem razing Player A to the ground if said Player A, both refused to own up to the misdeed after being caught and was a complete asshat (to steal a phrase) in his/her responses.
That said, my personal response has been to send a friendly note to Player A laying out that what he/she did was considered an aggressive act and suggest that they refrain from future attempts verse active players because it can result in retaliation. I also point out how to determine if a player is inactive so that Player A can utilize thieves/diplomats verse such targets.
So, I would once again put the extent of the reprisal in the hands of the perpetrator and their willingness to own up to their actions and face the consequences.
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Then regardless of the response of the thief sender, you are essentially espousing a "No Mercy" philosophy. As I consider a siege to 0 pop "No Mercy"
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Posted By: Kilotov of DokGthung
Date Posted: 06 Oct 2011 at 18:22
hmmm after accurate thinking i decided to NOT tell you how i deal whit thieves i caught whit the fingers in the honey pot...
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 my words on this forum are from me alone. DLords official words only come from HighKing Belargyle
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Posted By: Anjire
Date Posted: 06 Oct 2011 at 18:26
StJude wrote:
Anjire wrote:
I will agree that there are many different ways that this situation can be resolved. I believe that the extent of the resolution depends solely on the extent and manner in which the player that was caught(player A) owns up to their misdeeds.
So I will have to disagree with you on the degree to which Player B should be restrained in dealing with the situation...
I would have no problem razing Player A to the ground if said Player A, both refused to own up to the misdeed after being caught and was a complete asshat (to steal a phrase) in his/her responses.
That said, my personal response has been to send a friendly note to Player A laying out that what he/she did was considered an aggressive act and suggest that they refrain from future attempts verse active players because it can result in retaliation. I also point out how to determine if a player is inactive so that Player A can utilize thieves/diplomats verse such targets.
So, I would once again put the extent of the reprisal in the hands of the perpetrator and their willingness to own up to their actions and face the consequences.
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Then regardless of the response of the thief sender, you are essentially espousing a "No Mercy" philosophy. As I consider a siege to 0 pop "No Mercy" |
Wrong, reread what I wrote.
I am saying that the extent of "Mercy" rests entirely in the manner in which the thief sender responds.
If the response is BOTH denial and asshattery then yes, I believe razing the offending players city to 0 pop is an acceptable response. Note: BOTH
Once again, there are many different ways of dealing with such a situation. I will start out friendly and helpful to gauge what type of player/neighbor I am dealing with. The extent of my "Mercy" will vary depending on the response to my extending hand...
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Posted By: Anjire
Date Posted: 06 Oct 2011 at 18:26
Anjire wrote:
StJude wrote:
Anjire wrote:
I will agree that there are many different ways that this situation can be resolved. I believe that the extent of the resolution depends solely on the extent and manner in which the player that was caught(player A) owns up to their misdeeds.
So I will have to disagree with you on the degree to which Player B should be restrained in dealing with the situation...
I would have no problem razing Player A to the ground if said Player A, both refused to own up to the misdeed after being caught and was a complete asshat (to steal a phrase) in his/her responses.
That said, my personal response has been to send a friendly note to Player A laying out that what he/she did was considered an aggressive act and suggest that they refrain from future attempts verse active players because it can result in retaliation. I also point out how to determine if a player is inactive so that Player A can utilize thieves/diplomats verse such targets.
So, I would once again put the extent of the reprisal in the hands of the perpetrator and their willingness to own up to their actions and face the consequences.
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Then regardless of the response of the thief sender, you are essentially espousing a "No Mercy" philosophy. As I consider a siege to 0 pop "No Mercy" |
Wrong, reread what I wrote.
I am saying that the extent of "Mercy" rests entirely in the manner in which the thief sender responds.
If the response is BOTH denial and asshattery then yes, I believe razing the offending players city to 0 pop is an acceptable response. Note: BOTH
Once again, there are many different ways of dealing with such a situation. I will start out friendly and helpful to gauge what type of player/neighbor I am dealing with. The extent of my "Mercy" will vary depending on the response to my extended hand...
|
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Posted By: StJude
Date Posted: 06 Oct 2011 at 18:39
Anjire wrote:
Wrong, reread what I wrote.
I am saying that the extent of "Mercy" rests entirely in the manner in which the thief sender responds.
If the response is BOTH denial and asshattery then yes, I believe razing the offending players city to 0 pop is an acceptable response. Note: BOTH
Once again, there are many different ways of dealing with such a situation. I will start out friendly and helpful to gauge what type of player/neighbor I am dealing with. The extent of my "Mercy" will vary depending on the response to my extending hand...
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There is a saying: "For in the same way you judge others, you will be judged, and with the measure you use, it will be measured to you"
My contention is this, as the player with more power, it is your (and mine if I am in the situation) responsibility to set the example.
To me, denial and asshattery of a thief attempt are not grounds for a sieging of a pop to 0.
I would escalate the disagreement differently.
However, I can see that this debate can go round and round and I am not convinced that we will reach an agreement or persuade the other.
Let me throw out a tired old cliche.
"With great power, comes great responsibilty". (I almost threw up writing that)
So, that said, as it relates to this game.
ANY, I REPEAT ANY (This is not a metagaming attempt to undermine H?) alliance that finds itself in the number one position and with supreme executive power needs to realize that how they conduct themselves, will essentially set the tone for the whole game.
I feel I have made my points sufficiently, I welcome your response Anjire, and I hope you will not take offense if I do not respond. I feel I must conclude on that note.
A good day to you!
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Posted By: Brids17
Date Posted: 06 Oct 2011 at 18:53
StJude wrote:
ANY, I REPEAT ANY (This is not a metagaming attempt to undermine H?) alliance that finds itself in the number one position and with supreme executive power needs to realize that how they conduct themselves, will essentially set the tone for the whole game. |
Not really. If Harmless had lets say, the ideals of TMM and everyone else was all like "F that" do you really think they're going to set the tone for the game? No, they're going to sieged into the number 2 or 3 or 10 position. The community sets the tone for the game, not one alliance.
-------------
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Posted By: Kurfist
Date Posted: 06 Oct 2011 at 18:55
I believe that you shouldn't punish a player thieving another player by sieging the thief.
Thieve him, raid him, dont siege him.
By the way, I recall a time when guess what.. you got thieved, you could comment about it on global, get a few reosurces like books and horses and have to make your own thieves to combat the threat, there shouldnt be outside sources barging in ready to siege the "wrongdoer"
------------- Patience is a virtue, resource giving is a sin
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Posted By: StJude
Date Posted: 06 Oct 2011 at 18:58
Brids17 wrote:
Not really. If Harmless had lets say, the ideals of TMM and everyone else was all like "F that" do you really think they're going to set the tone for the game? No, they're going to sieged into the number 2 or 3 or 10 position. The community sets the tone for the game, not one alliance.
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I wasn't around for TMM, but I think I understand your point.
My issue is this. The scenario I outline above happened to a player.
He sent a thief, it was caught and the player identified. After that, the details are sketchy.
A siege was sent at this player and he came into GC asking for assistance.
None was given. To me, the community spoke loud and clear and affirmed the tone of the game.
This player was sieged to 0 pop.
They may have started another account. I have no idea.
That right there is an embarrassing and shameful act on behalf of both the sieging player, his alliance and we (yes, I said we) the community as a whole.
I should have done SOMETHING to help that guy out.
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Posted By: Rill
Date Posted: 06 Oct 2011 at 19:02
Posted By: Kurfist
Date Posted: 06 Oct 2011 at 19:03
Rill I have an idea, stay with the topic on hand and not turn this into an off topic thread.
thank you.
------------- Patience is a virtue, resource giving is a sin
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Posted By: Kilotov of DokGthung
Date Posted: 06 Oct 2011 at 19:07
siege is last resort...yet its the first thing ppl throw at you
-------------
 my words on this forum are from me alone. DLords official words only come from HighKing Belargyle
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Posted By: Kurfist
Date Posted: 06 Oct 2011 at 19:15
So there should be a bigger penalty for using siege, or having siege engines.
------------- Patience is a virtue, resource giving is a sin
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Posted By: Rill
Date Posted: 06 Oct 2011 at 19:35
Kurfist wrote:
Rill I have an idea, stay with the topic on hand and not turn this into an off topic thread.
thank you.
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My apologies. I'm moving my post to the Caravanserai.
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Posted By: Kurfist
Date Posted: 06 Oct 2011 at 19:36
thank you.
------------- Patience is a virtue, resource giving is a sin
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Posted By: Anjire
Date Posted: 06 Oct 2011 at 20:10
StJude wrote:
Anjire wrote:
Wrong, reread what I wrote.
I am saying that the extent of "Mercy" rests entirely in the manner in which the thief sender responds.
If the response is BOTH denial and asshattery then yes, I believe razing the offending players city to 0 pop is an acceptable response. Note: BOTH
Once again, there are many different ways of dealing with such a situation. I will start out friendly and helpful to gauge what type of player/neighbor I am dealing with. The extent of my "Mercy" will vary depending on the response to my extending hand...
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There is a saying: "For in the same way you judge others, you will be judged, and with the measure you use, it will be measured to you"
My contention is this, as the player with more power, it is your (and mine if I am in the situation) responsibility to set the example.
To me, denial and asshattery of a thief attempt are not grounds for a sieging of a pop to 0.
I would escalate the disagreement differently.
However, I can see that this debate can go round and round and I am not convinced that we will reach an agreement or persuade the other.
Let me throw out a tired old cliche.
"With great power, comes great responsibilty". (I almost threw up writing that)
So, that said, as it relates to this game.
ANY, I REPEAT ANY (This is not a metagaming attempt to undermine H?) alliance that finds itself in the number one position and with supreme executive power needs to realize that how they conduct themselves, will essentially set the tone for the whole game.
I feel I have made my points sufficiently, I welcome your response Anjire, and I hope you will not take offense if I do not respond. I feel I must conclude on that note.
A good day to you!
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Once again you misinterpret my response and jump to erroneous conclusions...
If a thief is caught and refuses to take the steps necessary to defuse the situation via diplomacy then I will not bat an eye when his/her city is reduced down to 0 population.
I have caught countless thieves and helped both sides come to a satisfactory solution.
Razing and besieging is not my first option no matter how you might try to twist my words. I responded, as you asked, to what would be the extreme case scenario. In an extreme case, such as a thief showing no concern for their own well being, nor that of the community, nor any sort of common decency via IG communications deserves neither my respect nor my Mercy. This has not happened to any thief that I have personally dealt with or been in communication with - just for the record.
I will repeat what I stated about the Community as a whole in another thread. It is a fluid creature, it is not always fair, it is not always right, it is not always just; however, more often then not it is fair, it is right, and it is just. More so then you will find on any other MMO of like game mechanics. The community should be proud of what it has become and how it treats players of all status, new and old alike. Here, you will face consequences for your actions and no amount of money will enable you to escape.
Indeed, with great power comes great responsibility and, in my year plus experience with the Community of Illyriad, most of the top alliances have shown great restraint and willingness to find diplomatic solutions to issues first before jumping to the final solution which as you, StJude are pointing out, isn't actually a final solution.
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Posted By: Erik Dirk
Date Posted: 07 Oct 2011 at 01:03
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This is why I think that we need another siege unit which only destroys a portion of the buildings. If a player gets caught thieving and gets his barracks, consulate and mage tower destroyed. then I'd say maybe a little excessive but ok. If however the player gets sieged to 0 pop. then that is entirely unreasonable. My point is that sending a military attack in response to thieves is either going to just get basic res back, for the advanced res stolen, or a totally out of proportion siege. I still think a cheap T3 siege unit and making the current T2 massively expensive is a good start.
Part of my argument about attacking sandbox players is that a community supporting them is good, however under current game mechanics a defensive city is set out very much like an offensive city. There should be mechanics for a build structure that generally makes it not worthwhile to attack these players, even without community involvement, however the risk is still there, We shouldn't make the mistake that all sandbox players want to be considered taboo, why can't we also be playing a peaceful trader who needs to protect trade caravans and take necessary precautions, that is the fault of a war forum, not all players would wish to be left alone or paint a target on their back but walk a middle ground where a small risk is always present.
p.s. ballistic towers with high upkeep may sound good however players with this build type would be unable to reinforce each other. However if the tower required no upkeep but the engineer working the tower did then this would be another story.
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