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Alliance Leadership on abandonment

Printed From: Illyriad
Category: Strategies, Guides & Help
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URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=6794
Printed Date: 17 Apr 2022 at 07:07
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Topic: Alliance Leadership on abandonment
Posted By: GM Stormcrow
Subject: Alliance Leadership on abandonment
Date Posted: 08 Feb 2016 at 09:38
Hi everyone,

This is a question for feedback from you guys - our awesome playerbase - because I have a rule I want to change, but am not 100% sure about the negatives of it (if there are any) and would like your feedback.

The scenario is the following:

When a player stops playing illy, there is an account abandonment procedure that will eventually remove this player's account from the game.  This usually can take up-to 90 days, depending on prestige use etc.  

However - even after 90 days - it is possible that this abandoned player's account can still remain in the game... because we do not abandon an account if it has incoming hostile units.  We check for the presence of incoming hostile units every few hours, and all it takes is for one check to fail and then we abandon the account; however if there are incoming units (and the check succeeds) then we postpone abandonment by another few hours.

On the whole, this works.  

However, when the abandoned account is (eg) the leader of an alliance - and the rest of the alliance are waiting on the account to be actually removed from the game - it is possible for people to keep the clock ticking over for ever (intentionally or accidentally), so that the alliance leadership role never gets passed down the tree.

My question is... should we remove an abandoned account from the game after 90 days of inactivity (regardless of whether troops are incoming or not)?  In this case we'd probably have to insta-repatriate the incoming units; reinforcements/blockades/sieges set up etc.  It's not a small amount of work to do, and there may be a better solution - or there may be reasons why we shouldn't insta-abandon an account (though I fail to see what these could be outside farming and/or griefing)...

Any thoughts?

Best,

SC



Replies:
Posted By: Jejune
Date Posted: 08 Feb 2016 at 09:49
To me, after the account has truly expired, it should be insta-deleted, along with all of its towns and assets. There are too many scenarios where artificially keeping these accounts alive through military operations can be exploited beyond the scope of what (I think) the game developers hope to achieve from allowing the cities to endure while military ops are underway. 

If the city disappears mid-siege, then it's a disappointment for the sieger. But them's the breaks. It's not that different from harvesting a pile of hides and skins -- often times, big kills cannot get 100% harvested in time. It's just part of the game.


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https://elgea.illyriad.co.uk/a/p/394156" rel="nofollow">


Posted By: GM Stormcrow
Date Posted: 08 Feb 2016 at 09:58
Having talked through with TC, we think we might have a solution (at least technically, ie without the work on repatriating incoming units...)

After 90 days we stick a "long-period new player rainbow" on a city, so no new attacks can come in.  Once all incoming attacks have completed, the player account would disappear as per the rules.  Clearly, if anyone (player/sitter etc) logged into the account, the rainbow would instantly disappear.

Any objections?

SC


Posted By: Rill
Date Posted: 08 Feb 2016 at 10:01
I think that would work, although if there is an ongoing siege, would the storm and raze or storm and capture step then bounce?

Sometimes people use a "holding siege" to maintain such an account (such as for future siege).  Would this mean after a period of time holding sieges would no longer work?  And if so, how would the player know?


Posted By: GM Stormcrow
Date Posted: 08 Feb 2016 at 10:13
Originally posted by Rill Rill wrote:

I think that would work, although if there is an ongoing siege, would the storm and raze or storm and capture step then bounce?
It's a good edge case, and we'll test it first before releasing the code so we know what happens.  At this point in time I have no idea what would happen :)

Originally posted by Rill Rill wrote:

Sometimes people use a "holding siege" to maintain such an account (such as for future siege).  Would this mean after a period of time holding sieges would no longer work?  And if so, how would the player know?
Not 100% sure on what a 'holding siege' is, but guess you mean it's a siege that is in place but chooses not to 'storm'?  In which case, after the max siege day requirement it'd head home automatically (and no one else being able to send any new sieges due to the rainbow protection) then it'd just be a way of extending the timer before ultimate abandonment.

SC


Posted By: Artefore
Date Posted: 08 Feb 2016 at 10:14
I think that sieges should keep the player in the game as long as the siege has building de-leveling engines in it.  Seems a bit unfair to have cities disappear from under a siege, imo.  "Place-holding" sieges or blockades shouldn't affect disappearance though.  

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"don't quote me on that" -Artefore


Posted By: Artefore
Date Posted: 08 Feb 2016 at 10:19
Originally posted by GM Stormcrow GM Stormcrow wrote:

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

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


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"don't quote me on that" -Artefore


Posted By: Carbonara
Date Posted: 08 Feb 2016 at 10:20
Does it have to be a rainbow?
I vote for a rain cloud, with a tiny lightning bolt for dramatic effect. Beer




Posted By: Carbonara
Date Posted: 08 Feb 2016 at 11:00
I'm not the best at wording these things, but i'll try..

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

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

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


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

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

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

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

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

I Hope this was helpful to at least someone. lol


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

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

all in all, these cities are assets on the board and a player is expressing an interest in them by repeatedly deploying a holding siege; if that interest wanes, the cities are immediately purged. the player has no ability to direct the assets of the account, as was the case with perpetual sitting. is this really a problem that needs dev action to resolve?


Posted By: Carbonara
Date Posted: 08 Feb 2016 at 13:15
+1 Angrim

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

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

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

also,
Thumbs Up rain cloud > rainbow

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

..and I support King Korr's idea of introducing dragons into the game! :D


Posted By: Plurk
Date Posted: 08 Feb 2016 at 13:31
It will affect the game-play of many many players negatively because holding the accounts with cav-sieges won't work anymore. Also see other reasons in earlier posts.
The problem of an allianceleader not dissapearing is a problem wich doesn't happen a lot ánd can be simply solved by starting a new alliance.

So please do not make the change.


Posted By: Seadog
Date Posted: 08 Feb 2016 at 13:33
Last year the Blackrock Orcs went leaderless in this way. Perhaps we were not what you would call a "significant alliance" but it was still an inconvenience to the players involved. Our leader was the only player with access to edit certain alliance features and he left the game without passing control to anybody else. We had the choice of either waiting 90 days (or more, due to his use of prestige), or forming a new alliance, which is what we eventually did.

In this case, it wasn't an abandoned account, just an inactive one. Regaining control of the alliance was more important than capturing the towns.


Posted By: Starry
Date Posted: 08 Feb 2016 at 13:36
I have to agree with Angrim, there is no need for a change to the 90 day rule.   In the event the account is the the leader of an alliance and the leader is obviously inactive, I don't see why the Devs can't accommodate the request to change the leader.   

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

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

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

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

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

I am very much against this change and fail to see why this is being considered when their are more important game issues that require Dev attention.


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CEO, Harmless?
Founder of Toothless?

"Truth never dies."
-HonoredMule



Posted By: Benedetti
Date Posted: 08 Feb 2016 at 13:38
+1 Angrim

If leadership transfer is a problem, then fix that problem. Don't start messing with an abandonment routine that "On the whole, this works" for this reason. It will take significant development resources that players will rather have spent in different ways to make changes that many players don't even want.


Posted By: Angrim
Date Posted: 08 Feb 2016 at 13:59
Originally posted by Seadog Seadog wrote:

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

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


Posted By: Tensmoor
Date Posted: 08 Feb 2016 at 14:41
+1 Angrim
Originally posted by Angrim Angrim wrote:

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

To be honest the leadership problem is the only real one that I can see and the solution by Angrim of demoting the account from leadership when the purge is first triggered is I think a suitable solution to that. I cannot see that it would be much more trouble than any of the other solutions.



Posted By: Carbonara
Date Posted: 08 Feb 2016 at 14:43
I have a solution that would both fix the problem AND introduce dragons into the game!!

so say an alliance leader has been inactive for a significant amount of time.. lets make it 45 days as an example..

so after 45 days of inactivity, the players in the next tier of the alliance hierarchy (could be 5 of them, could be 10, could be 1 only.. doesn't matter)..
Those players could send a dragon each to the Alliance Capital to challenge for leadership!!

The rest of the players in the alliance could then send their own dragons to reinforce the challenger dragon/s (based on who they want to support).

It could also be discussed in Alliance Chat by the remaining leaders (and the other members) who the new leader will be, and who everyone is expected to reinforce..
..so it doesn't necessarily have to be a vote system, people would still be able to reinforce a predetermined person.

Strongest Challenger Dragon wins, the peasants rejoice ..and the owner of the winning dragon becomes the new Alliance Leader, with one of their own cities becoming the new alliance capital! :D

you could set requirements to be able to have a dragon, maybe some new research in the magic tree AND the military tree (the magic tree needs something new I think, maybe the 4th school of magic could be dragons?)

Then you could even take it further and give the dragons skill points like commanders, so leaders could make it harder for other players to challenge for leadership, and other players could strengthen their dragons for when the time came to support a challenger. Maybe introduce dragon armor into the game, or give commanders dragon riding abilities.

I would limit it to one dragon per player, in a city of their choosing, and perhaps the dragon can only change cities no more than once every 5 days or something.

Maybe give it some other magical abilities, like fire-breathing to assist in sieges :)

you could of course keep it simple and just use dragons to challenge for leadership. haha


Posted By: Seadog
Date Posted: 08 Feb 2016 at 14:45
Originally posted by Benedetti Benedetti wrote:



If leadership transfer is a problem, then fix that problem.

That has to be the way forward. If an alliance only has one power user and they are inactive for a period of time, those rights need to be passed to somebody else, long before 90 days have passed.


Posted By: Jejune
Date Posted: 08 Feb 2016 at 15:01
Originally posted by GM Stormcrow GM Stormcrow wrote:

When a player stops playing illy, there is an account abandonment procedure that will eventually remove this player's account from the game.  This usually can take up-to 90 days, depending on prestige use etc. 

Ok, so let's be honest: at issue here really isn't about Stormcrow's rare scenario, but players' and alliances' desire to hoard the cities of abandoned alliance mates. And let's be even more honest: we're not talking about settlements with populations of 63 that never bought prestige and will be fast-tracked for deletion; we're talking about big, beautiful, shimmering cities with full research and stocked with gold that people pumped prestige into. In these cases, these cities re going to take a full 90 days to be deleted.

Are folks saying that three months isn't long enough for some alliances to be able to reappropriate these cities to active alliance members? That some alliances have such a high proportion of abandoned city inventory that they actually cannot redistribute those cities quickly enough to their small active player base in the alliance to capture the city? To me, if that's the case, and you need to keep putting place-holder sieges in place to keep abandoned cities alive even after three months, there's a bigger problem there than simply limiting the lifecycle of abandoned cities to the "90-day rule." 90 days is a long time, and should be ample time to cannibalize cities of abandoned players.


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https://elgea.illyriad.co.uk/a/p/394156" rel="nofollow">


Posted By: Starry
Date Posted: 08 Feb 2016 at 15:18
Actually, Jejune, real life happens; work, family, military service and/or health issues do play a part in activity.    For alliances that have members who have played the game for years, assuming they have quit before 90 days is just an insult to that friendship and dedication.     90 days gives players time to resolve RL issues and still continue game play without losing years of work.     

90 days is NOT a long time when you consider that some players have put years of work and money into their accounts.   




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CEO, Harmless?
Founder of Toothless?

"Truth never dies."
-HonoredMule



Posted By: Carbonara
Date Posted: 08 Feb 2016 at 15:23
What if you only decide on day 80 that the player probably isn't coming back?
10 days isn't a long time.

What if they're in hospital in a coma for exactly 85 days? maybe they make it, maybe they don't.. if they don't, is 5 days enough time to siege their cities? lol

What exactly is your issue with the current system?

What if you go on a round the world trip for 88 days, fully expecting to come back to your "big, beautiful, shimmering cities with full research and stocked with gold that [you] pumped prestige into"?
and what if they were gone when you returned??!! wouldn't you be crushed?

and what if you returned and it was all still there.. because the alliance had decided to wait the full 90 days..
..but not only that, there was also a challenger dragon outside your city gates!! wouldn't you have a smile on your face? Thumbs Up


Posted By: Jejune
Date Posted: 08 Feb 2016 at 15:24
Originally posted by GM Stormcrow GM Stormcrow wrote:

Hi everyone,

When a player stops playing illy, there is an account abandonment procedure that will eventually remove this player's account from the game.  This usually can take up-to 90 days, depending on prestige use etc.  

However - even after 90 days - it is possible that this abandoned player's account can still remain in the game... because we do not abandon an account if it has incoming hostile units.

According to what Stormcrow wrote, we aren't talking about players who have gone inactive but whose accounts are still active. We're talking about (abandoned) accounts, and the period of time before these accounts are deleted. So, in this case, RL issues and the prospect of the player coming back to the account are moot -- the account is abandoned.

If Stormcrow isn't talking about (abandoned) accounts but rather inactive yet open accounts, he should clarify.


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https://elgea.illyriad.co.uk/a/p/394156" rel="nofollow">


Posted By: Starry
Date Posted: 08 Feb 2016 at 15:35
Please explain how an account can be inactive but open?   If player hasn't logged in for 90 days, it is set for deletion.   To jump the gun and attack players cities prior to 90 days in order to prevent deletion, defeats the reason for the 90 day period.    

There is a solution for addressing the problem with abandoned leadership account rather than negatively impacting all players who have put years and money into this game and seek to gain new cities.   

It's a little late in the game to be initiating changes of this magnitude.


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CEO, Harmless?
Founder of Toothless?

"Truth never dies."
-HonoredMule



Posted By: Lagavulin
Date Posted: 08 Feb 2016 at 16:29
I like this solution.


Posted By: Angrim
Date Posted: 08 Feb 2016 at 16:42
Originally posted by Jejune Jejune wrote:

Ok, so let's be honest: at issue here really isn't about Stormcrow's rare scenario, but players' and alliances' desire to hoard the cities of abandoned alliance mates.
you are making it about that, yes, but that was not the "problem" GM Stormcrow stated he wished to solve. i would suggest that your concern might deserve its own discussion. i do not think it's appropriate to insert a solution that serves a specific side of that debate into this thread as a side-effect.

Originally posted by Jejune Jejune wrote:

And let's be even more honest: we're not talking about settlements with populations of 63 that never bought prestige and will be fast-tracked for deletion; we're talking about big, beautiful, shimmering cities with full research and stocked with gold that people pumped prestige into. In these cases, these cities re going to take a full 90 days to be deleted.
we are certainly not talking about populations of 63, because no one cares about those cities. ("stocked with gold" stretches credulity; as soon as word is out that a player is abandoned, these cities are stripped of their gold and remain as reservoirs of population and research...perhaps also cows, horses, and other items thieves cannot be induced to steal.)

Originally posted by Jejune Jejune wrote:

Are folks saying that three months isn't long enough for some alliances to be able to reappropriate these cities to active alliance members?
if we are speaking of inactive rather than abandoned accounts, alliances don't actually get three months to reappropriate the cities, because some players leave with instructions that they'll be out for a certain amount of time and we generally trust them to return as they've indicated, so no action is taken until that time elapses.

Originally posted by Jejune Jejune wrote:

That some alliances have such a high proportion of abandoned city inventory that they actually cannot redistribute those cities quickly enough to their small active player base in the alliance to capture the city? To me, if that's the case, and you need to keep putting place-holder sieges in place to keep abandoned cities alive even after three months, there's a bigger problem there than simply limiting the lifecycle of abandoned cities to the "90-day rule." 90 days is a long time, and should be ample time to cannibalize cities of abandoned players.
and perhaps also to GM Stormcrow. but if so, i would have expected him to come to the forum with that problem rather than the one with which he arrived.

now i think you are arguing from what you believe is good for the game, but we are both also aware that your alliance would benefit by comparison if the established, possibly declining alliances that oppose it were to be unable to hold these resources as long as they currently do. such a change might also force more alliances into publishing land claims, as cities on life support may currently be used to mark and reserve territory per the 10-square rule. if we are trying to solve some larger purge problem, i have some ideas on how to achieve that, but i think the larger problem requires a larger discussion. if GM Stormcrow wants that, i hope he will signal it. until then, i am for minimising unintended consequences.


Posted By: Wartow
Date Posted: 08 Feb 2016 at 16:46
I'm going to steal an idea from another not-to-be-mentioned game...

After 90 days of inactivity the account is labeled as "abandoned" or something similar and the population (buildings) begin to decline at a steady rate regardless of whether a holding siege is present.  I would include the (capture-eligible) resources, military, diplos, magic, and research in the city to deplete at a similar rate.

The idea of a "rain cloud" as mentioned in an earlier reply would indicate that the city is starting to vacate.

Since this mechanism is not currently in the game (although not totally different from running out of a resource and de-leveling) it is probably one that requires the most work.

The "abandon" (or other label) would instantly invoke the shift of leadership roles in the alliance.  I don't know how that currently works as I tend to avoid responsibility, both good and bad.

Good luck!

Wartow


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Posted By: Excession
Date Posted: 08 Feb 2016 at 16:47
I totally agree with Starry, it's not broke so don't fix it. As for the time required to make the change would it not be better spent on arranging a tournament? Or do we no longer have tournaments in Illyriad?


Posted By: Gragnog
Date Posted: 08 Feb 2016 at 16:49
Lets face fact here. Active players and alliances do not need the 90 day period anyway to use up abandoned or even inactive accounts. The biggest opposition to this move is from inactive alliances using these major accounts to be able to sustain their own growth as well as inflate their military and gold reserves. The 90 day sitting system proved not to work and so the devs are seeking another solution to a game wide problem.

My personal opinion is that abandoned accounts should be instantly deleted which will solve the main problem that the devs are addressing in this thread. The leadership role will then be immediately moved to next in line in the affected alliance.

The sitting and abusing of inactive accounts will continue to be discussion point with people complaining and moaning for both sides of the argument. Get over it. If you are such a weak player that you cannot do without 4 or more extra accounts supporting you then so be it. The fact that people spent money and prestige maintaining a sat account suggests cheating anyway as only the original player can spend and use prestige. If the original player has left so has his ability to buy and spend prestige thus making the account a farm.


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Kaggen is my human half


Posted By: Angrim
Date Posted: 08 Feb 2016 at 16:49
reading the OP again, i think GM Stormcrow uses "abandon" and "abandoned" to mean "purgeable". in the game, we see "abandoned" only on accounts whose players have resigned, so the terminology here is not helping the conversation.


Posted By: Jejune
Date Posted: 08 Feb 2016 at 16:55
Originally posted by Angrim Angrim wrote:

but we are both also aware that your alliance would benefit by comparison if the established, possibly declining alliances that oppose it were to be unable to hold these resources as long as they currently do.

Don't make me have to go get ajqtrz to start hurling threats of coercion at you, Angrim. ;-)


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https://elgea.illyriad.co.uk/a/p/394156" rel="nofollow">


Posted By: fortebraccio
Date Posted: 08 Feb 2016 at 17:51
I am thoroughly against this change.
I have been investing time, money for years, trying to play even when real life was a bit hard.
I have been helped by my alliance and helped my alliance members to grow, share lots of things, create a community, give life to a "family".
When in RL people close to you die , you want to protect their memory, "inheriting" the knowledge and experience all the alliance members have contributed to raise.


Posted By: Mahaut
Date Posted: 08 Feb 2016 at 17:54
GM Stormcrow is talking about a specific set of circumstances here and the thread is getting derailed a bit.

There is already a mechanism in place on the server for moving alliance cap (and alliance rights I believe) to next player down in an alliance if alliance leader's account gets deleted.
Just make that mechanism work if the alliance leader's account hasn't been logged into by account holder for 90 days and problem solved. No need to touch the current arrangements on account deletions at all.


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Posted By: Brandmeister
Date Posted: 08 Feb 2016 at 18:52
I have experienced this firsthand. When Durc passed away, she was the only superuser in CAVE. We were unable to pursue basic alliance functions like modifying the alliance page, promoting individuals, or kicking accounts. It was a sad time for everyone in the alliance. Many were unwilling to leave and create a new alliance, but were unable to regain control of CAVE. Eventually the devs allowed control to pass to the next eligible account(s) in the alliance ranking system, and the problem was largely resolved.

A big alliance can have a large prestige pool and a lot of history. It may also be holding various less active (but not inactive) accounts. So leaving to form a new alliance isn't a great option. If the sole leader goes inactive for whatever reason (or worse, God forbid), it's unreasonable that everyone in the alliance is punished by their unexpected absence.

Mahaut makes the sensible recommendation. Control of the alliance should not be passed upon full system deletion of the leader's account. It should be transferred upon 90 days of no logins, or immediately upon abandonment (if sooner). It should not be tied to all of the leader's cities vanishing off the map, and all the circumstances that can cause or prevent that.

The rules around abandoned cities and capturing those accounts should be wholly separate from the question of inheriting alliance leadership.


Posted By: Solanar
Date Posted: 08 Feb 2016 at 20:31
Perhaps something like the "Shares" in EVE Online, where a majority vote can give leadership to someone else? Unlock it after (30/60/90) days, I'm not concerned about the time period, but something like an automated petition - 

Leader is inactive for 30 days - a member can hit a button to initiate a vote, which sends an alliance mail, and the membership has a week to vote in a leader (a button on the members list only visible to members). That allows a majority vote to continue with the inactive leader if they feel trust the person will return, and allows a faster method than waiting for deletion, while sidestepping the controversy around players being artificially held in the game - which to my mind is a completely different issue. 


Posted By: Rill
Date Posted: 08 Feb 2016 at 20:31
While I don't have a problem with the rainbow mechanism, I have a proposal that would probably take a little more coding but would address the issue of alliances with inactive or abandoned leadership.

In other games, alliances have an "impeach" function.  When the super-users of an alliance have been inactive for a period of time, a quorum of the next level of leadership down can initiate an "impeach" action to remove those players from leadership.  That action is then put to the alliance for confirmation by the majority of active members.

In that game, alliances have designated "leader" and lesser roles, so it is easy to identify who can impeach.  This is more difficult in Illy.  However, as long as the "impeach" function were only available when the leader had not signed in for 60 days or 90 days or something like that, and required consent of 50% or more of the active membership, I think it could be made to work.  (Although it might be complex to code and the developers might not be willing to make the effort.)

So basically what I am proposing is:

Anytime after all superusers in an alliance have been inactive for 90 days (or possibly 60 days, if people want to argue for less), a person or people in the highest level of alliance roles in which there is an active player (within past 60 or 90 days) can initiate the impeach process.  This would generate a mail to all alliance members asking them to confirm or object to the impeachment.  If the majority of ACTIVE alliance members (who have signed on within 60 or 90 days) agreed to the move, the super-user powers would be devolved to the next highest ranking member.

There is some possibility for abuse of this process by nefarious second in commands, but this could only happen with the consent of the majority of the members AND if ALL designated super users had been inactive for at least 90 days (or possibly 60 days if a shorter time period is desired).  In my mind, if an alliance leader has been absent for that long without contacting alliance members, those alliance members deserve to be able to pick another leader.

This process would also allow alliances to muddle along without a leader if they believe their superusers are coming back or were willing to wait indefinitely, IF they so chose.

/me awaits all of the reasons this is a terrible idea and/or could not actually be coded.


Posted By: Angrim
Date Posted: 08 Feb 2016 at 21:00
Originally posted by Granog Granog wrote:

The sitting and abusing of inactive accounts will continue to be discussion point with people complaining and moaning for both sides of the argument.
no accounts are being sat beyond 90d of the owner signing in, unless there's a separate exploit available. the account can be kept alive by siege, but sitting rights expire regardless.
Originally posted by Rill Rill wrote:

Anytime after all superusers in an alliance have been inactive for 90 days (or possibly 60 days, if people want to argue for less), a person or people in the highest level of alliance roles in which there is an active player (within past 60 or 90 days) can initiate the impeach process.  This would generate a mail to all alliance members asking them to confirm or object to the impeachment.  If the majority of ACTIVE alliance members (who have signed on within 60 or 90 days) agreed to the move, the super-user powers would be devolved to the next highest ranking member.
i don't mind this, but it seems like a lot of work for what's been asked. if anyone in the top role of an alliance has been inactive for 30d (and recall that sitters count, as the devs have thus far declined to make a distinction for activity purposes), there's something terribly wrong. if the alliance has multiple players in the top role, the devs needn't check for that; demote and let the remaining top-role players promote the account again if they prefer zombie leadership. the longer i think about this, the less a good solution to the "headless alliance" problem has to do with the account purge.


Posted By: Brandmeister
Date Posted: 08 Feb 2016 at 21:07
These proposals seem like a lot of work for something that happens very infrequently. I think it's a straightforward rule to say that if an alliance leader is inactive for 90 days that the next level of alliance ranks receives full executive functions. Perhaps the term of inactivity should be something that the leader sets at the alliance creation, and can change by editing the alliance or ranks.

How an alliance elects a new leader also seems completely separate to the emergency transition of control functions due to prolonged leader inactivity.


Posted By: Rill
Date Posted: 08 Feb 2016 at 21:18
I would not object to the impeachment process being greatly simplified or automatic, should it be implemented.  I assume the developers have already considered this possibility and for some reason discarded it.  But you know what they say about assuming.


Posted By: zolvon
Date Posted: 08 Feb 2016 at 21:35
The game mechanics are fine, Human ego is the problem.

If an alliance is controlled by a single powermonger then it risks becoming a 'headless chook'.

Solution = Have several super-users or better still, make everyone a super-user.


Posted By: Jejune
Date Posted: 08 Feb 2016 at 21:42
Originally posted by zolvon zolvon wrote:

Solution = Have several super-users or better still, make everyone a super-user.

Yes, because liberally handing out superuser rights worked swimmingly for RE and SITH.


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https://elgea.illyriad.co.uk/a/p/394156" rel="nofollow">


Posted By: Rill
Date Posted: 08 Feb 2016 at 21:45
Having multiple super-users works well for many alliances -- Crows have a tradition of having multiple Rooks.  But I don't think the developers want to be in the business of dictating how people run their alliances.  They have created the role system to allow for the most possible freedom in doing so.  I admire the depth of their sandboxy thinking in this regard, even if it does make their lives (and sometimes ours) more complicated.


Posted By: Dungshoveleux
Date Posted: 08 Feb 2016 at 22:39
If a player account with superuser alliance rights reaches 90 days, just assign complete control (superuser) of the alliance to the player at the next lower level who most recently logged in.  Nothing else needs to change?  I kind of like the uncertainty surrounding this as it forces people to log in frequently to see who will pick up the baton (sceptre surely?).  I can't see two people last logging out at the same time, but the code could just be a simple select sort on name (random az or za)/last logged out time and pick up the top of the list which would get round this.  The code would need to cater for the inevitable complications, but it is self contained and doesn't, I think, require any other interaction as it just reassigns user rights when a 90 day inactive condition is reached. 


Posted By: Hyrdmoth
Date Posted: 08 Feb 2016 at 22:59
I have another vote for the simplest possible solution of passing on Alliance leadership after a period of inactivity on the part of the Alliance Leader.

The other issue discussed in this thread, of holding sieges being used to preserve the existence of inactive cities beyond 90 days is perhaps an opportunity to create a bit more "friction" in the game. If a player's account is publicly labelled in some way, as (inactive) perhaps, after a period of time, then this would widen the knowledge of who has gone inactive beyond alliance membership.

If Pico/Le Pue had merely gone inactive, rather than abandoning, it wouldn't have been obvious to other players immediately that his cities were now up for grabs, and that would have been less interesting for many other players. So I think widening the knowledge of inactivity a bit would be helpful. Of course, one can already find this out by checking the growth charts, but that would be laborious to do, and having an (inactive) label would make it easier.

Also, if cities that would be wiped off the map without a holding siege were labelled as (abandoned), then that would open up an easy way for people to raze those cities if they wished, by attacking the (presumably normally small) holding siege.


Posted By: Carbonara
Date Posted: 08 Feb 2016 at 23:01
Originally posted by Rill Rill wrote:

I would not object to the impeachment process being greatly simplified or automatic, should it be implemented.  I assume the developers have already considered this possibility and for some reason discarded it.  But you know what they say about assuming.

I would imagine the reason for this to be that in some cases the "next highest ranking member" would be EVERYONE IN THE ALLIANCE.

Does anyone really want a case of 'first come, first served' when it comes to the Alliance Prestige pool?


Posted By: Tink XX
Date Posted: 08 Feb 2016 at 23:08
Originally posted by GM Stormcrow GM Stormcrow wrote:


However, when the abandoned account is (eg) the leader of an alliance - and the rest of the alliance are waiting on the account to be actually removed from the game - it is possible for people to keep the clock ticking over for ever (intentionally or accidentally), so that the alliance leadership role never gets passed down the tree.

My question is... should we remove an abandoned account from the game after 90 days of inactivity (regardless of whether troops are incoming or not)? 


I believe this must be a fairly rare scenario. Quite the opposite, if there is only one leader in the alliance and that person goes inactive even for 2 weeks, that cripples the entire alliance. I could see how people would want to keep the account around to cannibalize the cities and/or maybe hope that the person would eventually come back, but leaving that person in the leadership role would be highly undesirable for an active alliance that needs to recruit members, handle diplomacy and all sorts of other alliance matters.

I would suggest that for that scenario, after 2-3 weeks of inactivity super-user rights should be passed to the next rank down and the role itself automatically demoted below that next rank.

However, this is an entirely separate issue from people holding sieges on cities of accounts that are past 90 days of inactivity. Personally, I am quite ambivalent about that. On the one hand, this is artificially prolonging the life of dead accounts and big alliances get a huge edge over small ones as they tend to have more of these accounts and can feed their members cities necessary for growth. Any person experienced in playing Illyriad does not settle every city but sieges old cities that have complete research.

On the other hand, wiping out these accounts would further cut the stock of cities available for capturing for everyone, which would again disadvantage small alliances more as the big ones would have an easier time to compete for the remaining cities. Ultimately, this hurts new players and small new alliances the most. For players who want to do things in the game besides building cities, the pace of founding/developing new cities is crippling.

Looking at http://www.puzzleslogic.com/illy/" rel="nofollow - http://www.puzzleslogic.com/illy/ , the stats show that there are currently 2197 players with 1-2 cities, which is 42.5% of Illyriad. The number of players with a higher city count declines fast, and by the time we get to 10 cities there are only 183 players (of course now that the city limit is higher there are more people with 10+ cities, but still it is a 10x decilne). It is well known, although I do not have the data to support this, that many players do not stick around in Illyriad for long, exactly because of the slowness of growth and research. They lose interest around the 2nd city, and the numbers above seem to corroborate this. In my opinion, if Illyriad were to attract and keep more players in the game, the more options for these players to grow, reach at least a 6-city count, and become competitive, the better. Cutting back on the pool of old cities does not really contribute to that end - if anything it does the opposite.


Posted By: Carbonara
Date Posted: 08 Feb 2016 at 23:25
I still think  http://forum.illyriad.co.uk/alliance-leadership-on-abandonment_topic6794_post91683.html#91683" rel="nofollow - dragons are the best solution here. 

compete for leadership, get support from other guild members.

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

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

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


Posted By: Carbonara
Date Posted: 08 Feb 2016 at 23:38
Removing player accounts sooner shouldn't even be the issue here.

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

Would removing his cities from the game earlier have significantly helped anyone in any situation other than if he were an alliance leader? (Would it even have helped if he were?)


Posted By: Brandmeister
Date Posted: 09 Feb 2016 at 01:29
@TinkXX: I have considered the stats on that site as suspect for quite some time. Not everything was updated for the Broken Lands or the crafting changes. Is it for certain sure that the nightly update counts 10+ cities, and not just 10? That site was made long before 11 cities was possible.


Posted By: abstractdream
Date Posted: 09 Feb 2016 at 01:33
I will admit right off the bat that I don't really care one way or the other about this, but I wanted to ask a question.

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

I suppose an alliance might not have enough active, siege capable players to take 30 cities but in that case, they can pick the best ones they can get and that, again seems good enough. Why is it not good enough?


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Bonfyr Verboo


Posted By: KillerPoodle
Date Posted: 09 Feb 2016 at 02:01
Mark the account as abandoned, pass the controls of the alliance down as you would after it disappears, leave the account up as long as it has incoming as normal.

Problem solved.

KP


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

"a little name-calling is a positive thing." - Rill


Posted By: Carbonara
Date Posted: 09 Feb 2016 at 02:06
@abstractdream

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

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

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

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


Posted By: Carbonara
Date Posted: 09 Feb 2016 at 02:09
Originally posted by KillerPoodle KillerPoodle wrote:

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

Problem solved.

KP


+1 for this idea


Posted By: Brandmeister
Date Posted: 09 Feb 2016 at 03:14
Originally posted by Carbonara Carbonara wrote:

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

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

The solution to the missing leader problem seems obvious. Zombie cities probably deserve a thread all to themselves.


Posted By: KarL Aegis
Date Posted: 09 Feb 2016 at 03:43
Have the alliance leader be able to designate a replacement if they are ever incapable of leading the alliance themselves. Possibly use some of the code in use for the sitter system.

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I am not amused.


Posted By: Carbonara
Date Posted: 09 Feb 2016 at 04:13
Originally posted by Brandmeister Brandmeister wrote:

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

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

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

Are zombie cities really that much of a problem in Illyriad, on such a large scale as to require their own thread?


Posted By: Brandmeister
Date Posted: 09 Feb 2016 at 04:37
I have seen a lot of dead accounts being kept on artificial life support by a marker siege or holding blockade. It is not a question of helping new players. Those alliances are keeping all those locations locked up for their own personal use. If they had active new players with enough population to add another city, they would not need 90, 120, 180 days to capture. I think the broad population of all new players would benefit strongly from access to good locations currently held by zombie accounts. That benefit outweighs the current small benefit of allowing sizable alliances to use zombie accounts to fence in desirable locations for the exclusive use of their own members, on the off chance that a city will occasionally be needed.


Posted By: STAR
Date Posted: 09 Feb 2016 at 08:59
After reading everyones post, I agree with the "what aint broke dont fix" motto

but I also think that game mechanics shouldn't be exploited/used in order to keep a hold over territory whether it is for personal gain or not.

Game mechanics have been put in place for those who have "RL" situations or unexpected things come up by leaving someone to sit the account for a maximum of 90 days and they also have another 90 days before their account is listed as abandoned, so considering those numbers thats upto 6months, if you add on the game mechanics of fake seiges that can drag out that period even longer.  

Most alliances have multiple leadership in place and should be communicating with each other on circumstances that may effect their ability to play and therefore have something in place anyway.

As for sole leadership alliances, there could be an option listed under "Petitions" for inactivity leading to an Abandoned status in place for the alliance if the leader has failed to log in during the 90 day period, this option should be available for all active members in the alliance to be able to lodge but only the three most active players would get a temp super-user (30days) So once the "petition" is lodge a "new leadership mail" with the three most active players as the choices for new leader/s would be sent to all active members to vote in the new leader/s of the alliance with the "majority" rules regardless if they vote or not or If no vote is lodge then all 3 will win by default

Despite how long a person has played or put money into an account, the decision to leave was the owner of the account, there are options already in place if the owner needs time to do RL stuff, the account can be sat for upto 90 days, if more time is needed, Not sure if this is possible but the owner could appoint another sitter.  Alliances also have a policy on being active
The account can be inactive for another 90 days before being listed as abandoned, rather than delete the account or have the account exploited or manipulated using game mechanics, to strongly motivate alliances to capture their players cities, could maybe add on another 60days, after that time, if the players account has any remaining cities could mayb default back to unaffiliated player (regardless if the cities are under seige or not) The remaining  cities can be available to anyone to capture for a 30day period before the account is deleted

Just some suggestions, I know most alliances claim all their players cities but an Abandoned account is an Abandoned account





 


Posted By: Starry
Date Posted: 09 Feb 2016 at 13:54
Originally posted by KillerPoodle KillerPoodle wrote:

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

Problem solved.

KP

+1

The game mechanics are in place to prevent this issue, multiple superusers are allowed in the game, which would prevent this issue.  I'm going to suggest that an alliance leader, who does not avail this alliance of these options, either did so intentionally or did not understand the game mechanics of alliance management.   KP's suggestion would resolve this issue without impacting other areas of the game.


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CEO, Harmless?
Founder of Toothless?

"Truth never dies."
-HonoredMule



Posted By: TheBillPN
Date Posted: 09 Feb 2016 at 14:08
For the alliance leadership issue: Hand over Superuser controls to the next highest ranking member who logged in the most recently, delete the account after the allotted time regardless of incoming military units.

For Abandoned accounts, Delete the account after the allotted time regardless of incoming military units.

For Suspended account (by the DEVS for breaking rules etc..), Delete after the allotted time regardless of incoming military units.

For the unfortunate circumstances - e.g. car accident. health problems, small-scale invasion by another country, large-scale invasion by aliens - at the start of the game you are advised to look round the forums and at the game website, where it tells you about the deletion protocols. If you aren't willing to live with the fact that your account may one day be deleted due to unforeseen RL circumstances, either don't spend money on the account or don't play the game. 

I myself am coming up on my 2nd Illyversary, and if i get incapacitated for three months, I wouldn't have much of a problem. Firstly, my account isn't the most brilliant, and i haven't spent a lot on it.
Secondly, I have left notes for people to read in various situations so my account would be taken care of by my family until such time as I recover or die. i have listed who my cities would be taken by and how long to wait for this to be dealt with.

I'm sure there are ways to deal with any situation that comes up, so Don't Panic, and make sure you have your towel.



Posted By: Dungshoveleux
Date Posted: 09 Feb 2016 at 18:34
The more I think about it, alliance leaders with sole superuser rights who don't log in at least once per 30 days should be subject to superuser rights rolling down to the next level.  If an alliance superuser can't be assed to log in at least once per month then they shouldn't be leader?


Posted By: Fyzz
Date Posted: 09 Feb 2016 at 18:40
The problem as described relate to the leader of an alliance exceeding 90 days but then towns 'held' in limbo by holding sieges causing a problem with alliance roles - why don't you just drop all alliance roles on the 'abandonment' flag and leave the rest as is.
 


Posted By: Brandmeister
Date Posted: 09 Feb 2016 at 19:41
Well, dropping all alliance roles upon the abandonment flag getting set would make it obvious to everyone that the account is inactive. I would expect lots of thieves. Personally I would be okay with just automatically dropping the player from the alliance itself.


Posted By: Silea
Date Posted: 09 Feb 2016 at 21:06
I might be new to Illyriad but in reading all these posts I thought I would give my two cents. It looks like we have to seperate issues. One account abandonment ane two leadership abandonment.   
I tend to agree long account sitting is a problem but i also think that siezing a nice pretty city is nice. I think that at 90 days the marked abandoned city goes into degrade mode is the solution that makes the most sense. It would give incentive to hurry the siezure but also give time for guild to movenin equipment.

For leadership abandonment at 90 days leadership is forfeit an auto email goes out oon the group next down on list and the choice is left up to vote. Maybe each capiol city gets a token and you send it.to the capitol of the leader you want. The person who gets the most tokens is new.leader.


Posted By: Mr Damage
Date Posted: 09 Feb 2016 at 21:35
Leave the incoming army scenario as is, if people want to bother extending an account's life that way then good for them. The alliance leader situation, remove from leadership after 90 days inactivity and promote next in line. Members not wanting to wait this long in player abandonment cases can always petition the devs for a shorter solution. Perhaps a player abandoning should automatically lose leadership role when doing so?


Posted By: JimJams
Date Posted: 13 Feb 2016 at 14:43
90 days are NOTHING in this game

Assuming a small-medium alliance have about 30 players, you can get a lot more than 90 days to reallocate 10 or more cities. Players have to grow to get another city.

So, let's say the truth, this is all over forcing people to buy prestige, so they can grow faster and take the cities. 

My call? Make the game working well and quicken its neverending nevercompleting nevercommiting development if you want more money from us.

Or just continue with BS and deal with people abandoning or virtually abandoning this game, as it is happening in the last 2-3 years.

Don't call me rude, I was kind.




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