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Drejan
Forum Warrior
Joined: 30 Sep 2010 Status: Offline Points: 234 |
Posted: 20 Sep 2012 at 21:18 |
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Many can argue than a Sand-Box is an intrinsic zero-sum game. Definition of "good" here is a bit vague...is it good for me to let anyone harvast from mines near my city? Why? I don't get it resource in your storehouses are "good" in mine are "bad"? And are resource good or bad by themself? You play too much Illyriad when... When you start mixing reality with a game... If troops die nothing really happen... If your troops have a new item...nothing really happen. There's not population walfare here... If the player stay on illyiriad and enjoy it all is fair...it's not real life! You know what is good in a game? Interaction, goals, friction, diplomacy, wars ecc ecc. And believe it or not claims with Trade2 are helping a lot. You know i've "lost" many many friends here becouse they were bored by the game and none sieged out. Edited by Drejan - 20 Sep 2012 at 21:21 |
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BlindScribe
Wordsmith
Joined: 12 Sep 2012 Status: Offline Points: 168 |
Posted: 20 Sep 2012 at 18:50 |
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Absolute agreement from me, Rill...it's NOT a zero-sum game, unless you're talking about extremely simplistic (by comparison) games like chess, where your losing a given game piece strengthens my position, almost by default. That's not the same type of game that Illy is, however. Nonetheless, this has morphed into a pretty fascinating discussion! :) *Thumbs up from the elf!*
Edited by BlindScribe - 20 Sep 2012 at 18:51 |
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Rill
Postmaster General
Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
Posted: 20 Sep 2012 at 18:43 |
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I try my best to place the good of others at least equal to my own good. And I don't believe it's a zero-sum game. I do believe there are solutions that can create more good from cooperation than from competition. Our beliefs on that may differ, and that is fine. I am just stating my beliefs. To a large degree this sort of thing is not empirically testable (because of the complexity of the math -- vast numbers of variables!) and for that reason falls more under the area of "values" or "game approach." If you want any sort of empirical analysis of my contention, see Rapoport's "tit for tat" program in game theory, along with the "tit for tat with forgiveness" model. I don't think game theory can really approximate the vast opportunities for competition and cooperation available in a setting like Illy (although I hope to accomplish something like it in my dissertation research). At any rate, I think it is an interesting discussion!
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Drejan
Forum Warrior
Joined: 30 Sep 2010 Status: Offline Points: 234 |
Posted: 20 Sep 2012 at 18:33 |
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Actually i do not agree with troops placed on lands far away from any city too (troops not harvasters).
First-come first-served? For me you should expect to be contested.
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Drejan
Forum Warrior
Joined: 30 Sep 2010 Status: Offline Points: 234 |
Posted: 20 Sep 2012 at 18:25 |
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Simpler than "you've no right to harvast near a city that is far from you, if you do without asking expect to be kicked out"? Seams basic to me. It's not hard to see a 5-10 distance from a city really...http://elgea.illyriad.co.uk/#/World/Map/0/0/5
What is Good for you might be bad for others. And in a sandbox your strength might reduce mine. Again i do not see any motivation behind all of this except players who want to harvast more than they should.
Edited by Drejan - 20 Sep 2012 at 18:29 |
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BlindScribe
Wordsmith
Joined: 12 Sep 2012 Status: Offline Points: 168 |
Posted: 20 Sep 2012 at 17:30 |
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Hear, hear! :) And I also agree that Sov, while far from perfect IS the only in-game mechanic (other than stationing a permanent garrison on a tile) for defining a claim on land outside of your city tile (which you kinda claim by default, merely by virtue of the fact that the city exists), and that other arbitrary forms of claims (random forum post, because I have hairy feet, because I mentioned it at a bar after my fifth mojito of the evening on a Tuesday following a full moon...or whatever) are a) outside the parameters of the game (even if they are INSIDE the parameters of social conventions that may have sprung up around the game), and b) as such, carry less weight than the mechanic designed to convey ownership that's built into the fabric of the game. As to the point about someone 20+ tiles claiming sov right next to one of your cities...by all means, let him. It's literally 20x cheaper for you to counter the claim, meaning that it's 20x easier to bump him off and rub out his claim on the tile in question, tho if he feels that it's somehow "worth" the extravagant expense of maintaining the tile against all claims, and you do nothing to counter it, then yes...he's paying for his right to the claim. (tho I can't honestly fathom why someone would do this...at that point, it'd be more cost effective to simply plant a new city close to the tile in question). Proximity without action =! a claim.
(real world example...my girl and I own a cabin in North Carolina, some five hours away from where we live). We own and maintain it, and our claim to it is stronger than the potential claim of our nearest neighbor to the cabin, even tho he's obviously much closer TO it - but that's the line of reasoning that's attempted to be applied here. My next door neighbor in NC is closer to my cabin, so...he has more of a claim on it? Except that he doesn't. :) I know that porting in-game stuff to the real world and vice versa is only of limited value, but the game designers have gone to great lengths to give us a realistic game world to explore, and as such, these kinds of comparisons have at least some validity--tho I dearly wish I could cast a nature's bounty spell on my backyard garden.... Edited by BlindScribe - 20 Sep 2012 at 17:41 |
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jordigui
Wordsmith
Joined: 20 Jun 2010 Status: Offline Points: 157 |
Posted: 20 Sep 2012 at 17:11 |
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I agree that sov is not perfect, but at least, there is a claim of land in the game.
My point was that other criteria like being closer, being in less than 5 (7.8 or whatever) squares, being there before, being blonde, have a bigger foot, having a time zone closer to the server, ... all these look like B**ll*cks to me. They are completely arbitrary and have no base on the game mechanics. Apart from that, if there was an unanimous agreement on a certain rule, although it could be arbitrary, everyone would had to agree. I don't think is fair enough unilateral rules even if people tries to be fair (if world was fair I would had a SS mine!). TH |
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Rill
Postmaster General
Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
Posted: 20 Sep 2012 at 17:06 |
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I would actually suggest that it might be in the interests of the players to share the resource. We are stronger together than when we are squabbling over things that are at present utterly useless. Good will is worth more than the most precious of herbs.
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Drejan
Forum Warrior
Joined: 30 Sep 2010 Status: Offline Points: 234 |
Posted: 20 Sep 2012 at 16:51 |
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"In game mechanic" i do not agree at all, sov do not define claims.
Again, i see only greedy reason to claim to be able to harvast a resource in 5 square radius from a city from 10+ distance. Let's do an example -Player A city is at 4 range from a square. -Player B city is at 25 range from a square. You really think that player B has the same right of player A on that square without sov? And if player B claim lv1 sov on that square, this will give him any right? I don't think so and i will not allow this kind of claim on my area anyway. Edited by Drejan - 20 Sep 2012 at 16:52 |
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BlindScribe
Wordsmith
Joined: 12 Sep 2012 Status: Offline Points: 168 |
Posted: 20 Sep 2012 at 11:11 |
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@ Bel re : "But that is exactly my point.. Sov really is nothing more than flag posting for a tile for 2 reason:
1. Emphasis regarding 'this' is mine 2. bonus for the town it relates to" Then we're essentially saying the same thing, with the following caveat...it IS different because the former "blanket declaration" relies on word of mouth (not everyone will see this forum thread) and established social convention vs. in game mechanic with an associated cost and bonus function. That's an important distinction, IMO. ** Edit: I'd add this bit also...Violation of national sovereignty is a valid reason to go to war (this has been true for literally hundreds of centuries...pretty much since the invention of agriculture). Violation of an informal social convention...not so much (in the history of history, no successful civilization I am aware of made a habit of going to war for a violated informal social convention). Then again, in our own real world history, we've proven repeatedly that we're willing to go to wary for all sorts of silly reasons, whether there's a strong basis for it or not, so I'm not surprised to see Illy following the same arc. (if there's a fight, maybe we can call it the War of the Colonel's Eleven Herbs and Spices!) Still, one's got a clear, rational basis, and the other does not. IMO, again. Edited by BlindScribe - 20 Sep 2012 at 12:59 |
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