nirb
Recruit
Posts: 27
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Post by nirb on Jan 26, 2009 11:38:37 GMT -6
I've a couple of suggestions that can be phased in.
Phase 1. There is nothing to lose if you attack a member in a city you want to take, other than loosing a battle. I suggest that if you attack someone and loose, your clan has a victory removed from their count in that city. For example, I sit in Camylin and get attacked 7 times, lose 3 by members of a clan that are taking the city. Their clan total should go up by 3, but down by 4. This makes them think twice or count the cost of attacking.
Phase 2. Team offence/Team defence. If an attacking clan has more then one member in the city when one member attacks another clan, then they get a damage bonus. Also, if the defender has clan members in the city, he/she gets a damage reduction/block bonus. These bonuses would be variable, depending on the number of clan members in the city for either side. So the Black Tower has 8 people in Camylin and the Dragon clan has 2. A member of the dragon clan gets a +2 damage component and the Black Tower member gets a -8 damage adjustment.
Phase 3-- City Improvements to be purchased with the town bank that add to the defence bonus. Examples could be Walls, Towers, catapults, etc. These should be expensive and perminant.
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Post by siria on Jan 26, 2009 13:07:45 GMT -6
Just my opinion, but I think Phase 1 would encourage people to attack low level players even more than they do now. What would be the point in attacking someone within one or two levels of you if losing the battle would negate one of your clan's wins? As the game stands now, the extra XP is probably a nice motivation for people. But if your clan is battling hard to take over a city, why risk it? People wouldn't think twice about attacking, they'd just go for users far enough below them that they'd be nearly assured of winning the battle.
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Post by rey on Jan 26, 2009 13:10:49 GMT -6
phase 2 would discourage moving around and would be hard to balance...
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Post by Tim on Jan 26, 2009 13:57:44 GMT -6
My thoughts: Phase 1. There is nothing to lose if you attack a member in a city you want to take, other than loosing a battle. I suggest that if you attack someone and loose, your clan has a victory removed from their count in that city. For example, I sit in Camylin and get attacked 7 times, lose 3 by members of a clan that are taking the city. Their clan total should go up by 3, but down by 4. This makes them think twice or count the cost of attacking. I share Siria's concern about this one as well. I want the game to encourage battling those near your own rank, risking the tougher battles, hence the xp system was changed to reflect this. Making a loss effect your clan score would deter this. I will say that one of the changes in planning for v3 will hopefully address the problem of finding battles in poorly populated towns AND towns populated mainly by the controling clan. The way clan score is calculated will be changed as well, so hopefully it will address your some of your concerns. I'm reluctant on this one too. It would lead to clans clumping in a single area. Members of the clan that control a town already get a 10% defense bonus while defending (as in not the person that initiated the battle) in thier town. I fear adding to it might throw off the balance of things. I've been toying around with this one in my mind for a while. My biggest hang up is with a limited number of towns, only a few would be able to get the benefit. Perhaps if clans were able to set up a headquarters in a certain town, and then purchase these upgrades from there. This would allow for all clans, reguardless of whether they own a town to be able to enjoy the benefits, also allowing multiple clans to receive benefits in the same city. Perhaps even allow for clans to build secondary bases in other towns for a hefty sum, and upgrade them as well. Keep in mind that this would be a hefty code change, and therefore I'd doubt it would be in v3 even if I do decide to go that route. V4 is pretty open though at this point, as it's mainly just v3 spill over and some UI changes.
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nirb
Recruit
Posts: 27
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Post by nirb on Jan 26, 2009 14:57:42 GMT -6
Tim,
On #1. What is happening now are people aren't staying in their town to attack. We have a few 1 level 0 win guys in these towns so the lower level guys are the ones getting attacked. I personally don't stay in one of our towns overnight because I don't want to give wins to (my level +10) guys to get win credit in my town. Could you install the limit on what wins count in a city (the old can't attack +/-5 levels rule, but make it 10 I don't care). I've seen suggestions about creating alts, not putting them in a clan, moving them into a town you want to take, getting easy wins and then move them out. I don't think that is the spirit of the game. Conversely, we have clans controlling towns that don't keep anyone in them. It makes it pretty hard to capture if no one is home.
All of these suggestions were made to encourage more clan interaction (either enemy or ally). On that note for #2, only include the team bonus if the two clans are enemies? Only allow a city to change hands if it is an enemy attacking an enemy (you have to declare enemies before attacking a city). In that way those players who are more individual it would have no effect, but those of us who like the clan aspect (maybe I'm the only one?), would be able to play that way. Also, clan clumping would be more realistic, would it not? I'm sure other than a few people in the WOT, people have never left their district. It would give more of a problem for small clans, but all these clans of 1 and 2 alts are an annoyance anyway. It would encourage alliances and make the game more realistic.
Of course these are all suggestions and I like the game.
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Post by Tim on Jan 26, 2009 15:12:40 GMT -6
I agree that the clan aspect need to be encouraged, as well as clear reasons for enemies as well as allies, which is currently lacking (I hope to add at least something for this in v3). I understand the concerns, as I share many of them myself. Limiting what wins count in a city is a good idea, though I may go about it in a different way. In v3, it will be based on a score, not purely wins, so perhaps wins verses more even opponents count more to score, sorta like experience. That would encourage people to try and defeat the highest level opponents as they can if they wish to raise their clan score in that town. My reluctance with that would be that it would reshift the balance to clans with lower level members later in the game, as those with purely high level members won't be able to gain as many 'points' if there are fewer opponents. There's a way to balance this a bit, so it might not be that big a deal, but we'll have to see. Of course these are all suggestions and I like the game. Keep 'em coming. Whether I agree to the suggestion or not, the more info I get the better! Go Team!
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Post by rey on Jan 26, 2009 17:00:39 GMT -6
what if towns were controlled by exp gain not wins?
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Post by alSeen on Jan 26, 2009 20:18:09 GMT -6
hey tim look at the governors thread edvar started. he has a good idea. and i like it
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Post by Tintomara on Jan 27, 2009 0:39:08 GMT -6
OK, as much as I hate having to attack the lower levels, if I didn't, I'd be stuck in bloody Tar Valon with the rest of you! There'd be no way to take the unpopular towns (until Tim implements whatever it is he's planning for v3), it's hard enough as it is! At least if you don't create your own alts to put there as easy meat... I've been trying to take one town for over a week now, and am happy with every win I can manage, which aren't many, because very few seem to pass through. If I needed wins with high xp, I'd just give up completely, that'd take months there!
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Post by Tim on Jan 27, 2009 8:52:08 GMT -6
Don't worry, Tinto. I won't implement something like this until there's something in place to address those concerns of yours. Thinking about it, v3 might get a little chaotic. If anything, you might have the opposite problem: it'll be too hard to hold onto a town.
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Post by Tintomara on Jan 27, 2009 10:09:31 GMT -6
That sounds exciting Just out of curiosity, will smaller clans have any chance at all (at least for the less popular towns) or will you need to have lots of players to be able to take a town? Hmm, might be tough to answer without revealing too much, I guess...
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Post by alSeen on Jan 27, 2009 16:53:19 GMT -6
tim answered most of it on another thread. i think its called dualing a civilian. something like that.
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