Wow. Just simply wow.
Could you please stop making completely silly problems up?
Gosh wrote:
Lelorelyn wrote:
You don't get sudden attacks on your keep while you're dungeon crawling, raiding, doing a scenario, cutting potatoes, eating lunch or watching porn... you know exactly when your keep is going to be attackable and you prepare accordingly. You go and defend it at the appointed time or you pass, but you still know when the show's on the road. And so do your opponents.
If it's attackable at a certain time, then your entire guild will just be sitting there waiting and hoping someone attacks it. Right? If the opponent doesn't attack, you've wasted a ton of time standing around doing nothing. The opponents won't attack if they know you have superior numbers, so they'll just wait until you don't. Which is after you're bored to tears waiting.
Completely silly. Why in the name of
pink unicorns would they actually
have to go there and sit around? Any MMORPG worth a damn lets us enter scenarios and the like from practically anywhere. So why not implement this into this of all things? I thought it was self-explanatory but apparently I have to elaborate.
Let's say it's nearly 4pm and your guild keep is going to be attackable at that time. You simply don't get into something time-consuming like a battleground or dungeon and you wait for the battle to start. You do something useful that you can drop in an instant ( like farming some crap, I dunno)
or you sit around somewhere... whichever hits your fancy.
So that's the
sitting around. But I'd really bitch-slap you for the next bit.
Gosh wrote:
The opponents won't attack if they know you have superior numbers, so they'll just wait until you don't.
...
/who enemy guilds
"Well, looks like they have enough to take our keep. Let's not make it attackable today."
You can throw in all the incentive in the world to make it attackable, but people won't do it if there is too much risk involved.
You're talking about Warhammer Online here, right? The omg-so-fucking-PVP-centric game where apparently 90% of the player-base did everything in their power to avoid actually doing any PvP unless the odds where something around 3 to 1?
Granted, that's how it mostly worked out in outdoor PvP in that game. But I can't believe you're actually basing your reasoning on
something like this.See, if people are not ever going to do any PvP unless their chances of winning are over the roof... why have PvP at all? Why have keeps and objectives and world PvP in DMO? Why not simply throw them all into Warsong Gulch and let them farm it out?
Simple and plain old 10 vs 10. And you actually leave the battleground if things start looking bad in the first 5 minutes.
So, given that it's true that most people are lazy idiots that only care about winning and farming with minimum effort... why would Vigil ( or anyone else) make a game with relatively engaging PvP mechanics that actually involve
strategy or something like that? Doesn't it seem a bit pointless?
How do your space ship battles look any better if people would just simply not even get them off the ground unless they could get into 3 on 1 battles they're almost 100% bound to win?
Yeah, that's very well how it may end up. Which shouldn't stop a)
people from making awesome games awesome for the sake of the games being awesome and b)
our theorycrafting.
Anyway:
Gosh wrote:
/who enemy guilds
"Well, looks like they have enough to take our keep. Let's not make it attackable today."
That would not be optional. You couldn't just make your keep unattackable for a week to eliminate the risk of losing your shiny benefits. That'd be pointless. Where did you even get that idea from?
The whole idea is to create a little game out of having to fight for the right to have benefits from your holdings. "Not opening the gates today" would obviously be a stupid concept.
Next, the simple guide to not allowing your opponents to overpower you with sheer numbers.Step 1: Make a set maximum number of attackers and defenders. ( Granted, there could be more attackers than defenders, but not by a particularly large margin.)
Step 2: Profit.
That's one of the reasons it's instanced. I don't like world PvP a whole lot because it mostly boils down to which side has more people on the field at any given time... which is realistic but bad for a game. This would make it completely unimportant how many people each side has online. Well, not completely... server population disparities would still make a lot of people sit on their buts most of the time - which is not directly related to this topic.
Now, you could argue that many people would be left out if this was the case. Like, you want to try to attack some guild's keep but the instance is already full. Well, guess what, there are tons of guilds with keeps around. And, if nothing else, people could just get into a BG or go watch porn.
Lastly, incentive.So, here's what we have:
Defenders:- gain
benefits from controlling their bases
- get attacked a certain set number of times per day, can opt to increase the number of attacks for lols but can't prevent opponents from attacking
- timer based victory, they have to hold out
- get
rewards for successfully defending their holdings ( even if they lose, based on how long they held out)
- potentially get to use their keep bonuses during some interesting world pvp event that happens a while after sieges are resolved
- can re-capture their keep at any time they want... after a certain timer for it has run out ( so not right away, but wouldn't lose it for days and days) -> opponents can't stay in the keep, they just loot stuff and go... optionally they could leave NPCs behind to guard it
Attackers:- gain rewards for attacking enemy keeps -> jackpot if they conquer it, neat rewards based on how much
damage and stuff ( think of mini objectives like gate or tower) even if they lose
- no real risk involved but chances for great rewards
- don't even waste time if they lose as they get rewards for participating and doing stuff even if they don't win
Yeah, you're right... there wouldn't be much incentive to do this. Would probably be best if this never got implemented anywhere... would just be a waste of time that we could spend grinding arena points.
