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  1. Kaemik

    Lack of offline protection will cost the game

    The towers wouldn't be specifically for houses. The map would be divided into regions of say like 20 towers and most of them would have a single keep. Then you would have some mini-regions of like 5 outposts that are tied to hamlets of just blank regions with no large fortifications if you went...
  2. Kaemik

    Lack of offline protection will cost the game

    If it's a huge hang up you could make a minimum distance between them, non-placeable in certain terrain, and then just make all outposts within a certain radius give the bonus. However, I think preserving "sandbox purity" for the sake of "sandbox purity" is a bad idea. It would take less time...
  3. Kaemik

    Lack of offline protection will cost the game

    That's where I'm at too. There are two huge takeaways I got from playing ArcheAge. 1. Huge gear/level disparities drain the life out of "PvP" MMOs. 2. Making short events super important sucks as the more content you have like that, the more the game controls your life. People should schedule...
  4. Kaemik

    Lack of offline protection will cost the game

    I actually rigged out a way to work houses into my proposed outpost system for keeps. Summary is that you would make houses get buffs for controlling outposts in their area just like a keep, and then allow multiple guilds to share their bonuses of an area if they want to work together on...
  5. Kaemik

    Lack of offline protection will cost the game

    They seem to have decided that less sandbox can balance TC problems in limiting where keeps can go. I can agree. Sometimes having limitations can help a developer sculpt an experience to play out the way they want it to. As big of a fan I am of Wurm Online, that game did not sculpt a great...
  6. Kaemik

    Territory Control / Assets: Gates, they sucked. [Poll]

    Alright. "No tutorial" means precious little different than not throwing new players into PvP with zero understanding of game mechanics unless you believe there should be a safe area other than Haven people can learn the game? It's prettymuch the same thing but even worse. If you have no issues...
  7. Kaemik

    Outposts as the Mechanic to Prevent Ninja Sieges

    Actually, you could just piggyback at this system. You would have to make the ability for multiple guilds to ally in sooner but then make it so buffs/debuffs for outpost control apply to all members of an alliance with houses in the area. So as a smaller guild you could either choose to support...
  8. Kaemik

    Outposts as the Mechanic to Prevent Ninja Sieges

    My proposed solution does not prohibit other mechanics that make houses harder to take. Overall I think the effort that goes in to destroying something should be comparable to the effort that goes into building. Therefore, assuming it takes a lot more work to build a keep than a house in MO2...
  9. Kaemik

    Outposts as the Mechanic to Prevent Ninja Sieges

    I'm not against the idea of a tier between outposts and keeps that's more defensible than an outpost and catered more to smaller guilds. Isn't that somewhat of the function houses serve though? Whatever the case. Some kind of hamlet thing is fine by me. Just not something I would include in a...
  10. Kaemik

    Territory Control / Assets: Gates, they sucked. [Poll]

    So you aren't against a safezone for a tutorial? You believe ninja-sieges shouldn't be possible (or at least prohibitively more difficult to the point of near impossibility), and you believe if you reach the front gate of your keep with a small group trailing you that should mean you've safely...
  11. Kaemik

    Outposts as the Mechanic to Prevent Ninja Sieges

    Addressing this here since it's the more relevant thread. So in the system proposed I'd hope for each keep to have somewhere in the range of 20 associated outposts depending on how large the area associated with a keep is intend to be. The outpost points should be spread fairly evenly across the...
  12. Kaemik

    Territory Control / Assets: Gates, they sucked. [Poll]

    Oh I agree, there are tools by which a smaller guild should be able to nip at the heels of a larger one. I've played smaller groups out to fight the oppressive zerg in far more titles than I've been a part of it. You can ask Putzin, when he asked me to join I nearly declined because I thought...
  13. Kaemik

    Territory Control / Assets: Gates, they sucked. [Poll]

    Yes. Because that is a fact. Though 5 is an approximation. Correct me if you have anything significantly more than that. Also a fact. You're against a safezone for a tutorial, pro-ninja sieges, anti-safe fall back points. I don't need to know your motivations to know you support the mechanics...
  14. Kaemik

    Territory Control / Assets: Gates, they sucked. [Poll]

    I don't read minds. Just look at the mechanics you repeatedly advocate for. They line up pretty well with what I expect a guild in a position of utter powerlessness might advocate for.
  15. Kaemik

    Territory Control / Assets: Gates, they sucked. [Poll]

    Ideally, I agree. Keeps are going to be more interesting if I actually have to set up my walls and position my guards in such a way that I've created the safe fallback point I want, rather than having something like Crowfall where I walk up to a gate, interact, and now I'm safely through to the...
  16. Kaemik

    Territory Control / Assets: Gates, they sucked. [Poll]

    The fact you run a 5 man guild that gets shit on in even number fights is highly relevant to the fact you want TC to be meaningless and newbs to be easy to gank.
  17. Kaemik

    Territory Control / Assets: Gates, they sucked. [Poll]

    I didn't even disagree that insta-closing gates aren't great. What I've been arguing is HYM is trying to address a problem that isn't a problem. Given what we know about MO2, gates a general thing are confined to keeps which are confined to keep spots. My point was, "insta-closing gates aren't...
  18. Kaemik

    Territory Control / Assets: Gates, they sucked. [Poll]

    Gotchya. So because you can provide one example of an instance where you didn't get what you want, that clearly means nobody here ever said anything that had any impact on the MO1 for the entirety of its existence. Makes perfect sense. Like how if you give a spoiled child what they want the...
  19. Kaemik

    Territory Control / Assets: Gates, they sucked. [Poll]

    Like I said. I'm going to play an Uno reversal card and say you're not "MO1 vet" enough to talk about this subject. By the time fat mages were a thing the racial imbalance was starting to get a bit better. It was much worse for many years before you arrived. A fact which I well remember having...
  20. Kaemik

    Territory Control / Assets: Gates, they sucked. [Poll]

    You got one viable race/age combo per build for years, and the new player experience ingored just as long. I realize you're not "MO1 vet" enough to know this because you only found the game around the time fat mages were a thing. But you missed a great many years that this community basically...