Ideally there would be enough of a player base for keep owning guilds to be able to recruit members from all over the world. That way they could cover the different timezones with actual players.
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Ideally there would be enough of a player base for keep owning guilds to be able to recruit members from all over the world and covering the different timezones with actual players.
that, politics, guards, buildings and sieging costs... everything else is nonsense.Ideally there would be enough of a player base for keep owning guilds to be able to recruit members from all over the world. That way they could cover the different timezones with actual players.
So LIF survived because of players like you?
Valid point. How long did LIF last anyways..So LIF survived because of players like you?
and Mortal never made it to its 11th anniversary because of players like us?
MO1 has been on life support for nearly its entire existence. It's alive but it's never been something I would define as successful. The most hardcore mechanic we see for sieging in a successful MMO is in EVE where there is a substantial timer between when a POS is first attacked, and when it can actually be destroyed.
Even in EVE, something like 90% of players live in high sec. That's because when you have groups that have dozens or hundreds of players building up a holding over weeks or months and then they guild told something like "Hey I know you have work but you need to come defend the station at 3am" you're excluding everyone who has a life from meaningful participation.
If EVE only had null sec it would be on life support too.
IMO, the goal of a good siege system should be to make the investment of both time and resources needed to take territory more comparable to the cost to build it, and to give as many people as possible the ability to participate at some level in it's defense.
I think there should be player-owned structures that you can easily take in minutes or hours. I just don't think they should be built-up keeps. I think when you have something on the level of a built-up keep losing it should be a climactic event that is the result of consistent pressure against smaller holdings culminating a drawn-out expensive battle the defenders finally get overwhelmed. Or maybe shorter if their empire is in complete shambles by the time you reach their keep.
The funny thing is, by the end of MO 1, sieges were generally considered impossible to complete. Most of the frustration resulted from NOT being able to siege.I don't know how guards or sieged mechanics worked in MO1 so I have to speak from experiences in other games, but overall, having a specific vulnerability window ultimately drives lower player activity.
The problem with timers is that only part of your guild/allies will usually be on for that period of time. If you are allowed to set the timer window, you will always pick times to your advantage, and players will start limiting their activity to 'defending the base', making it a chore rather than logging in because they want to play at that particular moment. Then, when nothing happens and the timer expires, they log out feeling disgruntled, that they wasted their time. A few times of this and the negative energy they bring with them builds to the point that they start avoiding the game. Then, on the oft chance something does happen and they are not around (or heaven forbid, are out having fun elsewhere in the game), frustration builds with everyone else because they were not logged in to help defend.
If the occurrence of timers is not that often or a majority of players know when a siege is likely, the general area is flooded with players when the target becomes vulnerable causing massive lag issues for everyone around. It doesn't matter if they are attacking, defending, or looking for opportunities to harass either side, most players effected by the lag will blame the devs for not having a system that can support hundreds of players in a small area, all at once.
Timers just don't work well. Its an artificial rule to enforce a certain play style. If there was a problem in the past around destroying too many assets or driving too many players from the game because they were constantly being harassed then the solution is in the game design (tougher assets, tougher guards, better in game or out of game alerts, an increase difficulty in delivering siege weapons to a site, etc).
I don't think EvE is a good example, and I played EvE for many years, mostly in null sec. In point of fact, I felt safer in null sec than I ever did in high sec because I always had friends and allies nearby. I was also part of attacking or defending territory in null sec many, many times, and though necessary for that game, timers did not make it a better experience.
When FGC is the hardest out hereIn MO1 we had a plethora of offline guards and mercenary mages, this led to complaints that players simply don't bother to defend their keeps.
I would say the proper way to resolve the issue of ninja sieges is, if you're going to build a keep or anything of significant value, make sure you have the means to defend it without relying entirely on AI guards.
Set up a rotating roster of trustworthy guildmates from different timezones. Arrange clandestine spies and agents to infiltrate, disrupt and mess with enemy morale, and things of that nature.
I actually somewhat reject the premise of the 3 am siege. I'm not contesting that it did happen, but I, and for my own curiosity as well, challenge someone to name a keep bearing guild that was felled via ninja siege. I personally can not think of any. If there were any, it was before my time and certainly before the "tc fixes".I wouldn't really say wanting 3 am sieges to be a thing makes you hard.
"Set up a rotating roster of trustworthy guildmates from different timezones. Arrange clandestine spies and agents to infiltrate, disrupt and mess with enemy morale, and things of that nature."
This is an incredible amount of work that you have to put forth consistently every day or else you could lose something you spent months on.
By contrast, if I can organize a few guys to go hit a group when I know they have the fewest members on and blow up all their crap. That is a very low effort way to destroy something that my enemies spent months building.
The disparity between those two levels of effort is MASSIVE. It shouldn't be.
It's a system that favors groups that are able to put forth a little bit of effort for a very brief period of time and punishes groups that work hard. It's not realistic. It's not fun for 90% of the people you're going to need to target if you want this game to be successful. And I wouldn't really rate it as hardcore either.
It just caters very heavily to a very specific subset of gamers that can't float, and have not ever floated a successful MMO. But honestly I'm guessing those same people would actually thrive under the system I propose if they are indeed looking for fights as you could fight over outposts 24/7 to advance your cause.