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I figured I would post something we can actually discuss.
Posted a few minutes ago in the beta section by Claus:
Hi everyone, I mentioned in my last post that we are working on a system that will give clans more control over when they are challenged. This system involves craftable Protection Shards, that can make your holding immune to challenges for 2-12 hours. The weakest will protect you for 2 hours, while the strongest will protect you for 12 hours. If you use a 12 hour Protection Shard, you can not protect your town again until 12+12 hours have passed. This essentially means that your city/hamlet may be protected against challenges for up to 12 hours every 24 hours. Please note that this does NOT protect your town from being raided normally, so your enemies can still put pressure on you by disabling buildings and walls. It only protects you from challenges. We hope to get this system live in a few weeks. Once it goes live, we will reduce the challenge phase of sieges from the current 4 hours, back to 2 hours as it was in early beta. |
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2/25/09 10:55:04 AM#2
Does he even know that the game is launching .....right now???? |
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Originally posted by huxflux2004
What does that have to do with this? Can we keep the trolling out of this thread and discuss the OP. |
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2/25/09 10:58:59 AM#4
Hmmm that sucks, I must say that this is a bad change that removes significant gameplay options.
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Originally posted by Blodpls
How so? I think it is a great idea. It allows for clans to use these when they are sleep. Being on 24/7 is not really viable.
Almost all the beta testers think it is a good idea as well. |
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2/25/09 11:01:48 AM#6
Originally posted by strongaxe
What does that have to do with this? Can we keep the trolling out of this thread and discuss the OP.
Yay, everyone, lets discuss sieging details, while desperately hitting the F5 button on the (pre-)order page! These guys are clowns. 200k ppl are waiting for a damn update about the launch, the preorders and the servers since yesterday and the only thing they get is an irrelevant post about sieging? Are they making fun of their customers? |
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2/25/09 11:03:57 AM#7
Originally posted by strongaxe
What about people that play late at night? This effectively means that they are not going to be able to form late night guilds and do some seiging. |
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Originally posted by huxflux2004
Yay, everyone, lets discuss sieging details, while desperately hitting the F5 button on the (pre-)order page! These guys are clowns. 200k ppl are waiting for a damn update about the launch, the preorders and the servers since yesterday and the only thing they get is an irrelevant post about sieging? Are they making fun of their customers? Damned if they do, damned if they dont hu? A quick(20 second) update on one of the most important siege issues is irrelevent? Ok. AND it means they are making fun of their customers. Right. |
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2/25/09 11:04:44 AM#9
Why is the entire city siegeing system, and now this, being added the day of launch.
None of this was beta tested....... Was anything beta tested? Because as i understand it, none of the high level skills were tested, none of the mid-high level crafting was tested, city raids were not tested, naval battles were not tested, The supposed high settings of the graphics options were not tested, Large scale battles were not tested, the servers have never been stress tested, the account system was never tested, NOTHING ABOUT THE CORE OF THIS GAME WAS TESTED.
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CaesarsGhost
Novice Member
Joined: 4/03/04
The only difference between a Troll and a Fanboi is which side of the fence they stand on. |
2/25/09 11:04:55 AM#10
oh comon, where are the fans screaming that this is a carebear change? That this impedes on freedom? have you guys become tame all of a sudden? "Hardcore"... right. - CaesarsGhost Lead Gameplay and Gameworld Designer for a yet unnamed MMO Title. |
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atziluth
Elite Member
Joined: 9/18/04
Killer 73.33% |
2/25/09 11:05:07 AM#11
Originally posted by strongaxe How so? I think it is a great idea. It allows for clans to use these when they are sleep. Being on 24/7 is not really viable. Almost all the beta testers think it is a good idea as well. I think the validity will depend on how much resources and gold it takes to create said items. If only the biggest and best guilds can afford to make them, then they really are no use to the majority who will likely be attacked. It also does not protect your resources (buildings/walls) from being damaged which still forces guilds to be on 24/7... Potentially a good start, but still very much a work in progress for the system. -Atziluth- - Never underestimate the predictability of stupidity. |
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2/25/09 11:05:09 AM#12
i thought this game was supposed to be a harsh world, no holds barred, and not catering to carebears? :D
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Originally posted by Blodpls
What about people that play late at night? This effectively means that they are not going to be able to form late night guilds and do some seiging.
Why not? You can siege other late night clans. It is going to be played around the world, this just gives an option(that you will have to put an effort into getting) to protect your clan when you are asleep(whenever that may be). |
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2/25/09 11:08:27 AM#14
Originally posted by Blodpls
What about people that play late at night? This effectively means that they are not going to be able to form late night guilds and do some seiging.
They can do late night sieging against other late night sieging guilds though, right? Seems the guild can choose the defend window that makes the most sense for their guild. Other late nighters will obviously want their window to be late night when they play and not during the day. Besides, I wouldn't exactly call attacking an undefended city (defenders sleeping) to be a siege. Its more pve. Also not sure what the cost of these things will be. Will a guild be able to have enough of them at any given time to use every night without ever running out? Or will they be used sparingly? Waiting for: A skill-based MMO with Freedom and Consequence. |
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Originally posted by atziluth I think the validity will depend on how much resources and gold it takes to create said items. If only the biggest and best guilds can afford to make them, then they really are no use to the majority who will likely be attacked. It also does not protect your resources (buildings/walls) from being damaged which still forces guilds to be on 24/7... Potentially a good start, but still very much a work in progress for the system.
The 24/7 attacks will only be a problem until you get walls/towers up. Once you have these up you will most likely have to worry about sieges only. |
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2/25/09 11:11:53 AM#16
Originally posted by strongaxe
I think this gives guilds far too much protection. I would prefer it if 3am city destruction was in the game, I realise that this is probably unpopular but I feel that the game will be worse off without it. Big guilds will be extremely hard to shift from their guild cities. Unless they are so expensive that people will not use them as anything except a last resort this is bad move imo. |
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Originally posted by Blodpls
I think this gives guilds far too much protection. I would prefer it if 3am city destruction was in the game, I realise that this is probably unpopular but I feel that the game will be worse off without it. Big guilds will be extremely hard to shift from their guild cities.
But big guilds should be hard to oust from their cities. 3am city sieges are just a stupid concept. Darkfall is still a game, and you cannot be on in force 24/7. Spending months building a city only to have it taken when you are asleep is not a mechanic that helps a game. |
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2/25/09 11:17:11 AM#18
I do worry a bit about the cost and how it will be easier for larger guilds to continually produce them over the smaller ones. It seems to me that the larger guilds SHOULD be more succeptible to attack than smaller ones, as they have the manpower to put up a better defense. They shouldn't have better access to attack immunities. Rewarding a group that is already well defended with the best chances of becoming even more defended? It would be like giving tax breaks to the wealthy :) I always felt that mmos should factor guild population numbers into the cost of things. The larger the guild, the more land, the higher maintenance prices and defense become. These protection items should become more expensive the larger a guild is, to prevent 'zerg guilds' from being the only valid strategy. Im terrible at history but didn't rome (and several other places) die out because they tried to control too much land and people and werent able to keep up with the logistics to support it all? There should be incentives to have medium guilds over larger guilds, and dynamic costs depending on membership seems like a good balancing idea to me, and makes realistic sense as well.
Waiting for: A skill-based MMO with Freedom and Consequence. |
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2/25/09 11:20:42 AM#19
Is there any way to disagree on these forums and not be called a troll?
Anywho, I thought that this was one of the big draws to the game. Like it or not, they are not ready and they need your cash to keep ot going. Call it an investment..maybe you will feel better.
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Originally posted by Xantheous
Wow really? I called the 2nd poster a troll because he trolled, he did not disagree with me in any way. Reading helps you not look stupid my friend. |
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