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ArcheAge Forum » General Discussion » Siege failures

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29 posts found
  Yalexy

Apprentice Member

Joined: 12/17/10
Posts: 1045

3/30/13 9:05:31 AM#21


Originally posted by Karteli

Originally posted by Yalexy  

Originally posted by Karteli @Yalexy     Sieges leading to the destruction of someones creation is a very personal activity though, stemming specifically from the need for guild domination.  Just having everyone able to queue for an event, or roam around with a raid destroying one castle after the other doesn't really lend much to intimate player interaction / guild usefullness.  It just fuels someones need for constant action, and I feel would attract the wrong type of player.   Having everyone queue for a battle also can prevent those with a bitter guild rivalry from joining, because the fights would always be full.  Allowing more to join in excess of a fixed threshhold would just lead to zerging.   I like the idea of sieges being a very special event, and not just stuff that happens constantly.  It may not be for everyone, but there are plenty of other games where you can keep the action high without player interaction or sandbox mentality (ie meaningless PvP, RvR games).
  There's nothing more personal actually then the open world FFA PvP siege system of EvE Online. It's as personal as it can get, and quiet possibly more personal then anything you've ever seen so far.
Ganking all the same in many cases.

 

Going back to your point about a siege where everyone can join, would you really want your base protected by a bunch of PUG's who would ditch you in a heartbeat the moment the tide started to turn?  I could only see that as viable if the PUG's needed to post resources as collateral, given to the losing guild if they lost.  Without anything at stake GvG / PUGs would just be another case of "Oh G2G, bye!" if a win wasn't looking promising.

 

The PUG loses nothing, but the guild loses everything they worked for.

 

Of course the classier players would drop link because of a power outage.  Same result.


I'm not speaking of random players joinging in... I'm speaking of alliances.

Instanced GvG simply is of no interest for me. It's as boring as a multiplayer CTF.

Additionally there's nothing massive about instanced 50vs50 or 100vs100 fights.

Last but not least... yes, I'm spoiled by EvE Online, when it comes to territorial warfare. There has been nothing, that can match it.

  Kuro1n

Novice Member

Joined: 1/03/07
Posts: 779

3/30/13 9:34:07 AM#22
Originally posted by Yalexy

 


Originally posted by Karteli

Originally posted by Yalexy  

Originally posted by Karteli @Yalexy     Sieges leading to the destruction of someones creation is a very personal activity though, stemming specifically from the need for guild domination.  Just having everyone able to queue for an event, or roam around with a raid destroying one castle after the other doesn't really lend much to intimate player interaction / guild usefullness.  It just fuels someones need for constant action, and I feel would attract the wrong type of player.   Having everyone queue for a battle also can prevent those with a bitter guild rivalry from joining, because the fights would always be full.  Allowing more to join in excess of a fixed threshhold would just lead to zerging.   I like the idea of sieges being a very special event, and not just stuff that happens constantly.  It may not be for everyone, but there are plenty of other games where you can keep the action high without player interaction or sandbox mentality (ie meaningless PvP, RvR games).
  There's nothing more personal actually then the open world FFA PvP siege system of EvE Online. It's as personal as it can get, and quiet possibly more personal then anything you've ever seen so far.
Ganking all the same in many cases.

 

 

Going back to your point about a siege where everyone can join, would you really want your base protected by a bunch of PUG's who would ditch you in a heartbeat the moment the tide started to turn?  I could only see that as viable if the PUG's needed to post resources as collateral, given to the losing guild if they lost.  Without anything at stake GvG / PUGs would just be another case of "Oh G2G, bye!" if a win wasn't looking promising.

 

The PUG loses nothing, but the guild loses everything they worked for.

 

Of course the classier players would drop link because of a power outage.  Same result.


 

I'm not speaking of random players joinging in... I'm speaking of alliances.

Instanced GvG simply is of no interest for me. It's as boring as a multiplayer CTF.

Additionally there's nothing massive about instanced 50vs50 or 100vs100 fights.

Last but not least... yes, I'm spoiled by EvE Online, when it comes to territorial warfare. There has been nothing, that can match it.

L2 made a quite good job as well but yes, EVE is amazing in this regard.

  Kumapon

Apprentice Member

Joined: 7/28/11
Posts: 561

4/05/13 9:26:44 PM#23

The seige system is going throgh another re-vamp this weekend on the test server. Now the seige system will be....


Defending Guild

- Can have 80 participating guild members, and then the defending guild can hire up to 20 mercenaries to help with the defense.

- For siege purposes, mercenaries can only respawn up to 10 times.

Attacking guild

- Can have 70 guild members, then the attacking guild can get up to 30 unpaid volunteer reinforcements.

- After 30 mins into the siege you can buy even more reinforcements.


Again the Siege system is only on the Test server, so things are constantly changing. I don't know yet if the mercenaries/reinforcements are npc's or playing characters yet. Would be cool if they were playing characters though.

http://www.archeage.com/mboards/patchnote/1971

  Draven

Novice Member

Joined: 12/14/03
Posts: 29

4/06/13 10:00:54 PM#24
Originally posted by Yalexy

 


Originally posted by Karteli

Originally posted by Yalexy  

Originally posted by Karteli @Yalexy     Sieges leading to the destruction of someones creation is a very personal activity though, stemming specifically from the need for guild domination.  Just having everyone able to queue for an event, or roam around with a raid destroying one castle after the other doesn't really lend much to intimate player interaction / guild usefullness.  It just fuels someones need for constant action, and I feel would attract the wrong type of player.   Having everyone queue for a battle also can prevent those with a bitter guild rivalry from joining, because the fights would always be full.  Allowing more to join in excess of a fixed threshhold would just lead to zerging.   I like the idea of sieges being a very special event, and not just stuff that happens constantly.  It may not be for everyone, but there are plenty of other games where you can keep the action high without player interaction or sandbox mentality (ie meaningless PvP, RvR games).
  There's nothing more personal actually then the open world FFA PvP siege system of EvE Online. It's as personal as it can get, and quiet possibly more personal then anything you've ever seen so far.
Ganking all the same in many cases.

 

 

Going back to your point about a siege where everyone can join, would you really want your base protected by a bunch of PUG's who would ditch you in a heartbeat the moment the tide started to turn?  I could only see that as viable if the PUG's needed to post resources as collateral, given to the losing guild if they lost.  Without anything at stake GvG / PUGs would just be another case of "Oh G2G, bye!" if a win wasn't looking promising.

 

The PUG loses nothing, but the guild loses everything they worked for.

 

Of course the classier players would drop link because of a power outage.  Same result.


 

I'm not speaking of random players joinging in... I'm speaking of alliances.

Instanced GvG simply is of no interest for me. It's as boring as a multiplayer CTF.

Additionally there's nothing massive about instanced 50vs50 or 100vs100 fights.

Last but not least... yes, I'm spoiled by EvE Online, when it comes to territorial warfare. There has been nothing, that can match it.

Please stop comparing EVE's space battles to terrestrial games like AA, L2 WoW etc... It is apples and oranges from a technical perspective and makes no sense to compare.

  Kumapon

Apprentice Member

Joined: 7/28/11
Posts: 561

4/17/13 1:51:12 AM#25

The Castle Siege system is finally going to the live servers on Apr.24th !


http://www.mmoculture.com/2013/04/archeage-korean-server-prepares-for-castle-siege-update-next-week/


XL games has posted a new Video to hype the siege system.

http://youtu.be/3OgWgf9PeKA

  PAL-18

Apprentice Member

Joined: 4/14/13
Posts: 740

4/17/13 4:57:13 PM#26
Originally posted by Kumapon

The Castle Siege system is finally going to the live servers on Apr.24th !


http://www.mmoculture.com/2013/04/archeage-korean-server-prepares-for-castle-siege-update-next-week/


XL games has posted a new Video to hype the siege system.

 

http://youtu.be/3OgWgf9PeKA

That looks quite insane.

 

So, did ESO have a successful launch? Yes, yes it did.
By Ryan Getchell on April 02, 2014.
**On the radar:http://cyberpunk.net/**

  Edelbert

Apprentice Member

Joined: 9/23/12
Posts: 73

4/20/13 11:12:39 AM#27
Originally posted by maccarthur2004

From Lineage II, i know that Jake Song knows how to do good siege systens, so i hope he didn't forget.

 

 

Jake Song didn't do much with Lineage 2. He created Lineage and especially Lineage I. He's the kind of guy who leads and plans projects, you know.

  edenzero

Novice Member

Joined: 12/14/12
Posts: 18

4/23/13 5:04:54 PM#28
He supervised or was like someone there to count with ideas or etc, but he was involved with Lineage II as well.
  JuggernaughtMan

Apprentice Member

Joined: 4/23/13
Posts: 22

4/23/13 5:51:17 PM#29

People who are saying 50v50 is too small I think are forgetting that multiple seiges could be taking place at a given time across multiple fronts.

 

Im imagining this system will be something akin to RISK and personally I find that awesome. Adds a level of strategy to the system and allows for long term planning by guilds and alliances.

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