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Caprica
I've heard how people are saying Achaea conflict is dying/dead, so I went back to the old forum posts to see if the death of conflict is a cycle or if it is a continuous downward trend, and found this ...

fun raid

....where most everyone from both sides seem to have lots of fun in the raid/raid defense. So, it makes me wonder.. instead of leaving the occurances of such "events" to chance, where out of pure luck, the forces of both sides are not hugely imbalance with most everyone in the mood to exhibit good sportsmanship, how about each city, assign one person to be in charge of oocly planning with his/her counterpart in the opposing city to make such "events" happen. Kind of like a player who enjoyed the role of DM, and willing to sacrifice some immersion that could be lost due to ooc planning with the "enemy", but allows everyone else to suffer no such of loss and have fun with conflict.

People in such a role should cross the ic/ooc line with their counterpart only and should relay any information of the event to the people of his city in an ic manner. They can plan to make sure no huge imbalance in numbers for both sides, make sure those who participate agree not to cause count, duration of event, venue - maybe in any of the villagers(so that those who do not wish to participate/die can still go about their business in their city), and goals/storyline - example : whoever holds a certain room in the village at the end of the raid with a fixed duration wins, or maybe whichever side that manages to protect/kill certain village leaders. Many possibilities there. The divine can help, by giving out favours to the winning side, etc.

For those who think that such planned conflict detracts from "real" confict, say between Good/Evil, I ask you to consider this : In Achaea, Good cannot never totally vanquish Evil, same with any combination of Good/Evil/Chaos/Nature. Therefore any fight between two sides should be perpertual and ongoing. Such planned events can actually contribute to the atmosphere that such conflict between any two opposing sides is actually happening and not dead. I feel it is a good way for everyone, not just combatants/marks, to participate and hopefully have fun with conflict in Achaea.

In the longer term, perhaps this could be a way for the more mature playerbase to help cultivate/show new players good conflict roleplay where having good sportsmanship and where winning or losing comes in second to having fun(Achaea is still essentially a place where people come to have fun) not just for oneself but for other players. I guess it will be too optimistic to hope that having this in place could realize the day where restraint from players will happen by itself without any need of the above mentioned moderating.

Feasible or fantasy?
Dyzanru
oh how I miss my days of griefing
Tael
It would be great, it's happened a few times, it probably won't happen very often.

It's all well and good to post about things like this, but really that's all anyone tends to do, post about it. It would be more useful to actually do these sorts of things. I do realise, however, that the tendency is for the people who have these sorts of ideas to be new enough that they're not really in a position of power to make these things a reality.

Still, this sort of thing gets passed around the forums fairly regularly. I wish it would work, but I don't really see it happening with the current mindset of trying less to have fun and trying more to win Achaea.
Laorir
QUOTE (Caprica @ Jul 17 2009, 03:49 AM) *
I've heard how people are saying Achaea conflict is dying/dead, so I went back to the old forum posts to see if the death of conflict is a cycle or if it is a continuous downward trend, and found this ...

fun raid

....where most everyone from both sides seem to have lots of fun in the raid/raid defense. So, it makes me wonder.. instead of leaving the occurances of such "events" to chance, where out of pure luck, the forces of both sides are not hugely imbalance with most everyone in the mood to exhibit good sportsmanship, how about each city, assign one person to be in charge of oocly planning with his/her counterpart in the opposing city to make such "events" happen. Kind of like a player who enjoyed the role of DM, and willing to sacrifice some immersion that could be lost due to ooc planning with the "enemy", but allows everyone else to suffer no such of loss and have fun with conflict.

People in such a role should cross the ic/ooc line with their counterpart only and should relay any information of the event to the people of his city in an ic manner. They can plan to make sure no huge imbalance in numbers for both sides, make sure those who participate agree not to cause count, duration of event, venue - maybe in any of the villagers(so that those who do not wish to participate/die can still go about their business in their city), and goals/storyline - example : whoever holds a certain room in the village at the end of the raid with a fixed duration wins, or maybe whichever side that manages to protect/kill certain village leaders. Many possibilities there. The divine can help, by giving out favours to the winning side, etc.

For those who think that such planned conflict detracts from "real" confict, say between Good/Evil, I ask you to consider this : In Achaea, Good cannot never totally vanquish Evil, same with any combination of Good/Evil/Chaos/Nature. Therefore any fight between two sides should be perpertual and ongoing. Such planned events can actually contribute to the atmosphere that such conflict between any two opposing sides is actually happening and not dead. I feel it is a good way for everyone, not just combatants/marks, to participate and hopefully have fun with conflict in Achaea.

In the longer term, perhaps this could be a way for the more mature playerbase to help cultivate/show new players good conflict roleplay where having good sportsmanship and where winning or losing comes in second to having fun(Achaea is still essentially a place where people come to have fun) not just for oneself but for other players. I guess it will be too optimistic to hope that having this in place could realize the day where restraint from players will happen by itself without any need of the above mentioned moderating.

Feasible or fantasy?

The only reason that raid got positive reactions was during Mhaldor's upswing at the time. Before that, Mhaldor had hardly ever raided. That winter, you ended up with raids like this: http://forums.achaea.com/index.php?s=&...st&p=532124, where killing 100+ people was standard for a raid. Do you know how long you have to be raiding to kill 100+ people?

You know, you might get that type of reaction on the forums if Shallam went and raided Mhaldor at their peak hour right now and had this kind of success.
Jaizsur
Raids are more fun when they're evenly matched. In the link you posted it seems like both sides died a fair amount.
Dyzanru
There are several reasons why I think this raid was so fun for so many people on both sides.

1. Shallam was -utterly- massive. They almost always had 100 citizens, and at least 40 of them could defend pretty well.

2. Mhaldor for the most part was still small, but we had quite a few very good raiders.

3. When we raided we died a lot more than the defenders, but since there were fewer we had a pretty good kill ratio and their lost xp was spread out over a larger group so they didn't seem like they lost very much, and we almost always gained from it.

4. For the most part there weren't any huge idiots on either side. Shallam's idiots would QQ and in Mhaldor we just griefed out the idiots.

5. And lastly, Achaea was in a golden age then. Everyone that was playing around that time had been playing for quite a long time. We were all experienced, for the most part mature, and we all still liked the game.

Now can that ever happen again? Really, I'm not sure. But, all of those things would have to fall into place over again. And to be honest, that isn't something I ever see happening.

P.S. You'll notice, all 5 of those things are about the players, and not the divine.

P.P.S You'll also notice, that was before ships.
Jaizsur
QUOTE (Dyzanru @ Jul 17 2009, 02:30 PM) *
4. For the most part there weren't any huge idiots on either side. Shallam's idiots would QQ and in Mhaldor we just griefed out the idiots.

5. And lastly, Achaea was in a golden age then. Everyone that was playing around that time had been playing for quite a long time. We were all experienced, for the most part mature, and we all still liked the game.


Was Manu the exception to the rule? I think Achaea pretty much has just as many idiots then as it does now. I think the truth gets skewed when we talk about the past. Let's not dwell on some esoteric "golden age" and try to figure out what's good for the current players right now.
Caprica
QUOTE (Tael @ Jul 17 2009, 09:09 AM) *
It would be great, it's happened a few times, it probably won't happen very often.

It's all well and good to post about things like this, but really that's all anyone tends to do, post about it. It would be more useful to actually do these sorts of things. I do realise, however, that the tendency is for the people who have these sorts of ideas to be new enough that they're not really in a position of power to make these things a reality.

Still, this sort of thing gets passed around the forums fairly regularly. I wish it would work, but I don't really see it happening with the current mindset of trying less to have fun and trying more to win Achaea.


I agree with you. I do hope that by posting such ideas, people who likes to DM(I am sure there must be some. We are playing Achaea, a roleplay game afterall), can approach their city/org leaders to do these things. Or maybe city leaders can take the initiative to find these people, if enough of them agree this is something doable and good for Achaea.

The current mindset does make it hard, which is why this is something that city/org leaders need to preside over(or appoint someone) if they choose to, as most people belongs to a city or organisation and as such will have to accept their authority, and hopefully learn to have fun and not to take winning or losing in the game too personally.


QUOTE (Dyzanru @ Jul 17 2009, 07:30 PM) *
There are several reasons why I think this raid was so fun for so many people on both sides.

P.S. You'll notice, all 5 of those things are about the players, and not the divine.


What I described need not involve any divine action at all and can be completely player planned(by the "DMs") and driven(by news posts). It will be helpful for the divine to reward the winning side though. I think we can maybe disassociate my idea from raids, for they are really more like player driven events that includes fighting. I will post some bogus news post of a bogus event I came up with in my next post here as an example.



(Okay, I have some free time, so I thought up an event as an example, and the following are bogus news posts that drives it. I hope they are not too badly written.)


SHALLAM NEWS #XXX
Date: 8/25/2010 at 18:00
From: A Shallam leader or Minister
To : Everyone
Subj: We Striked Gold!

My fellow citizens, it is with great pleasure for me to share with you welcoming news that I have just received from a gold mining expedition that my
ministry sent out last year to the far continent of Meropis. Many of you do not know of the existence of this expedition, but now is a good time for all of you to learn of and rejoice in our city's good fortune for we have striked gold! In three months time (DATE XX/XX/XX, GMT XXXX hours), a ship flying the flag of our navy will dock in Shastaan Harbour bringing in the first shipment of gold from Merophis to fill our dwindling treasury. Citizens, I ask that you make yourself available at that time to help ensure the safe unloading and passage of the gold shipment from the harbour into the safety within our city walls.

MHALDOR NEWS #XXX
Date: 8/25/2010 at 18:00
From: A Mhaldor leader
To : Everyone
Subj: Latest spy report from House Naga

Citizens of Mhaldor, it has been brought to my attention that in three months time(Date XX/XX/XX, GMT XXXX hours), a Shallamite ship carrying a substantial amount of gold from Meropis due for shipment into the heretics' city will dock at Shastaan Harbour. We will of course not sit still and allow that to happen. All able citizens are to report in half a day before the time stated above. We will be going into Shastaan and will take control of the harbour before their ship arrive. Let's be sure to give the heretics on board a good surprise upon their disembarkment. To all citizen who owns a ship, you are not to attempt to sink the shipment for we are to seize it for ourselves.


(Three ooc days later, after the battle which Shallam won by managing to be the side that holds the Shastaan Harbour at the end of the duration of the one hour event)

SHALLAM NEWS #XXX
Date: 8/28/2010 at 22:00
From: Citizen encouraged by the shallam government to boost the already rising city morale
To : Everyone
Subj: Rejoice!

Rejoice! With our first gold shipment from Merophis safely deposited within the vaults of our treasury, morale has risen to levels not seen in awhile. People are gathered here at Fish Street, laughing, boasting and giving accounts of their contribution in the victorious battle upon the Harbour wharf of Shastaan. Once again, the citizenry believe that as long as the whole city is united, we can overcome all adversaries. Already, the city council is planning on more gold shipments and the accountants are working with city planners to work out a feasibility plan for new city improvements. Bla Bla Bla..

( Will be good if the divine can give actual gold reward to the winning city's coffers. Half a mil? Give people something to fight for is good for the game? If actual gain is available, then make sure to include such information to the rallying news posts so people know what is at stake.)

MHALDOR NEWS #XXX
Date: 8/28/2010 at 23:00
From: A Mhaldor leader
To : Everyone
Subj: Failure and Merophis

Citizens of Mhaldor, we will not dwell on our recent failure for too long. Even as the heretics are dancing and eating truffles on their fish? street, I have drawn up plans to send our scouting parties to discover the location of their gold mine in Meropis. The first report is expected to be in within a couple of years. Until then, prepare yourself for a possible battle across the seas on the continent of Meropis. All ship owners and captains are to report in to me as soon as they can.

(optional: the above post sets the base for the next/continuation event)

GENERAL NEWS #XXX
Date: 8/29/2010 at 01:00
From: PR officer under the employ of Shallam Government
To : Everyone
Subj: The City of Light

BlablaBla...
<depicting with exaggeration Shallam's recent victory. Attracting rogues/new players, discontented citizens from other cities who think they will enjoy such events/action to consider citizenship with Shallam/Mhaldor, thereby giving pressure to other cities to come up with their own events. Okay I might be stretching it here, but one can hope>

--------------------------------------------------------------------------------------------------------------------------
Hopefully this example makes it easier to envision what I am talking about and even more hopefully encourage someone to pick up this idea! We just need two DM minded people and two city leaders from opposing side to give us a live test run! Ok maybe this is not anything new at all, but it will be really great to see a city level event like this.
Des
This has been discussed before, and the general consensus is, that's what the gods are for. Though I agree that it'd be nice to get some more tangible RP goals to fight over in raids.

That reminds me - Shala-Khulia never got a final write-up in Events. Please tell me that is just an oversight or conscious decision on the part of the Garden to never refer to that incident again. I don't think I can take another chapter of that saga.
Dyzanru
QUOTE (Jaizsur @ Jul 17 2009, 03:24 PM) *
Was Manu the exception to the rule? I think Achaea pretty much has just as many idiots then as it does now. I think the truth gets skewed when we talk about the past. Let's not dwell on some esoteric "golden age" and try to figure out what's good for the current players right now.


You got trolled *halo*
Soulfyriani
If there were more tangible things to fight over, the concept of raiding would be more interesting. Take the idea of a gold mine, for example, and combine it with some form of a flag object to claim it with. Scatter these around, along with other things, and have the owning city of those mines or whatever bring in gold revenue monthly to the city in the possession of them. Maybe even a revenue of commodities or something similarly harmless to game balance but equally as useful.

/optimism
Gorlasintan
QUOTE (Soulfyriani @ Jul 17 2009, 04:06 PM) *
If there were more tangible things to fight over, the concept of raiding would be more interesting. Take the idea of a gold mine, for example, and combine it with some form of a flag object to claim it with. Scatter these around, along with other things, and have the owning city of those mines or whatever bring in gold revenue monthly to the city in the possession of them. Maybe even a revenue of commodities or something similarly harmless to game balance but equally as useful.

/optimism

So Landmarking with gold/comms rather than devotion/essence?
Soulfyriani
QUOTE (Gorlasintan @ Jul 17 2009, 05:08 PM) *
So Landmarking with gold/comms rather than devotion/essence?


I'm not sure what that is, never having been in an Order or of the Priest class, but if it's similar, then sure. It'd be worth a lot more to fight over possession of things that are actually valuable instead of the bragging rights "I destroyed ur city's defendaz" kind of thing.
Des
The powers that be have already denied every version of landmarking being reinstated, ever. I still maintain that a Lusternia-like system of questing/influence would be fun and good as long as it weren't on a regular schedule, one that encouraged Icon-era feats of logging 72 consecutive hours online. One-shot mini-landmarking events for gold and other payouts (think Lothos artefacts) would be a better way to put it.
Tiax
Is the question here, "Why can't players do exactly what the administration is supposed to do?"

The better question is, "Why doesn't the administration do exactly what the administration is supposed to do?"

It's clear that there is plenty of appetite for fighting, but it's squandered on meaningless and tedious raids because there is a failure to provide sufficient backing and story to make raiding an enjoyable exercise for all involved.
Boz
If we all just used the Tiax Combat Methodtm, we would all be fine!
Pentharian
QUOTE (Tiax @ Jul 17 2009, 05:04 PM) *
Is the question here, "Why can't players do exactly what the administration is supposed to do?"

The better question is, "Why doesn't the administration do exactly what the administration is supposed to do?"

It's clear that there is plenty of appetite for fighting, but it's squandered on meaningless and tedious raids because there is a failure to provide sufficient backing and story to make raiding an enjoyable exercise for all involved.


We can't make raiding fun for everyone, because not everyone likes raiding. It doesn't matter what sugar-coating, lampshade-hanging we do, some people just hate PK and combat, and will never enjoy that aspect of Achaea. My response is "tough crap, it's a part of the world", but that doesn't stop them from QQing when it become something that needs to be done.

Players are able to do whatever RP they want. Most people are too stuck up to ever accept anything that isn't divine-driven as being "real". It's sort of like Star Wars novels, I guess: some people will enjoy them and get involved in the story, but a lot of die-hard fans will say it's nonsense, that stuff never happened because it was just made up by some other person, not the "official" team who determined the main story.


As for the OP, sometimes raids turn out well, sometimes they turn into gankfests. It all depends on who is around and what mood they're in. If a bunch of people get together and raid a strong city who has been "unbeatable" for a while, it's fun. If a big powerful city raids another city and crush them, it's not fun and unfair. We've been talking about ways to make combat more fun in this kind of setting, but there's still a long way to go before we make any kind of major changes that would move us much from the status quo.

After the forums had the recent change to the rules, some people made a thread saying they were going to be better behaved and change how they acted because they realized they'd been acting in a way that they didn't wish to act anymore. People are more than welcome to take that same attitude ingame if they want to change some kind of standard that has developed. If we suddenly post an announce saying "No more raids, it's against the rules unless XYZ are true" people would throw fits and talk about quitting. If the players get together and agree to certain ways of doing things, I am guessing it will be much better received.
Korben
QUOTE (Pentharian @ Jul 26 2009, 11:17 PM) *
sometimes raids turn out well, sometimes they turn into gankfests. It all depends on who is around and what mood they're in. If a bunch of people get together and raid a strong city who has been "unbeatable" for a while, it's fun. If a big powerful city raids another city and crush them, it's not fun and unfair. We've been talking about ways to make combat more fun in this kind of setting

...

People are more than welcome to take that same attitude ingame if they want to change some kind of standard that has developed. If we suddenly post an announce saying "No more raids, it's against the rules unless XYZ are true" people would throw fits and talk about quitting. If the players get together and agree to certain ways of doing things, I am guessing it will be much better received.


I agree with you, this is much more of a player side (and player attitude) issue, and up to player leadership to resolve. The only thing I see that should be done from the admin side is to give PKers a big incentive to belong to an org, which will give leaders leverage over them. From that point on, it's up to the leaders to use that leverage to make things fun.
skarash
QUOTE (Korben @ Jul 27 2009, 03:24 PM) *
QUOTE (Pentharian @ Jul 26 2009, 11:17 PM) *
sometimes raids turn out well, sometimes they turn into gankfests. It all depends on who is around and what mood they're in. If a bunch of people get together and raid a strong city who has been "unbeatable" for a while, it's fun. If a big powerful city raids another city and crush them, it's not fun and unfair. We've been talking about ways to make combat more fun in this kind of setting

...

People are more than welcome to take that same attitude ingame if they want to change some kind of standard that has developed. If we suddenly post an announce saying "No more raids, it's against the rules unless XYZ are true" people would throw fits and talk about quitting. If the players get together and agree to certain ways of doing things, I am guessing it will be much better received.


I agree with you, this is much more of a player side (and player attitude) issue, and up to player leadership to resolve. The only thing I see that should be done from the admin side is to give PKers a big incentive to belong to an org, which will give leaders leverage over them. From that point on, it's up to the leaders to use that leverage to make things fun.



like the guild system! Oh wait ... wrong discussion
Voy
I think the complaints about raids are pretty pointless. People are going to raid you, particularly in an aligned city, and crying about that doesn't change anything. If a raid is truly a horrible experience for you, then simply log out, find a new city, whatever.

I don't think telling people to "play fair" and to give the losing side a sporting chance is even remotely realistic, and it runs contrary to the competitive nature of combat in Achaea. Coming up with novel ideas for raids, giving each raid a definitive purpose, and such is nice in theory, but I think this also offers little practical potential.

All that matters is relative strength. If one side is completely superior to the other, no matter how purposeful the raid will be, the conflict will not feel interesting. The only way for this to change is for the dominant side to shoot itself in the foot, or the losing side to scrounge up a means of becoming stronger. Easier said than done, of course, but that's the way things work.
Ashen
I say the only thing needed to make raids more fun (or at least the easiest and most effective thing) would be to give them some kind of grounding in RP, like the gold shipment from Meropis mentioned earlier.

EDIT: Oh, and why are the Divine so dead set against any kind of landmark system?
Korben
QUOTE
like the guild system! Oh wait ... wrong discussion


Two Vertani with one combo wink.gif

QUOTE (Voy @ Jul 27 2009, 09:27 PM) *
I don't think telling people to "play fair" and to give the losing side a sporting chance is even remotely realistic, and it runs contrary to the competitive nature of combat in Achaea.


The nature of combat in Achaea is not simply competitive, it is hypercompetitive. You have handicaps and divisions in competitive sports and games so that everyone has a sporting chance.

QUOTE
If one side is completely superior to the other, no matter how purposeful the raid will be, the conflict will not feel interesting. The only way for this to change is for the dominant side to shoot itself in the foot, or the losing side to scrounge up a means of becoming stronger.


The superior side can also set the bar higher for itself, giving the other side an advantage as a side benefit. There are many ways to do this.
Rynn
Just realize there is a difference between taking a bigger risk/setting the bar higher and getting yourself killed on purpose so the enemy feels better. No one is going to do the latter, and the bar they may be trying to raise is the killcount (though at a greater risk). Plus, most of the times we have been setting the bar higher, we have cleared the jump, which makes it -worse- for the people who are already not having a good time.
Eshmaki
How about putting a limit of how many enemy can enter city according to its citizens above level 30, with capped minimum.

Capped at 5 enemy and every 2 citizen worth 1 enemy. So if you have 7 citizens you have 5 enemy maximum. If you have 20 citizens you have 10 enemy. Or ratio could be 3:2. This would generally let defending side have advantage of numbers, whereas attackers have advantage of time and quality.

Enemy standing on outside city defendable will not count towards maximum limit, so that it will encourage line of sight and melee fighting (rather then monk/occultists/magi sitting in prepped room killing anything on sight), that by experience tend to have been a lot more fun.

Of course numbers and ratio is up to tweaking for balance.

P.S. ^ my 2 minute thought out idea tongue.gif
rukimoro
Great Idea !

Caprica
QUOTE (Pentharian @ Jul 27 2009, 12:17 AM) *
Players are able to do whatever RP they want. Most people are too stuck up to ever accept anything that isn't divine-driven as being "real". It's sort of like Star Wars novels, I guess: some people will enjoy them and get involved in the story, but a lot of die-hard fans will say it's nonsense, that stuff never happened because it was just made up by some other person, not the "official" team who determined the main story.


How about a hard coded position?

New position in each city:
HEAD of intelligence

In game job description - Controls a network of spies and informants across the realm. Process and sieve all information gathered by the network. Pass on crucial news to leaders/citizens.

Actual OOC job description(For immersion reasons, this should not be included in any help file but should be messaged to interested applicants) - The head of intelligence of a city main job is to come up with interesting events for the citizens. He should also work with his counterparts from other cities oocily to plan conflicts that will put some meaning into the fighting between the different factions in Achaea. Would be good to have all Heads in a clan. Once event is planned and approved, inform the citizenry by news posting.

Divine involvement:
For more straightfoward conflict events, divine need only give out reward to the winning side. Tangible reward is not just for the reward itself, but to show that the event is Divine sanctioned.

For rarer, more complicated quests that attempts to drive the story of Achaea onwards, consultation/cooperation and approval from Divine will be needed. Completion of these type of events may result in a new event post + reward + lore update. Familiarity with the lore of achaea may therefore be required for this position, so as to keep the story consistent with existing lore.

Conclusion:
Having an actual position that comes with prestige should attract DM minded players to it and gives them the confidence to use their creativity to come up with events with less fear of ridicule or being ignored, especially when there are rewards as well as divine/city leader backing.
Irion
I like it, but as another one of those new players I don't really have that much influence. Only thing is how would this be justified in game? Also what if someone is enemied while in the city? Will the excess people be kicked out or will they just stay until someone leaved and then that person (the one who left) can't get back in? I think it has some possibility to succeed in it. Another problem would be that stronger defenders not in the city at the start of the raid would have to get someone weaker than them to leave the city before they could join in. Which would kind of turn this into some kind of arena game where things get used up (not that that's necessarily a bad thing).
Aerek
We're getting a little too restrictive here to really be plausible. Achaea is a game, but it's a game meant to appear as open and un-game-like as it can, while still maintaining a balance of power between the factions. There's really nothing to be done about off-peak raiding or heavy-handed raiders except for player regulation. If you try to hardcode that sort of thing, you'll wind up limiting the meaningful conflict to be had, as well.

Further, it is possible to plan events between opposing cities, (If the city leaders wished to take that route) but that should not become a regular happening. Achaea is supposed to mirror a living world where conflicts of interest and religion happen naturally. If the leaders of the opposing cities wanted to organize a special event behind the curtains and then play it out, that might be neat once or every now and then, but if that becomes a regularity, RP conflict will become trite and contrived; far less interesting than it should be.

Unfortunately, I'm not sure what can be said that hasn't been said a thousand times. The lack of restraint of the players can only be reigned in by other players. By trying to code restrictions or write rules to restrain them, we'll only restrict and restrain the good forms of conflict as well. The Divine and Administration can certainly help us (another conversation), but ultimately, this is something that the players have to manage if we want to keep Achaea as free and open as it is.
skarash
QUOTE (Aerek @ Jul 29 2009, 03:21 PM) *
The lack of restraint of the players can only be reigned in by other players. By trying to code restrictions or write rules to restrain them, we'll only restrict and restrain the good forms of conflict as well. The Divine and Administration can certainly help us (another conversation), but ultimately, this is something that the players have to manage if we want to keep Achaea as free and open as it is.


I disagree that the lack of restraint of players can only be reigned in by other players 1.) as players have very little in the way of real means of restricting other players, 2.) in many ways have a vested interest in keeping those players. What do I mean by this? As an example let's say House Ashura has a mature member - there's considerable time spent training them - perhaps some credits to help them trans their skills, maybe some insights into strategy, tactics, politics or whatever - point is, there's a considerable investment in that character's development by the house. This player then decides that he likes raiding, and the House's perception is that they're starting to transition from conflict creation to griefing. What are the options - disfavour, demotion, lose of prestige, loss of privileges, ousting. Sure you could try all sorts of things but after a certain point they'll decide that they'll be happier elsewhere and flips to the opposing side. Not only have you lost that player (and everything invested in their character's development) an opposing organization has gained it (zero sum expectation). *THERE IS* some deterrence in that it's unlikely someone will flip to a weaker, diametrically opposed side, as (suposedly) rational decision makers, most people won't flip from a strong side to a weaker side, generally because they'll die a lot.

I have, in the past, forced or eased out players which I felt were engaging in griefing behaviour, I also have and will block their return, but I have to admit, it's the last option for me, often after trying many other alternatives. I imagine its the same for others in a similar position. (Annoyingly, players who flip and burned their bridges usually have no option to flip again and are thereafter easier to restrain). Furthermore, at some level, we all understand that the appearance of invulnerability or unassailability is important for organizations, this often leads to draconic, heavy-handed retaliation, as deterence - I'll expand more on that if the discussion heads in that direction.
Korben
QUOTE (Rynn @ Jul 27 2009, 08:58 PM) *
Just realize there is a difference between taking a bigger risk/setting the bar higher and getting yourself killed on purpose so the enemy feels better. No one is going to do the latter, and the bar they may be trying to raise is the killcount (though at a greater risk).


Setting the goals higher is not the way to do it; set the -means- lower. Some examples: do it with under X people, take at least 1/3 (or 1/2, or whatever fraction) less experienced raiders, take off arties, split up into 3 groups when you have ideal numbers for 2 groups, and so on. Mhaldor has the perfect IC philosophy for doing this - if raiding the usual way is too easy, add a handicap and call it hardship.

The other factions might be able to explain it through some form of elitism or bureaucracy - 'sorry, this is a mandated training raid, we have to take X midbies along and you can't come because you're not a certified raid instructor.'
Boz
I like the head of intelligence idea, or at least the concept of having a select few plan out events with someone OOCly...don't like script it, but just talk about possible conflicts. Have some flowing discussions about how to make things interesting for both sides. Find a way to have some diplomacy, or to have some conflict.
Voy
QUOTE (Korben @ Jul 27 2009, 09:50 PM) *
The nature of combat in Achaea is not simply competitive, it is hypercompetitive. You have handicaps and divisions in competitive sports and games so that everyone has a sporting chance.


I would say that combat as it is now is in fact quite docile. If you consider many of the current complaints, they come from players who have chosen to align themselves with major organizations, such as Shallam or Mhaldor, and have even further chosen to participate in combat, by either being active in defence or offence (neither of which are OOC obligations, despite what some players may have convinced themselves of).

However, when the repercussions arrive, either in the form of dying during defence or being hunted after raiding, these same players then insist that it's "not fair". This is classic having and eating of cake behaviour.

Despite what some claim, there are not roving teams of fighters who toss random innocents that they happen to run across. Even thieves, who in theory are more open to and deserving of attack than anyone, are relatively free to go about their business. There are numerous one-on-ones every day in Achaea, either in the form of duels or spontaneous fights. Combat is really quite civil these days.

If someone wants to play only in their own league, they shouldn't have the slightest trouble. There are countless mechanisms to protect those who want to only dabble in or even remain separated from combat. But part of the charm of Achaea is that, in computer game terms, it has the potential be an unpredictable and unforgiving world if you choose to make it so. I'd hate to see that disappear.
Trevize
QUOTE (Caprica @ Jul 29 2009, 09:11 AM) *
How about a hard coded position?

New position in each city:
HEAD of intelligence

In game job description - Controls a network of spies and informants across the realm. Process and sieve all information gathered by the network. Pass on crucial news to leaders/citizens.

Spy position is easy to make as is. It shouldn't be hardcoded. It should NOT be somewhere -anyone- could see it but those that absolutely must.
Des
QUOTE (Voy @ Jul 29 2009, 07:33 PM) *
by either being active in defence or offence (neither of which are OOC obligations, despite what some players may have convinced themselves of)


I think you're wrong here. Outside of novices and the long-dormant, there is no way to play a character in Mhaldor who doesn't at least defend the city when logged in. You'll be executed, disfavoured, and if it continues, kicked out. Obviously there is no demand on people to be logged in at any time to fight, but I don't think that is what you meant.

Voy
Basically, to play the game you don't need to join a city and participate in combat. Both are things you choose to do as players - neither the game mechanics nor admin force the player to do either. The game can remain perfectly enjoyable without doing either as well.

So my belief is that if you make that choice, you should have already understood that there may be IC consequences of, for example, dying multiple times in defence, no matter how undesirable these consequences may be to you.

In my post above I stated that because, for most cities, the player chooses to join the city and then again chooses to participate in combat. However, as you've pointed out, it seems the choice to defend is made simultaneously upon joining Mhaldor, which makes it slightly unique. Regardless, it still begins with a decision that the player alone is in control of, so complaints about the consequences aren't warranted - or at the very least they're not rational.
Otha
At whomever stated that forcing fighters to join organizations was a good idea - it really is not worth it. No organization really holds sway over any individuals lifestyle unless they choose it currently. In the past, there were Guilds. No one would ever cross a Guildmaster, not if you wanted to keep your skillset or ever get above house rank 5. Guilds were THE organizations. They also created some of my favorite interactions between players. Does anyone remember when the Serpent houses all banned certain venoms, everyone else complained, and the administration was forced to create a denizen that sold venoms?

(Example: Otha leading the Serpentlords to war with the Black Lotus, as their general. I got support from my house while the Black Lotus continually taunted us...when it came to combat, no one would fight me. According to PK rules I couldn't attack them, even with MASSIVE rp reason, even with NUMEROUS taunts. They were untouchable. The 'war' turned into a bureacratic mess. No one gave two ****s about the original events. No one cared to have fun. They were only worried about not losing precious bashing experience.)

In this current world there are just too many organizations. 6 cities instead of 3, millions of houses as opposed to the VERY limited number of guilds. Working with Sarapis, it took us almost a full year to get the Dawnstriders implemented - even after this approval. We had to make a clan, prove there was interest, and get involved with other organizations before he'd even consider making it an official org.

Solution: Honestly, there pretty much isn't on. Even if organizations go to 'war', they are lucky to have 1-2 fighters in each society. Put those odds against the fact that a lot of the top/mid tier fighters don't even bother fighting each other under 'orders' any more, just when they feel like it and you have a dying combat era.

Guild wars are done, the huge war events (heart of darkness or whatever that event was called, I forget) are done, shrine wars with buckets of blood and animal sacrafice -> also done. Hardcoded PK rules creating checklists over RP are here, organizations without any power are here, and worst of all, offplane hideouts (ships) are here.

Solution to this all: If you want fun combat situations, make them only involve yourself or a few friends. Raid cities by yourself to kill marks with contracts on you. Get a friend and stand up to a team of more larger numbers (<3 Cooper, even if Grook Tekura takes retardedly long to kill someone while I hinder just so you can fill your contract).

Lessons to be learned from this post:
- Don't join an organization for combat. Quite frankly, there are none that come even close to worth it.
- Don't issue people for stupid reasons. If they kill you more than twice, or have absolutely no RP reason, go for it. Just because they didn't have formal cause? Thanks for killing the game.
- Make fun for yourself whenever possible, but expect to be bored. No one believes in RP to the point of death. Just RP to the point of issuing.
- Take on impossible odds as much as you can tolerate. If you ever win, you'll never forget. If you lose, do you really care about that 4%?

/rant off
Korben
QUOTE (Otha @ Jul 31 2009, 02:16 PM) *
- Don't issue people for stupid reasons.


That ranks right up there with 'don't force people into combat', 'do things for an IC reason' and 'RP with it' as solutions for the game. Would be nice if people followed the advice, but there's no way to prevent them from doing as they please.
Otha
QUOTE (Korben @ Jul 31 2009, 06:25 PM) *
QUOTE (Otha @ Jul 31 2009, 02:16 PM) *
- Don't issue people for stupid reasons.


That ranks right up there with 'don't force people into combat', 'do things for an IC reason' and 'RP with it' as solutions for the game. Would be nice if people followed the advice, but there's no way to prevent them from doing as they please.



Sure there is. Use Rome for instant: If someone sued and the defendant one, the prosecutor received the punishment instead.
Ashen
QUOTE (Otha @ Jul 31 2009, 11:40 AM) *
QUOTE (Korben @ Jul 31 2009, 06:25 PM) *
QUOTE (Otha @ Jul 31 2009, 02:16 PM) *
- Don't issue people for stupid reasons.


That ranks right up there with 'don't force people into combat', 'do things for an IC reason' and 'RP with it' as solutions for the game. Would be nice if people followed the advice, but there's no way to prevent them from doing as they please.



Sure there is. Use Rome for instant: If someone sued and the defendant one, the prosecutor received the punishment instead.


There's a reason Rome fell, and it was because of corruption. If a truly wronged victim is afraid to plea his case before a court because he's afraid of the lawyer death squad owned by the accused, there is a problem with the system.
Boz
QUOTE (Ashen @ Jul 31 2009, 01:47 PM) *
QUOTE (Otha @ Jul 31 2009, 11:40 AM) *
QUOTE (Korben @ Jul 31 2009, 06:25 PM) *
QUOTE (Otha @ Jul 31 2009, 02:16 PM) *
- Don't issue people for stupid reasons.


That ranks right up there with 'don't force people into combat', 'do things for an IC reason' and 'RP with it' as solutions for the game. Would be nice if people followed the advice, but there's no way to prevent them from doing as they please.



Sure there is. Use Rome for instant: If someone sued and the defendant one, the prosecutor received the punishment instead.


There's a reason Rome fell, and it was because of corruption. If a truly wronged victim is afraid to plea his case before a court because he's afraid of the lawyer death squad owned by the accused, there is a problem with the system.


Here, though, that isn't an issue. If your issue says, "Person A killed me 3 times, I asked him why/tried to find an IC way to resolve this and they responded with "lol" and killed me again (time #3). There has been no cause for this, I have not had any interactions with this person prior to this." then it is pretty obvious they are in the wrong...And the idea WOULD cut down on the random issues. I'd love to see the PK rules slackened, there was a guy who was rezzing Eleusian enemies SO THEY COULD KEEP RAIDING US and when we jumped him a second time (he did it once ,we jumped him, he did it again, we jumped him again), he issued one of us. It's the "OH NOES, CONSEQUENCES!" mindset that irks me. If you get involved in combat or you tick off an organization, expect to die!

EDIT: Also, I don't think Rome fell because people were scared of lawyers... blink.gif
Ashen
Mr. Dickens has a fair point. It's a bit difficult to obscure the truth when there are logs of the incident on hand that can give genuine, irrefutable proof of what happened.
Korben
And yet, despite the logs, we all know how random issue resolution can be.
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