So the recent conversation in rants thread, and a lot of attempts by a few have led me to believe that it is time we take a second look at the current situation enabling individuals to, in effect, move non-stationary guards to within call range of any room in the city, at anytime, and utilize them in defense.
I believe the current playerbase has shown that we are able to show restraint when it comes to attacking other cities. Yes, sometimes we do get a bit carried away with our zealotry and attack people when we probably should not. I know I am guilty of this and I doubt many are not. However, I also believe that we are all capable of stopping for a minute and truly assessing a situation. I have been asked to stop raiding before. I have been shown the numbers in an OOC manner and been able to translate that into an IC win for myself and my team. I have also been able to assess a situation from a defensive standpoint. Ic, my character has never wavered in his response to encroaching enemies. OOC, however, I have asked
@Jhui to stop messing with shrines bordering Targossas. I have told him who we have around, and he has stepped off, encouraging us to respond when we do have the numbers. We are all(mostly) adults, here to have fun. No one wants to play on a team that consistently loses and we as a player base need to take a step back and remember that at all times.
With this in mind, because certain members of the playerbase are attempting to effectively nerf guards, its time for the administration to step in. As a community, making alliances and agreements to not utilize guards really does not make any sense. Why should we not? I recently sat down and attempted to compose an ic letter asking Targossas not to utilize guard movement, beyond standard call for help, in any raid. I was unable to make a plausible enough reason to feel comfortable posting it to the city. Anything I wrote can be argued with a simple flick of the Axioms. There is literally no reason for Targossas to go along with this idea. I have poured my heart and soul into a letter I sent asking for some compliance in the initiative and I fully expect to see it torn to shreads. Why should it not? Why would a city not use every item at their disposal to remove enemies? Even if by some chance we DO succeed in some ingame initiative, what are the chances it can be maintained? Who is going to be the first one to break the OOC truce that we bandaid fixed IG? Someone should start a book on it. I guarantee it doesn't last long.
City guards, in their current state, make a halfway organized defense unstoppable. Silence does nothing when you have occultist that can timewarp, other magi that can dampen, and monks to enfeeble choke the magi holding the vibes. Pulling guards that are being summoned is impossible if proper precautions are taken. Rushing a summoner works, yet if the summoner is a class with any type of area attack, they can more than likely clear your group once you factor in the guards on top of arc, retardation, chaosrays, holocaust, breathrain, and whatever else you can conjure up.
I am definitely not the expert on guards, so if I am missing something here, feel free to point it out.
@Tecton,
@Makarios,
@Sarapis. Take another look at this.
(Obligatory, please release multiclass) Fix guards, please?
Comments
On one hand, you have the concept of defenders effectively having the high ground on their home turf - which is logical, but can be abused if the caller has a lyre and can stand out of line of sight (I tested it earlier, if I CITY GUARD STATION, I can strum lyre directly afterwards without interrupting the station - does not apply to CITY GUARD HIRE - this probably needs looked at)
Now, on the other hand, if we hypothetically assume guards would be harder to move/place, what exactly is stopping a raiding team from bringing in more people regardless? What will stop a raiding team (if the ones with the mindset of fun for both sides aren't around) from just going "Hey, let's kill the guards now they're nerfed!" if their damage/health hypothetically gets reduced?
And don't start about common sense or a sense of bringing fun to both sides, you can always argue that avenue, but I do believe we've all seen proof of the opposite - from all camps
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
As it stands, I am already perfectly capable of dumping on any city I choose during my timezone. When I first login, there is a little resistance in just about every city, but by the time my night is halfway over, I can pretty much go and raid anyone I like. The fact that you do not see the entire city of Targossas entering your city late at night and destroying everything in sight on a frequent basis is an example of player restraint. Player restraint is NOT something I have that is unique in the slightest. Everyday that Jhui chooses not to bring the entire city of Ashtan to Targossas while I am at work and there are 6 of us around is player restraint. Every night that Xinna chooses not to bring the 13 or 14 fighting Mhaldorians that are around to uproot all of our totems, kill our guards, and buy out our shops IS an example of this.
No where in my request did I ask for guards to have less health or damage. I am requesting that the ability to move them, without a care in the world, be extremely limited or removed entirely.
Without the ability to move guards, that's basically game over directly. And with an extremely limited (I assume this means drastically slower) chances are you won't even get the chance to attempt to level the playing field.
Sure, you can argue font helps here, but if you're outnumbered and outartefacted, the font quickly loses its usefulness, except on the Quake front.
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Pretty clear that the new norm will become teaching as many people to move guards as you can and do it. Not to mention, the defenders could just station them near the tank and not use them until it feels like they're going to lose, then call them.
What we're seeking here is for a way to keep city defenses at a state where they don't become an 'eject' button.
This will only result in griefy attitudes by both sides bringing curbstompy numbers and just guard killing all the time.
@Tharvis let the room go bro, if it's outside of guard range, it's probably not a big deal if it goes down. No reason to make tanks impossible just because you got sanctioned by a superior force and still wanted a button to stop it. Enough things are in place to help against this.
I for one would be in favor of removing guards in total, since it is the PVP climate I am used to (RIP Darkness Falls), but alas this is not plausible because too many would find hard-mode, well, hard.
What if you put cooldowns on stationing? Durations for immediate positioning in the moment, and durations for strategic positioning long-term?
Would have to look at CFH, and give it its own cooldown too, or you could perhaps rip this out as a mechanic entirely.
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Make guard types do medium speed affs or moderate damage to compliment the group, give ability to shatter lyre's or even becalm so long as on their own they will die easily to raiders.
Guards serve 3 purposes. 1-You will not be able to camp an enemy city permanently or if so that it can be broken eventually, 2-to provide some modicum of protection especially for newbies who are in cities trying to learn the game or learning from adventurers (so barring having safe rooms they are the next best thing), 3-Making it so that you actually have to earn a raid and that even cities that aren't PVP based have a chance.
-Any solution would have to address all three of those issues.
(Blades of Valour): Draekar says: "Synbios if sunbeams sparkle off that I'll kill you where you stand."
(Party) Halos says, "Disbar?"
(Party) Draekar says, "You know here we have disbar."
(Party) Draekar says, "And over there we have datbar."
The most I think that should be changed with guards is to make it so only 1 guard can be re-stationed at a time, in the city. No other guards can be attempted to be moved until the first either succeeds or fails.
Most of the sentiment that I see from those that dislike the mechanics of guards is that because we wanted a fight that we thought would be fun, the mechanic that prevents us from having fun is a bad mechanic. Guards work exactly as intended, a way to force out raiders who inadequately prepared for guards, and to prevent raids from going on for an excessive amount of time.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
They are almost always used as an ez eject/fuck you button. And just like there are counters to raiding vs. Guards, there are counters to defending against a group half your size, without needing an eject button (which also happens frequently).
The way guards have been used since i became a player have more or less made raiding and defending pretty dumb in general, and the need for it to be addressed and resolved on an OOC level is quite telling of the fact that it is being abused as a mechanic and not used in the way it was meant to be. And if not this, then it is indeed a bad mechanic that needs reevaluated.
The only conflict ive ever enjoyed in this game has been out of city skirms, or lawless plane fights.
Other than that the group pvp climate to me is pretty fuckin stagnant and limited and boring. Of course there are exceptions to everything im spewing, but thats just my experience.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
I have seen you rage about guards in instances nearly identical to the ones in which you have called or restationed guards yourself. But selective reasoning is selective reasoning, especially when it comes to being honest about reality and identifying a real problem. And since you like using fuck you buttons but dislike dealing with them yourself tells me that it is more than just being adequately prepared. With your intimate knowledge of guards, youd think Mhaldor would never get guarded, and that youd never have a need to rage about guards. But Mhaldor gets guarded and youve bitched about guards (petty and needless use of them, bc when else does anyone ever bitch about guards. When its unwarranted!).
Something is off here.
To say otherwise means youd have to stop deflecting and admit you abuse guards as much as the regular offenders, and that requires humility, or for you to enter the dialogue with a new, fresh argument that would still allow you to save face.
If there is not a problem with them, and they are so counterable or manageable with adequate preparation, i expect from here on out, Mhaldor to never get rekt by guards, and you to never rage about them, again.
If that happens, there is indeed no problem and we can all move on.
The last time I had a setup I planned in-city Targ tried to prep guards and it just let us tank faster.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
This talk is clearly showing that moving/calling guards is the norm and will become the primary way people are taught to not lose in city defense.
Is this something we want? Do we want to have to go into a raid with enough numbers to combat guard usage? Does every raid need a serpent to step in the path of the guards as they are being called and lyre them or evade them away so they don't make it to the raid group?
If it's something T thinks the cities need, then that is fine by me. Guards are an in-game response to win. Luckily, we are tooled with other in-game responses such as guard killing or even offensive worldburning. It's a fair playing field, certainly, but is it fun?
Not sure why this is even a thing.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
I don't see a problem with guard strategy being the norm. Maybe it's because I see more ways around it (more and better than the ones raised here) that have worked for me in the past and have yet to be tried vs me. Maybe I just don't mind that you're forced to make efforts to encourage the enemy to have a fun fight and not use guards instead of just trying to ensure you have fun yourself in offensive action.
I think guards are a pretty objective way for a defending city to say "we're not interested in fighting this, so we're going to use guards to try and end it sooner".
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
You talk as if you're the only one that knows guard mechanics, and how they work. Sure, it's not common knowledge, but you're also not the only one in the game that understands them.
We all know about lyre, flying, evading and how to adjust the guards to be better situation for our group. That doesn't make dealing with guards fun, just because you know how to counter them. I prefer countering skills, not a mechanic that anyone can mash an alias if they don't have Silence in the room.
I personally don't see an issue with guards in the slightest, except for them being able to be moved during sanction. If you don't want to fight the force, you can move guards before rushing. You can move guards if they come back after the first rush, or the second, third, fourth, and so on.
Once the offensive force has earned a sanction though, why should you be able to continue moving guards to root them out? @Jhui might be stubborn, but he'll get tired of getting pwnt by guards too after the fourth time.
tl;dr guard strategy is fine prior to sanction. Plenty of options left to the defensive force that allows them to not even give a sanction if they play smart. If you give up a sanction, you should have to then fight on your own skills, not the skills of your city-based uber DKS.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
To replace constables, I think there should be lesser guards that you could temporarily hire to follow you in the city, with a maximum of five per room. They would be weaker and cheaper. Lesser soldiers could do health damage, lesser warriors could afflict (like.. paralysis/stupidity, if target has paralysis/stupidity, hit someone else or stun), lesser captains could blackout all enemies, lesser istani could hangedman/hinder, and lesser archers could stun/tentacle. Every type should do some decent damage; but I'm thinking 5-8% for non-soldiers, and 15% for soldiers. These ideas for what they could do are just off the top of my head, there are tons of ways to make them more interesting without guaranteeing victory against all but a big group of dragons, or people who abuse lyre bug.
Hopefully this would make guards more enjoyable to use and less frustrating to fight against. More on the level of a strong, expensive font, and less on the level of autowin.
i'm a rebel
Again, neither seem very fun.
Except experience shows that's not the case. He keeps coming back over and over, usually bringing more people, until he's satisfied, without regard to the defenders. If he wants to play that way, fine, but he can't play that way and simultaneously complain about tendencies that develop when people get tired of dealing with it.
The raid scenarios you guys deal with is a direct product of continued, extended raids. I did it with the group before, you're doing it now. It encourages defenders to find the best ways to quickly discourage raiders, because they know that winning is not enough to end the raid. It will continue and continue until finally enough of you log off that your group gets zero kills.
If you encounter the same scenario wherever you raid, maybe consider that the way you raid is the problem, not the way people defend.
I'm not sure I understand this. I'd say I use (abuse? lol) guards better than most, because I understand them better than most. You'll not find me stating in this discussion that I don't use guards, I do. I know how to use them and I know when people in my city either have no chance because of the group raiding (15+ raiders, 7-8 defenders), have other things they're currently doing, or are just not interested in dealing with the raid for the 2nd hour or longer. I'm going to use them to win fights like this because I know how to and people haven't figured out the strategies to counter me.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
(Blades of Valour): Draekar says: "Synbios if sunbeams sparkle off that I'll kill you where you stand."
(Party) Halos says, "Disbar?"
(Party) Draekar says, "You know here we have disbar."
(Party) Draekar says, "And over there we have datbar."
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
All I know is 90% of you SIT on guards and sit there FOREVER...Which to me is just not what they were meant for.
"Guard Hugging" ...GO!