Xaden said:Picking a team of raiders is delicate balance nowadays. You need a team that the defending party feels like they have at least a 50/50 chance to beat and that you feel you've a chance to win with.
Too much one way and you get no response and too much the other and you get slaughtered and can't get back in because people spam eye at gates, fly/block or auto-becalm.
I 100% don't believe it to be a mechanical issue because loss is so limited already: No XP loss after sanction and 99% of the time : One room lost, often in an out of the way place that nobody uses.
The real issue is that people are too bloody proud to take a loss, no matter how meaningless in an ultimately meaningless txt game.
Unfortunately there's no cure for that. And relying on the Admins to handhold people through it will get us nowhere.
Solution: Everyone (myself included) needs to sack up and accept that you can't win all the time.
The fact that loss isn't big is a good part, but the mechanics of tanks/sanctions themselves could use improvement.
As is, you can fight for literally an hour, win every defense, and the offending team can still get a sanction just through sheer hardheadedness. Then all it takes is for a couple of people to have to go to bed or work or whatever and all that defense was pointless.
This was something that came up during the war, a lot. The best way to prevent a tank is to never defend. That's boring outside situations like the war, obv, but it highlights a core issue: defending has no real 'win' condition. You're just hoping for the other team to eventually get bored of trying.
If you look at other games with an attack/defend modality, the defending team always has a win condition that signals the attacking team can't keep trying. Usually, this is hindering the attacking team so they can't complete their objective within a certain timer. That might be interesting in Achaea, though there's other ways to do it, too.
Makarios said:The fact that loss isn't big is a good part, but the mechanics of tanks/sanctions themselves could use improvement.
This is one part of the mechanical side of things I agree needs improvement. After we've got the final few things for the upcoming release finalised and I've gone through the classlead backlog, this is on my list.
Well, while we're at it, the other issue (that alrena reminded me of) is that the 'attackers' tend to have the defensive advantage. They already have the party set up, etc. and once you clear out your current room + maybe surroundings you're just entrenching. Entrenching in Achaea is way too strong with multiple room effects like vibes/hands/rites/distort/totem/etc.
It makes little sense for the people defending their own city to have to break an entrenched position to 'defend'. Guards balance this out in a way, but not vs silence (especially undampenable silences) or if your team wants to try to not use guards.
Makarios said:If you guys are going to actually discuss this it might be worth moving this over to a different thread so it doesn't get lost among... well, this thread. This is something we have been looking at, so we're open to discussion on improvements.