Quote:
Originally posted by GoZelda
When Padren gets on b-mode so he can be PKed.
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Been on b-mode for months
back to the topic:
People want wars, but no one wants the PK wars that are all that GK has to offer, at this time.
Let me tell you about the last battle we had, it was an rped battle, pirates had attacked KJ, in some form of raid, the allies went to CP - not to level the place - but to have a small boat war, retaliate for the attack, perhaps find the pirates responsible and hunt them down in classic navy vs. pirates type of battle.
No attempts to pwn another kingdom or whatnot, we PMed ahead of time to make sure they knew what we were up to and not to worry like if we won we'd try to take them over or anything dumb like that.
First, we are trying to get the ships ready, stocked up below deck. Half the ships, if you go below deck, have no furnature. You reconnect, but its still gone. So you have to unstick - back to main. That's a fun delay.
Then we try to make new ships by the Torub shipdock. Course, that one is still broken, won't work, so we have to go up to Borea.
We drag the cannonballs and everyone's supplies up to Borea, and start making the needed ships. We make one ship, and with lots of yelling, stop a newer member from completing the second ship before the first was moved, or the war effort would have been lost due to two ships stuck together.
We sail for the Crecent Isles, and find the pirates are still there in large numbers, though not manning any ships. We first stop at the north island and scout about for signs of pirate activity. This has taken, maybe 2 hours or so, and a number of people have had to leave, and a number of people have come online and are toguilding about the war and are trying to make boats to catch up.
I take a boat from the north isle towards the main CP island, but when I go below for a moment, I am warped into the blue water area to the right of the main ship hold, and have to unstick to Main.
I am making my way back, between trying to travel and organize via toguilds, and it turns out most of the pirates are just in the castle and don't want to fight at all.
They step out, ice storm and step in to use 'blipping' (warp out hit warp in) to try to weaken the siege.
I arrive and people have come out, and we discuss whether the guilty pirates we have been hunting are in the parties we have found.
We state our terms that piracy in general waters are not the business of our kingdoms', but that attacks on the soil of our allies will result in further raids.
Mark logs in and appears for the first time since the original attack on KJ, and assures his people that war is not desired and we agree our goal has been accomplished and we did not intend to try to wage a full scale war.
As our forces have left, and I am leaving as well, bosh gets the idea to repeat pk me while I have 0 hp at a dock as I am making my way off CP. I end up able to use some healing potions and get warped into the wall area of the next ship I enter, and end up unsticking to main.
We still all had fun, but its a heck of a lot of working around the bugs and its rather frustrating.
What are the main problems:
1) reluctant foe: There are two sides in a war (at least) and the weaker side can sit in a castle. There is no requirement to fight. This is not entirely bad because you don't want to allow a kingdom of lvl 80 Pkers totally harrass another kingdom that focuses on RPing over leveling into the dirt.
Basically: Both sides have to think they can win, or there is no war, its invalidated before it happens by the weaker side. 'Not enough time', 'you got here when we have barely anyone online', or 'you guys are respawning' (may or may not need to be true), etc etc.
2) The lame points: If you fight in a war in a game, it better be for fun.
* Ship bugs are not fun.
* Laming Auras are really really lame.
* Peaceful people getting in the way are lame. Especially when they stand around and mouth off out of character.
* repeat kills at docks on 0 hp people are lame
* anyone on a horse is lame
* respawners are lame
* A single player fighting off 50 people because he is 50 levels higher - is lame. 50 Archers should be able to bring down anyone less strong than a God.
The worst thing about that last point is that one super high level player, while is great to have on your side, completely kills capacity for 'mystery of outcome'. You can be rather sure what will happen - maybe not totally certian - before the war starts.
What we need, is to bring strategy into the game. If we had it setup where the more people attack one player at once, the worse that player's ac was handicapped. (think of it as fighting in a duel with 1 on 1 vs 1 on 5, would you have more trouble parrying and blocking 5 swords? You bet)
A very short lived AC penalty would be a good thing.
2) AC is a factor very secondary to speed. the speeds we have now, ranging from .5 up to 5, should be changed, in my opinion.
If it was condensed so that if you have .5 speed, that is similar to 1.0 speed, and if you have 5 speed, that is similar to a 3 speed, then you may have a chance of hitting your opponent.
Right now, you can rush an archer and hit him, and run back, and get out of range before he can hit you.
Large area spells should be reserved for high level magic. Laming aura is called 'flaming aura' not 'torch an entire island in less than 30 seconds'.
If player speeds are reduced, some area spells should have their areas reduced as well.
These ideas are not just to reduce the annoyance of being killed a certain way, but to changes like these will place more importance on group attacks. Help Roman style discipline in an army win over the barbarian hordes.
In short:
Kingdom wars should be decided as much by the instincts and preparations of the commanders as the strength as the soldiers at the front lines.
It should be based on how well a kingdom's army works as a team to win a battle.
Who would watch football if your team needed to break the quarterback's ac to tackle him and no one on the team could?