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An Update On Raids And Skirmishes

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Alan

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So much complaining~

Really in the end what it all comes down to is that we need to remember to take into account everyone's enjoyment. People who want to raid can raid, if the people who have to take the raiding get time to themselves in between. It's not the death of bandit rp, it's just what the admins thought best to help smooth things out a bit.

All hail Alley Cat.

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Honestly I don't think the entire playerbase should be punished for the mass raiding by a few. With these new rules it makes it very hard to provide any bandit rp on other nations. As they stated above only being able to attack a settlement twice an rp year makes little to no sense. If all the rules are being followed and it's a legit attack and not some troll raid I don't see why restrictions should be raised from the traditional rule we all followed in the past.

 

Because if the bandit rp that you're 'providing' is actually good (90% of the raids I see never are), you can almost certainly get permission from them to raid more. If they deny it, you should just work on improving your bandit rp.

 

Look for more places to raid. I'm sure that a person could find six places to attack, do one a day. Maybe actually do road banditry.

 

Just stop pretending that bandits provide rp. They don't.

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This atleast clears up alot for people who didnt know the rules :)

and no attacks anymore 24/7 cause that was getting really annoying

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Yeah, pretty much with Relgard on this one. 100% of raids are RP suckers that I've experienced. Basically, the emotes are so dry, the dialogue so stereotypical that I couldn't stand more than one a day. They aren't fun, not because you're attacking me, but because your attack is sooooo dull. 

 

My god, go home, RP injuries, RP doing something normal, RP period. There shouldn't be any reason to spam attacks.

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This is why we can't have nice things, a handful abused the system through dull spam attacks and there has to be restrictions

 

But really one should remember that it's not about your enjoyment, there are other individuals here as well who may not want the same things as you. This isn't really as bad as it seems, just raid other groups in the 6 month rp period and not just focus every ounce of your aggression on one group. If you're real non-nation affiliated bandits, then that is what you should be doing anyways. Walk the highways and mug people, invade small settlements, ect.

 

Although, I do agree. The four raiding max is too low and eight is two high. Five or six seems good to me

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And thus the edgies were able to stay alive because of the Sky God's protections once again.

qft

the sky god returns

every weekend

shhhhhh

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Really trashing rp of people who raid really? This is the mentality we need to get out of if you want to lotc to keep going.

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  • (NEW) A single area, settlement or structure may not be raided by any raiding party more than once every two days at least.
    • Example for clarification: If you’re a raiding party that can raid a settlement once every five days, and it is the sixth day but the settlement was raided the previous day, you must wait another day until you can raid that settlement.

 

Few concerns ( sorry if they have already been addressed ) towards this:

  • What is going to stop a group from either claiming its been raided beforehand or arranging false raids to keep that OOC barrier up?
  • How can a raiding group be punished for this when realistically none of or not all of the members may be aware of a previous raid.
  • Whats the RP reasoning behind this? It makes sense that a cool down period should exist for one group to attack, but why a cool down group for a defending group to be attacked?

All in all it seems like an unneeded catering to groups that can't defend themselves and/or pick fights with people they can't handle.

 

This rule in particular was probably made to help out the Conclave a bit. We've been almost nonstop PvPing the last few weeks now, and frankly, some of us are getting a little sick of it. We've been averaging three or four raids a day, every day. It's not that the Conclave can't handle it, because we repel over 90% of the attacks, or that we're picking fights, because the only faction we're really interacting with ATM is Leanniel. It's just bandit raid after bandit raid, over and over again. It's almost impossible to roleplay inside the city, because every single day you're interrupted by:

 

[shout]Random_Guard: "Raiders at the gate!... Again!"

 

We then spend the next half an hour dealing with them, and over the course of this week, we've had over fifty raids come to our doorstep.

 

Long story short, it's really hard to prevent this sort of sieging in RP because our opponents never die. How do you repel a bandit group that can just come back tomorrow, and the day after, and the day after? One liner PvP is really great and all... but it's not.

 

You won't get in trouble for raiding a place on cooldown, we'll just politely provide timestamped screenshots of the previous raid, and ask you to leave. No harm, no foul.

 

EDIT: To all those "omg, so much for bandit roleplay..."

 

 

Maybe you should try roleplaying and interacting with your victims instead of just massing to PvP random cities. It's hard to feel bad for you when I've spent the last two weeks repelling one-liner invasions.  :bored:

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wait so can individuals still go into cities and terrorize the inhabitants whenever they want without it being a raid

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wait so can individuals still go into cities and terrorize the inhabitants whenever they want without it being a raid

Thats what koto said. Lmfao 

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PvP Zones (areas associated with a war or skirmish where, within the defined boundaries, one can be no-RP killed at any time) are disallowed. They break server rules by merely existing, and they alone have contributed to a large number of complaints, ban reports and drama as of late. The exception to this is between the specified times that a war or skirmish is scheduled to occur.

 

What if groups mutually agree a skirmish can happen here at all times and one of the agreements is they may come back 30 minutes later. I'd love an area like that for wars. The amount of fun would be crazy.

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[27/01/2014 10:46:49 PM] jistuma: Harbingers don't have to respect raid rules btw

 

^ Is this true and why is it true? ^

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  • PvP Zones (areas associated with a war or skirmish where, within the defined boundaries, one can be no-RP killed at any time) are disallowed. They break server rules by merely existing, and they alone have contributed to a large number of complaints, ban reports and drama as of late. The exception to this is between the specified times that a war or skirmish is scheduled to occur.

 

I honestly dislike this heavily, and it's not that it has justified reasons to be prohibited, but rather, as written, these justifications are based upon the experiences of the recent war zone. I totally agree that the human-dwarf war zone was largely a failure, and that it did stir up a lot of problems, but that was not due to the nature of war zones, but rather the monitoring of it. 

Here are a few points I'd like to make:

  • There was no indication whatsoever of when entering the war zone (should've been a region message or OOC signs along the borders). The borders were also a huge problem, essentially because there was none, and people ran back and forth from Kal'Ithrun, and all the way back to the CT, intending to kill each other.
  • The zone did not look like a battlefield at all, both teams built huge castles and stone walls, rather than realistic trenches and wooden palisades, unless of course the battlefield was outside an already-constructed castle before the war commenced, which here, was not the case. (some visible effects of the ongoing struggles would've been a nice addition as well, charred grounds, mud etc.)
  • There was never really any serious monitoring of the area, especially in terms of OOC trolling, construction management, and borders.

I feel as if we've completely distorted what could be a very interesting addition to warfare RP, into something which it doesn't necessarily have to be. If we can however, moderate this both more effectively and more wisely, we can all enjoy the potential of this addition, and I think the problems described would pretty much vanish.

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I agree with the majority of this post, though I do have an idea in order to balance the "cooldown time" set on raids. I propose that if the faction who was attacked first decides to retaliate within its two day/four day/one week period, then they are open to another raid themselves. The cooldown is a way to ensure that factions who do not enjoy combat RP are not constantly being raided, and I understand that. But if those same people decided to violate their own peace, then why should they still be granted this period of recuperation? Obviously they are not struggling in the conflict if they can mount their own assault before the time is up.

 

Put into context:

 

-The orcs attack Abresi on a Monday (the 15th), this starts the one week no-raid timer. Next Monday (the 22nd) would be the earliest the orcs could raid again.

-Oren decides it wants to attack the orcs that Wednesday (the 17th), they take eight men and raid Gronkkston.

-Because Oren decided to attack during its own grace period the orcs are now allowed to attack before that next Monday (the 22nd).

 

The one raid to two days ratio should not apply to raids done in retaliation for a previous attack.To be completely honest with you, I believe this limitation should be removed entirely, it only serves to put unnecessary restricts on a necessary part of wartime roleplay. But if not, then here's my idea.

 

Put into context:

 

-Oren raids the dwarves on a Tuesday (the 10th), the dwarves can not be raided again for two days (the 12th).

-The dwarves decide to raid the orcs on Wednesday the 11th, they attack Gronkkston.

-The orcs are allowed to retaliate against the dwarven nation before their two days are up (the 12th).

 

Edit: After doing some more reading on the previous pages and thinking on the situation myself, I simply can't find a justification for anything more than a two day raid cap across the board. It simply doesn't make any sense in RP and it only makes a trivial amount of sense in OOC. All this is doing is prohibiting a form of RP that honestly causes very little in the way of issues, it's simply those who bring their complaints to OOC that are heard the loudest. And rarely does that even happen any longer, so why is the staff spending their time fixing something that is not truly broken?

 

My second complaint that I simply must bring up, is the warzone rule. The argument that the staff seems to constantly bring up is that folks wander into warzones and simply get no RP killed when they are in fact uninvolved. This has happened sparingly, and only in the most recent warzone between the dwarves and the orc/human/elf coalition. There was in fact a very successful warzone organized between the dwarves and humans in the first Dwarf-Human world war. There were zero complaints, and to my knowledge no ban reports directly related to that warzone. 

 

The issue of informing players when they are entering such a zone can be easily nullified by a simple region greeting being placed down saying something along the lines of, "You hear the clash of steel and screams of dying men as you enter the _______ battlegrounds. ((PvP zone))" or simply "((You have entered the _______ warzone. If you do not intend on participating, then it is recommended you find another way around.))"

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