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Raid Rules Revamp

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mmat

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There's no reason why nation raids should be 20 people large. That seems way too big. Otherwise, the rules seem pretty reasonable, but 20 people is too much.

 

Also, there should be something added about not being allowed to use fast travels for raids, as that seems abusive as all hell (if there is something there and I missed it, RIP. Just woke up).

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Nope, don't like them, cool downs are way to short. The 'simply banditry' will suffice doesn't seem good because people seem to just go right for your pixels and call pvp instantly if you don't hand them over instead of providing actual fun Roleplay, plus not to forget people don't even use the pvp default correct, so i don't trust 60% of this community to even roleplay this correctly. Just my opinion on it. 

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you moderators need to understand that oren is not the whole server

 

Raiders should be forbidden from using fast-travels if this is the new case

Edited by Cpt_Noobman
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I do like the new raid rules, but I feel that this would be far too complicated to play out and would require GMs to babysit every single raid to ensure that it's properly enforced, and we should not have to add more work on the staff.

 

I don't like the winning and losing concept. These raid rules provide too much incentive and rewards to "win" a fight, which is something that we should never encourage on LOTC. Keep the cooldown static. Not only this, raiders will use this cooldown change to their advantage by attacking a settlement when it's least active, and attacking it again on a reduced cooldown. Unless there is a GM present in every single raid, your system would be extremely difficult to enforce. How will players determine who won or lost a raid? How can the outcome of a fight be proven by both sides? What's going to stop either side from lying about it?

 

Otherwise, I love the increase of the raiding player limit. 4 players in a raid is far too small and restrictive, and provides too much of a disadvantage to the raiders. While I expected 6 players to be reasonable enough, 8 is much better.

 

I'd like to suggest making RP raids, such as heists, assassinations, zealotry and hostile takeovers much more rewarding, by making the raiding rules not apply to them, or just lift the cooldown requirements on roleplayed attacks, and allow them to circumvent the cooldown already placed. Roleplayed raids are attacks that have no mechanical involvement whatsoever, and is meant to provide creative roleplay to other parties.

 

Welp I guess we're keeping the gates closed permanently.

And people will go somewhere else, and you'll have a dead city otherwise.

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With other previous gm teams, it would take ages to make even the simplest changes to things like this.

 

With this GM team, it takes nothing at all. If the current cooldowns and player count prove unsuitable for the server in practice, they will be changed. Don't worry about that.

 

Nothing's ever set in stone with me if it proves not to work.

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With other previous gm teams, it would take ages to make even the simplest changes to things like this.

 

With this GM team, it takes nothing at all. If the current cooldowns and player count prove unsuitable for the server in practice, they will be changed. Don't worry about that.

 

Nothing's ever set in stone with me if it proves not to work.

 

Then can we have Resource island finished?

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Then can we have Resource island finished?

 

Lets not get ahead of ourselves now...

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All I see this doing is squashing rp. The cooldowns are way too short, 12 hours? Are you kidding me? Towns are just going to keep their gates down 24/7 and make sure they've got huge walls. Even on the off chance that somehow a raid does happen? If the attacking side keeps winning and attacking again as soon as they can then the defenders are eventually going to run out of armor, of weapons, of items in general.

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All I see this doing is squashing rp. The cooldowns are way too short, 12 hours? Are you kidding me? Towns are just going to keep their gates down 24/7 and make sure they've got huge walls. Even on the off chance that somehow a raid does happen? If the attacking side keeps winning and attacking again as soon as they can then the defenders are eventually going to run out of armor, of weapons, of items in general.

Towns can keep their gates closed 24/7, but that would mean people going somewhere else for roleplay, and killing your town's activity.

 

If you can't muster up the military to defeat 8 players consistently, then you probably have no business calling yourself a town.

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Towns can keep their gates closed 24/7, but that would mean people going somewhere else for roleplay, and killing your town's activity.

 

If you can't muster up the military to defeat 8 players consistently, then you probably have no business calling yourself a town.It

It's pretty much the same thing if you keep em open. Why would I live in a town that is getting raided twice a day every single day? I mean that's just asking to lose your stuff and to ruin a RP hub. These raid rules may not hurt big guys too much but 8 people attacking a town or small nation like Salvus or Caliphate where they aren't able at a moment's notice get 20 guys on and armored up leading to a quite painful fight and could lead to them just dying off because they're not strong in PVP.

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With other previous gm teams, it would take ages to make even the simplest changes to things like this.

 

With this GM team, it takes nothing at all. If the current cooldowns and player count prove unsuitable for the server in practice, they will be changed. Don't worry about that.

 

Nothing's ever set in stone with me if it proves not to work.

The fringe and the Conclave raids pretty much already proved that short raid cool downs don't work. As the rules are written right now, since the cool downs only count for raiding parties, a settlement could be raided multiple times per day by several different groups. Potentially twice by the same group. Raids have a purpose in RP, but no one has ever enjoyed being raided multiple times in one day.

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It's pretty much the same thing if you keep em open. Why would I live in a town that is getting raided twice a day every single day? I mean that's just asking to lose your stuff and to ruin a RP hub. These raid rules may not hurt big guys too much but 8 people attacking a town or small nation like Salvus or Caliphate where they aren't able at a moment's notice get 20 guys on and armored up leading to a quite painful fight and could lead to them just dying off because they're not strong in PVP.

Um, just go into your house if you have one and keep your doors locked. Otherwise, don't bring valuable items with you.

 

Even the conclave had a raid shelter where raiders can't get in to kill you.

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Um, just go into your house if you have one and keep your doors locked. Otherwise, don't bring valuable items with you.

 

Even the conclave had a raid shelter where raiders can't get in to kill you.

Doors don't stop Raiders at all. If you have 8 people you can roll through any locked door you find and if it's the town you live in most people could be randomly working on something and get caught up in RP and then a raid happens. Leading to you losing your items.

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Well anyone want to revive the good old last raided signs? or just keep the gates down 24/7 and keep the ss pillar inside a locked room.

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Just gunna say raiders have presently been almost categorically unsuccessful. I'm worried about the way 20 man raids will work, but this map has proven thus far that raiders are heavily disadvantaged in smaller groups, and each raid I have seen aside from one has done a good job of rallying people together and creating RP.

 

Granted, I have some bias, as the high elves haven't been raided yet ;^) (praise redstone and lava)

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