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Just now, zaezae said:

It's almost like the core nation of the easiest race to pick up and play had the most activity.

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the activity wasn't affected by the raids is all i'm trynna say

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Just now, Chaw said:

the activity wasn't affected by the raids is all i'm trynna say

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Well yeah, Oren was a pvp orientated nation so it would be expected. However, not every group of players want that and it /will/ kill their activity. 

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Just now, zaezae said:

Well yeah, Oren was a pvp orientated nation so it would be expected. However, not every group of players want that and it /will/ kill their activity. 

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Raids are a good thing for activity and inactive settlements because it can make people band together to protect themselves, yeah sure settlements with 20 active people will go inactive but those people are moving to more active settlements and creater a tougher challenge for the raiders

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2 minutes ago, Chaw said:

Raids are a good thing for activity and inactive settlements because it can make people band together to protect themselves, yeah sure settlements with 20 active people will go inactive but those people are moving to more active settlements and creater a tougher challenge for the raiders

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Maybe for some people, but for other it just discourages them. Like raids are fine, but constant raids are not (for some people).

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I think that the rules should be hacked down to the point where roleplay can progress fluidly and consistently. The raid rules make it almost impossible for large-scale fights to happen, even in totally legitimate (and sometimes necessary) cases like riots and insurrections. Classifying every villainous action involving more than two people involved as a "raid" makes it a "raid" for two people to steal a couch, for a group of teenagers to vandalize a wall. The raid rules keep being arbitrarily edited by moderators to justify banning people. As it stands now, they're extremely vague and have a tenuous grasp on what roleplay on the server is actually like. They are enforced unfairly and since they are almost inscrutable, it's difficult to argue them. 

 

For rules that exist to "protect roleplayers," they do a whole lot to promote shıtty roleplay. Since you're unable to break down gates, place ladders or climb walls you have to parkour up the sides of buildings and climb up streams of water to get into cities. Since it's impossible to steal from locked chests, you can only stand to profit from a raid by senselessly massacring citizens and plundering their corpses. The current combat rules basically guarantee that every conflict will escalate into a pointless bloodbath. For instance, under this current 'defender default' system, the person you are trying to apprehend for murder can turn and tell you that he is the defender, because you are not a guard, and that you now have to PvP him despite you having no intention to pull a sword out in the first place.

 

The war system is a whole other can of worms. My primary gripe with it is alliance systems - The Lord of The Craft has had at least twenty world wars. There absolutely needs to be a cost for nations to intervene in conflicts. The Dwarves and Elves should not be allowed to throw their entire armies into the fray of rebellions and feuds happening in human kingdoms with no benefit to them whatsoever.

 

The realistic effects of LoTC's conflicts would be apocalyptic. The fact that it costs nation leaders less than a single suit of plate armor to mobilize an army is a joke. The LoTC war system is a mockery of history, storytelling and everything reasonable. 

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I remember when I, a humble man trying to rp in Courland, was halted by two guards because "you looked suspicious" (that's the actual reason that was given to me in ooc, obviously a meta attack but w/e). Seeing that a man was being threatened for literally no reason, a group of citizens decided to stop these guards from arresting me for no reason whatsoever. I thought it was looking to be a pretty interesting and fun fight between guards and citizens but unfortunately that did not happen. A GM teleported over and proclaimed that the people who were defending me from an unfair arrest (people I have no rp or ooc connection with apart from having spoken to a few of them a few times) were RAIDING and had to leave because the city was on cooldown and they were above raid limit. 

 

You heard it here first folks, if you're defending a citizen from being arrested by guards with 0 rp reasoning, you're raiding!

 

The point I'm trying to make with this rant is that on top of these raid rules being shitty, they don't really make anu sense and are subject to gm bias (which there is a lot of rn). Shits gotta be a lot more clearly defined and less open to biased gms making absurd rulings like that

 

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4 hours ago, Greekbro33 said:

Make it so Guards have absolute authority over what way Raiders are handled be it PVP or RP, and remove the limit of 8+ people equals automatic PVP, for some nations like Sutica where we are built on RP. its quite annoying to have a few guards show up ready for some raid RP (and yes there are people good at this) but most time it just turns into the complaining and counting every person in the square regardless of who is involved screaming for PVP. which is unenjoyable.

 

Or make it so a town can decide what raids can happen there, for instance a town that can only be raided through RP or through PVP or both. that way raiders go raid the place that gives them what they want.

so for example if they want RP, they go to town (A) due to it being raidable only through RP, or if the PVP goons want to raid, they go to town(B) to raid,  since that town's guards enjoy PVP more, that way both parties can enjoy the raid the way they want it to be, without having to call Mods because Side A doesn't want to do it the way Side B wishes to do it

 

I feel like this would solve a lot of modreqs and OOC conflicts between raiding parties and guards. and in the end make both parties have the fun they seek.

 

ya know?

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This kinda already exists it's defender default, its just when it hits too many people (8+) it defaults to PVP, I like the concept and the thought behind it though.

3 hours ago, Chaw said:

destroy rp my ******* ass, oren got raided all the time by the dreadlands yet they had boatloads of rp, like literally many times more than all your little elven factions combined and they still had more rp than them.

 

It actually created rp! It made oren create the Johannesburg Police and gave many players a job to do, defending the city from the enemy raiders! Instead of doing your lil safe space roleplay all the time try something new?

 

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Oren was PVP oriented and had a lot of people able on-call to enjoy that type of PVP-oriented LOTC gamestyle whereas many playerbases dont and therefore will be forced to adapt to playing the game in a way they hate just to not be crushed on constantly.

2 hours ago, Ruthern said:

I remember when I, a humble man trying to rp in Courland, was halted by two guards because "you looked suspicious" (that's the actual reason that was given to me in ooc, obviously a meta attack but w/e). Seeing that a man was being threatened for literally no reason, a group of citizens decided to stop these guards from arresting me for no reason whatsoever. I thought it was looking to be a pretty interesting and fun fight between guards and citizens but unfortunately that did not happen. A GM teleported over and proclaimed that the people who were defending me from an unfair arrest (people I have no rp or ooc connection with apart from having spoken to a few of them a few times) were RAIDING and had to leave because the city was on cooldown and they were above raid limit. 

 

You heard it here first folks, if you're defending a citizen from being arrested by guards with 0 rp reasoning, you're raiding!

 

The point I'm trying to make with this rant is that on top of these raid rules being shitty, they don't really make anu sense and are subject to gm bias (which there is a lot of rn). Shits gotta be a lot more clearly defined and less open to biased gms making absurd rulings like that

 

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Yeah that situation sounds dumb and the definitions of what a raid is needs to be clarified but I dont think increasing the raid cap or lowering cooldowns on non-PVP oriented settlements is the answer.

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6 hours ago, Xarkly said:

Image result for border swords

 

 

 

Hi, hello, bonjour, hola, oogly boogly, how ya doing.

 

So - I'll keep this short and simple. With a recent change in the GM War Team lead, we're looking to know about any problems that you, the players, might be experiencing when it comes to wars or raids. If you can think of any way to improve our current systems, then we'd love to hear it, and similarly, if you've any new ideas that you think might benefit LoTC wars and raids, then we'd really like to hear them too. I'm hoping to introduce some new rules that JVQ was working on regarding raids and raid caps during his tenure as War Lead, but until then, we'd love to hear from you!

 

 

 

Image result for border swords

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Stop getting involved where you're not wanted or needed. An example of this is stopping the warclaim despite no side asking for it to be stopped.

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Hey so I'm going to drop by really fast with my point of view in things. First and for most raids as we refer to them, are multifaceted in nature. You have theft, combat, and a third little group I like to call meme. Firstly I would like to adress theft. It's nonsense trying to do theft which annoys me. Firstly you can't steal from players because no one allows for that. Secondly I can't take from chests or even look in them if it not a heist. Give me more flexibility please, honestly if it am going to roll through 4 doors the least you could do is let me open two chests into I roll high enough. This way a player isn't cleared out but I still get stuff. Second issue is a major one so it gets its own paragraph.

 

Combat raids are always an issue, a group cannot seriously come cause trouble without getting killed off if it isn't war time. My other view though is I'm a rather large fan of rp combat. So what I would suggest is this. Set the 8+ cap as a sort of fork in the road. This means that's basically once you get to 8+ the group has to make a choice. Either they can separate some to allow for 2 smaller groups to rp the same combat. (Should one group finish first they may come aid the other but you can't like bounce in between groups.) This way those rp nations can still rp and not have to deal with pvp all the time. On the other hand at the 8+ pvp may still be called. I believe personally this should be decided by the defenders as they are normally either the guard force or the victim and this allows for both sides to possibly be happy.

 

This last group is for meme raids. And we all know exactly what I am talking about. That one guy who comes into a city screaming or walks in during a raid timer and just memes or starts to get overly aggressive then claims it's not their intent to fight. I personally find this as baiting in many senses and I would like a rule in place to address such rp because honestly it's annoying to see people do it.

 

As for war rules, lmao can we please try that three stage system that was proposed after the vailor wc was called off?

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My god, what the burning hell, I can't believe people don't want to be raided and support 8+ people RP raids.

 

I've been on this server for 3 years already, and I've actively raided for a year or so all these small factions, so I'll say that, out from my experience, that raiding does indeed kills roleplay for smaller places.

 

I remember that I time, I had been powergamed heavily by the druids, and, as a revenge, I decided to raid them and camp their base with a 4-man-group, going in and killing them all. The issue was that they couldn't escape, since I had a 20 blocks per second horse and a fishing hook, which made me able to reach all of them. I also had a bow, which allowed me to chase people from horsetop.

 

It eventually began to fall in activity, so I began to feel pity and quit raiding the druids for a long time, but honestly, I'd never RP fight with them not a single time on my life, ever again. It was a really bad experience which included 2-emote casting magic and trying to kill people with a single emote while being unstoppable by growing their staves inside your brain, but it just doesn't beats other factions because they didn't metastall, and I respect that.

 

Sutica was honestly another terrible, terrible experience I've had on RP. People that kill for nothing and are determined to kill you for even the smallest things instead of looking for a logical solution. I couldn't call PvP too because I lacked an armor.

 

Frustated with the powergaming, I decided to SS away, conflicts arose on my messages "WHY DID YOU LEAVE HURR DURR", and, without wanting to deal with that any longer, I replied "Just roleplay that I died" "NO BUT U CAN'T DO THAT crycrycrycrycry", hence, I decided that roleplaying fighting on Sutica was a terrible idea.

 

But come on, Sutica is a large playerbase. If you guys can't fight out 4 players regardless of being a PvP faction or not, you got allies for that. Back on the day, I used to fight off raiders 3v4 as an orc and win to the point that we never got raided again. Guards need to adapt to any situation. If they can't adapt, Sutica will keep being raided over and over again, no matter how much you hate or enjoy it.

 

"Roleplay faction"... wtf, it's like, a faction, it's supposed to be big. Have your guards learn to PvP or suffer

 

I fully support increasing the raid cap since nowadays, raiders got so many disadvantages and GM gourmet limitations...

 

What's the next step? Roleplay default?

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11 hours ago, Xarkly said:

Image result for border swords

 

 

 

 

 If you can think of any way to improve our current systems, then we'd love to hear it, and similarly, if you've any new ideas that you think might benefit LoTC wars and raids, then we'd really like to hear them too. I'm hoping to introduce some new rules that JVQ was working on regarding raids and raid caps during his tenure as War Lead, but until then, we'd love to hear from you!

 

 

 

Image result for border swords

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Raid reccomendation:

-Law less raids should be according to the land that is being raided, so if you raid a 500x500 capital plot it'd be 6 to 8 people instead of the 3. Also the basic ammount of people on a lawless raid should be 4 people instead of 3.

-When lawless raiding you should be allowed to blow up the gate with  

tnt if they do close the gate.

-War raids should be 10 and not 8.

-Pvp default should be double the ammount of people that the attacking side has, so the attackers cant have 7 men and call pvp default against 1 person.

-Lastly, stalling should be punishable.

 

Wc suggestions:

N/A Warclaims are pretty fun as pretty fun rn.

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11 hours ago, FORƎST said:

Make the language of your rules clear and quantifiable so that warclaims can no longer be stalled for weeks over misinterpretation and syntax 

 

edit: oh and don't forget to list all unlisted """common sense""" slash stuff based on """precedent""" because otherwise there's no reliable way to keep track of all that stuff for little old players like me

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oops

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My biggest pet peeve is having to tell the loyal men of the south that we cannot pursue the nasty northmen because the "Gods" prevent us from going further. Remove these Godly barriers, I need to travel south and I can't do that if the northmen continue to use these God given barriers against me in my pursuit of greatness.

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Bring the War Bands back and stop villainizing raiding and banditting. Elves need to stop sitting back and roleplaying so much and actually be an active and warring force of the world. Stop using infertility as an excuse because people are going to play that race nonetheless. The Races that gain the most people the quickest would likely be Elves and Humans anyway.

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Stop considering every fight in a settlement an act of raiding that puts the place on cooldown for two days.

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