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[VOTE] New Raid Rules!


New Raid Rules  

160 members have voted

  1. 1. Do you want to see the rules listed below implemented into Lord of the Craft?

    • Yes!
    • No!
    • They're good, but they need some more work before they should be implemented! (please comment with what should be fixed)


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Wait wouldn't there just be automatic PvP for those raids that have 6 people?

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raid cooldowns are way to ******* long, lower those and you have my vote

 

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6 minutes ago, AGiantPie said:

>making raid rules in 2017

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>Not crusading in 2017

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The main change is to increase the raid cap across the board. There's no need for that. Hard no from me.

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41 minutes ago, ski_king3 said:

The main change is to increase the raid cap across the board. There's no need for that. Hard no from me.

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It is one of the changes because people are hard pressed on increasing the cap for raids. That has been the discussion over last week with several posts talking of raid rule changes, increasing the cap was common in the majority of these posts. Could you explain why increasing the raid cap is a bad idea?

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10 hours ago, Niccum said:
  1. What constitutes an edge of a territory? Is it the end of a tile region or is it the end of a settlement region?
  2. How will you enforce the second rule? Is there any way to determine intent beyond a reasonable doubt? How do you determine the amount of time each individual party has spent on the road with the sole intent to kill players? If there are more parties doing this road killing sinfulness than there are GM's online at a certain hour, how do you enforce that? How can we ensure this rule is not used against people who are trying to bandit the roads but not necessarily kill everyone who is traveling on it? If there is sufficient role-play to kill someone or some people on the roads, why should we intervene to stop it and not encourage a role-play solution to a role-play problem?
  3. What is an intentional attack on a settlement? What if I stumble into the tavern with my boys, get drunk and belligerent, and then kill the guard who attempts to arrest me because I'm psychologically scarred from the time my parents were killed by Orcs when I was seven? (It's a joke, calm tf down)
  4. You should have a GM present during raids to supervise, regardless.
  5. For simplicity's sake, make the cool down for two or three days instead of staggering it. Although the shorter cooldown does provide incentive for smaller groups, any nation worth their salt can muster a defense against six guys. If anything, stagger the amount of raiders allowed based on either population of a given area, or nation vs guild status.
  6. Will I be allowed to blow through every single gatehouse I come across with TNT in a lawful raid? Will I be able to ladder into a keep with massive walls even though it makes no sense? If you decide to allow a "moderate" amount, what measures will be taken to justify that an established amount is not arbitrary?
  7. How do you determine a combatant from a non-combatant? If someone is controlling a gatehouse, are they a combatant? What happens to people who decide to become combatants if they do not initially meet this requirement?
  8. Why would war raids have a longer cooldown than lawless raids? Read my feedback post about the war front theory, as this solves the problem with raiding whole nations as opposed to keeping fighting between two nations near the frontlines.
  9. Why are shop chests excluded from being picked?

 

 

  1. This is mainly a baiting prevention, so by edge, we'd be talking probably the edge of a town or a keep.
  2. Yeah, some good points here. We're not able to really check 100% how long they've been there unless they've been using chat, commands, breaking blocks or dropping items. This rule was already in the rulebook and I've never heard of any issues with it, so I figured why not keep it. We're gonna have a think about this one, though.
  3. By intentional attack, we mean going to a settlement specifically TO raid them. So if you get in some trouble while you're just hanging around town and fighting ensues, then that's NOT a raid.
  4. Fair point. We'll discuss this in the War Team and see if it's worth adding.
  5. Yeah, given all the feedback, we're having a big discussion about the cooldown times.
  6. This'll all be GM supervised, so it shouldn't get too out of hand. TNT can't actually break blocks, so really it's an RP mechanic as a way to break open gates or doors. So if you have the TNT to blow down five gates, and you can get close enough to place and light the TNT without getting destroyed, then yeah. As for ladders, the raiders wouldn't be able to throw a ladder up to the top of the keep. We should probably clarify that it can only be used within reason -- like you can throw a rope ladder over a ledge that's not so far away and use that to climb up.
  7. A combatant in this event would be anyone attempting to stop the raiders. So if someone was keeping the gate shut to keep them out, then yeah, they'd be a combatant. Someone living in that particular settlement who is just watching would not be a combatant.
  8. Again, we're having a liddle chat about cooldowns. I'm also reading your proposals now.
  9. We're probably going to be axing lock-picking chests on raids because it undermines the usefulness of heists.
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11 hours ago, DrakeHaze. said:

-snip, can't delete this on my iPad RIP-

11 hours ago, DrakeHaze. said:

It is one of the changes because people are hard pressed on increasing the cap for raids. That has been the discussion over last week with several posts talking of raid rule changes, increasing the cap was common in the majority of these posts. Could you explain why increasing the raid cap is a bad idea?

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Because defenders are typically disadvantaged by raids as it stands, because raids are coordinated whereas defense is not, and most player groups find raids disruptive to roleplay. Raid caps are set low for good reason, and increasing them is utterly needless.

 

Likewise, if folks come on RP raids, or just carry themselves well, folks often don't invoke the raid cap.

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But if you want some change ideas, for one, make it so defenders can call RP for fights on lawless raids, even if it exceeds a maximum of 8 people. Large RP fights are more than possible, and having such a large cap wholly disallows RP defense as an option lest it is one man trying to fend off 6.

 

Likewise, removing the chest looting in wartime raids. There's no benefit added in that.

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2 minutes ago, ski_king3 said:

But if you want some change ideas, for one, make it so defenders can call RP for fights on lawless raids, even if it exceeds a maximum of 8 people. Large RP fights are more than possible, and having such a large cap wholly disallows RP defense as an option lest it is one man trying to fend off 6.

 

Likewise, removing the chest looting in wartime raids. There's no benefit added in that.

rp fighting is actual cancer 99.9% of the time like i love a good rp fight but sadly players on this server are neither mature or intelligent enough to partake in them well. Can you imagine doing that with 16+ people? It'd just a powergaming ******* mess

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4 minutes ago, Ruthern said:

rp fighting is actual cancer 99.9% of the time like i love a good rp fight but sadly players on this server are neither mature or intelligent enough to partake in them well. Can you imagine doing that with 16+ people? It'd just a powergaming ******* mess

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It can be, but oftentimes it can go quite well. And likewise, the previous rules were designed such that if you were a group that caused no issues to others (aka, weren't at war or raiding), you could always defend with RP. At the very least, it should always be a risk of lawless raiders to have to defer to RP fights, even if that's not their ideal. Otherwise, defender default really just doesn't work at all.

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17 hours ago, Xarkly said:

Thanks for all the feedback everybody.

 

Lemme stress this is all preeeeetty experimental -- it was clear you guys wanted new raid rules, so we're GOING to give you new rules. This post is just seeing if THIS ruleset works for you. If it doesn't? We'll throw a revised version in your face next weekend, probably. Point is, we're listening, and your feedback IS being taken into account, so keep commenting.

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good man

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favorite mineman factions server

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Dirty dirty God click masters make raids meaningless anyway with their random involvement in everything. Dirty dirty nasty disgusting dunamisflay.

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