So what I’m getting from the devs reply is that they put forts in for no reason. If I was a fort designer I’d be pissed. I mean why cap a fort when you can just drown yourself a few times and insta-cap
AGS never contractually stated how wars were decided, or the mechanics behind it. Your ‘legal’ case has no merit. In the end play or don’t play, AGS don’t care, but you won’t get a refund because you don’t like an aspect of the game.
Regards
Flea
Amazon please be upfront with game mechanics, you are wasting a lot of people’s time who take time to organise and fight battles but end up with unexpected results due to mechanics which are not even revealed to them.
Regarding design goals and execution:
A comeback mechanic/ conflict inciting mechanic seems fine to me. What I do wish to see is that this mechanic doesn’t invalidate the effort of players, laboring to counter said mechanic.
If the mechanic scales up to an unreasonable degree or (on the other side) countering it becomes too resource intensive – the mechanic effectively becomes “uncounterable” at some point in time. At that moment players may be under the false believe, that they have an actual influence on world mechanics. Players should be clear on what the can or can not do.
I want to stress this one more time: Players should be reasonable clear on whether they can expect their actions to matter or not.
At the end of the day a fair fight (if such a thing even exists) is a fight where actions result in results.
A very crude (less “life-like”) remoddeling of the influence mechanic to clear things up could be:
Have a reasonable grace period where every PvP Mission is turned in equal. Then declare the grace period to be over and start scaling. One of the fundamental design-choices remains though: Alternating between giving people the chance to make their actions matter and stripping that ability away again.
I think a reasonable scaling would enable the participating parties to feel at least somewhat comfortable with that. So… let’s balance the decimals. Or create other opportunities to take action/counteraction that are more clear and still incentivice “fun interaction”.
yeah, it sucks.
Small group of minor faction can throw a war to all territories over one night.
i think you must tell people about such mechanics, for minimize complaining at forum and bug-reporting. Especially if cities are at stake.
For generic player it looks like a bug abusing.
The real issue here is not only that influence is completely out of whack and need to be tuned a bit sharper for a better attack-defend / counterattack set of schemes to occur for more dynamic gameplay, I believe more PvP faction missions needs to be introduced so it’s not the same types and same locations every single time.
There’s also another issue that’s a passive one but it arrives because of the failure of the current system. It’s not worth having a city, it’s actually less rewarding than ignoring owning the city altogether and instead just focusing on farming or levelling and gathering (from a gold perspective), you earn far more as a guild ignoring every and all PvP missions as it currently stands, and just join in from the sidelines when other things like invasions occur. Not only do you earn more gold this way, but you also don’t need to waste gold upgrading your town. And because of the insane influx of influence gain and loss, it’s more less a pure waste of time even trying doing anything of worth with it.
honestly, this. bring in someone with actual experience, someone who worked on DAoC or Lotro Ettenmoors or GW2 WvW, someone who actually knows how open world pvp mechanics work and what it takes to make this successful. The current system you have designed is absolutely the worst option you could have chosen. You can literally do a “pvp” event by clicking on two boxes. There are a million different ways you could have done this that actually rewarded combat and battle where players are, well, versus players. There are a multitude of systems you could have put in that gave combat buffs to the lower population factions. Honestly this stuff is not very hard. Just listen to your players and communicate with them. What you have now is pure garbage.
Google translator:
The game has 3 directions of PvP - PvPvE, siege and open world. The current system kills most of the meaning of open world PvP. Why should companies gather forces, organize themselves, waste time on introducing a territory into a conflict, when you can wait a few days doing your own business and then declare war in 5-10 minutes without the participation of allied companies? Why do we need influence bars, why is there a mechanic for reducing influence? The owners of the territory simply do not have time to react and organize protection.
If you are worried about the balance of factions, then you can come up with other solutions, for example, the proportion of the number of players in the factions.
For example:
There are 800 covenants, 700 syndicates and 500 marauders on the server. Marauders want to attack the territory of the coventant, so they will contribute (800/500) * x influence (x can be 1, 1.5, etc.).
You can also consider the proportion not of the players, but of the belonging territories.
If you are worried about the balance of the number of factions, then this coefficient can also be used when receiving rewards for completing faction quests.
They can take the territory and down grade everything…
That’s not really important I think. If you have 80 people you can easily fight in the |WAR| - what is it good for?
I;m really not sure you understand whats happening here. It only takes one person to turn in one quest to flip the influence meter from 0 to 100%. Are you really saying you can have a 24/7 permanent running defence of 20 people always on to stop one player killing 3 wolves?
Will disagree with you. The faction pride needs to exist in this game. The core of it is still based on 3 way faction war. DAOC did it very well and was not toxic they same thing can and should happen here. I agree this mechanic is over tuned but is new to game and just needs tweaked. Game is a week old people need to calm down.
Yes but makes pvp outside of war not needed if they can just push to 100% with 3 guys …why fight for the fort… why pvp…
Has the Devs shed light on this yet? f this exploit gains traction before its fixed it can really upset the balance of sides if 80 people can put effort to quests and 5 of the other faction players can do it in less than time.
Yes, the devs answered earlier in the thread. This is no exploit, they deliberately designed it this way and have shown no sign whatsoever that they are going to reconsider this.
They still have to win the war…and if they take it…you can take it back…
what you want? NO WARS?
As you can see, there are a number of thoughtful, well worded replies to this post.
Where is your response.?
Saying this is “working as intended” is concerning us peoples who want to fight wars and level our toons, and chop trees, and fish.
I have NO TIME TO FISH because it is a constant fight to push back this bar.
I have loved this game since I played beta. I hyped it up big time in the gaming community i am a part of, and a bunch of us came here to play.
WE LOVE WPVP. So, do not think this is about not wanting to fight. WE WANT TO FIGHT.
This? is not good.
Now I honestly am starting to feel like not logging in because of this SPECIFIC issue.
Fix this.
Respond to this post.
Show us that you MEAN what you SAY when you have said that you care about feedback and want to make this game great.
Do not ignore this.
I implore you please, to respond and address this.
EITHER
A. Still “working as intended”
OR
B. We are looking into ways to make this less harsh and discouraging.
Because WE the PLAYERS who have worked so hard with you in alpha and betas, who have hyped your game, played for hours, DESERVE the choice of whether we want to deal with this mechanic. YOU OWE US Amazon.
If you had TOLD US about this mechanic ahead of time, I guarantee many of us would have approached things differently.
We have the RIGHT to make a choice, and you took that choice away by HIDING this mechanic.
Here is how we participate in this “intended mechanic”
- Be a big company
- Make shell company of 5 people
- Run 5 PvP quest in territory alongside big company with small 5 man group/company
- Make contest go from 30% to 100% in one turn in
- Profit
It’s okay because these are “intended mechanics”