Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

What happens if you pick the wrong side ?

13»

Comments

  • KajidourdenKajidourden Member EpicPosts: 3,030

    Yeah...Albion all over again if it's not thought about considerably.  I think the only viable solution to this problem is Crowfall's approach with resets.

  • KyleranKyleran Member LegendaryPosts: 43,975
    You'v all convinced me. As I will wait until year or more post lainch I'll wait till I find a side with massive advantages and join it.

    These days I find "challenging gameplay" to be largely over rated.

    ;)
    cjmarsh

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






  • KyleranKyleran Member LegendaryPosts: 43,975
    danwest58 said:
    jahlon said:
    There are no sides to pick.   There are no factions.   This is a sandbox game, so its really what you make of it.   Find a guild, form a guild, bring a guild with you, all viable options.

    Some content emerges when Nodes reach a certain maturity level.  Events happen, dungeons unlock, etc.

    From the Live-stream yesterday we found out that some dungeons are open world, so yes if the local guild is intent on keeping you out of "their" area they can.  

    However, most guilds are going to be busy trying to do "guild" things.

    Worst case scenario, you end up in a hostile part of the world, pack up and travel to the other side.  In a game with no fast travel with as big of a world as they are planning, you will be able to find a nice corner of the world to call your own.   

    ...then it becomes a matter of defending it.


       

    Beautiful Synopsis of how the game works  :)

    Remember playing the Alliance side in WoW, where your party would have to sneak past the Horde Undercity in Tirisfal Glades to get to Scarlet Monastery ? 

    Even then their was a high chance of fighting your way in..... Always a chance of overwhelming odds of PvP.  



    Now this is good news for PvP'ers, but still could be more frustrating if your guild or side is vastly out numbered, depending on deeper details of how the game is set up, and how strong your server is.  

    The Scarlet Monastery example is an isolated incident.  But with an entire game of living defensively all the time would make the player want to be on the strong side !!  

    Besides the PvP aspect, you say: 
    "Some content emerges when Nodes reach a certain maturity level." 

    One side (or guild) would enjoy the fruits of better cities and better content. 

    This could potentially frustrate many players, because of the dynamic world. 
    Who cares really?   When everyone is given the same content the same gear the game is bland and people get bored.   I dont care of a guild has a better city, that will not stop me from going into that dungeon.   It will not stop me from moving my goods to that city to try to sell or selling my own stuff.   Yea that might had better gear because their crafters are some of the best.   Who Cares.  The minute we try to make everyone have equal outcome we end up with the crappy ass games we have today.   Just because you are not in the top guild on the server does not mean you will not be able to have a piece of the pie in the game.   It does not mean you cannot craft really good gear and make a ton of money.  It does not mean you couldnt go to that dungeon and run it.  The ONLY time this really occurred is in a game like ArcheAge because so much content was locked in 1 continent that 1 guild can control entirely by throwing hundreds of thousands of dollars at the game.   Add to that the shitty crafting and trade pack systems and you have a game that makes people think the next game like AA will be exactly the same.   That is not true.   
    Wait, if I recall correctly that one guild who threw lots of money into AA was lead by the guy who is building Ashes. 


    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






  • danwest58danwest58 Member RarePosts: 2,012
    Kyleran said:
    danwest58 said:
    jahlon said:
    There are no sides to pick.   There are no factions.   This is a sandbox game, so its really what you make of it.   Find a guild, form a guild, bring a guild with you, all viable options.

    Some content emerges when Nodes reach a certain maturity level.  Events happen, dungeons unlock, etc.

    From the Live-stream yesterday we found out that some dungeons are open world, so yes if the local guild is intent on keeping you out of "their" area they can.  

    However, most guilds are going to be busy trying to do "guild" things.

    Worst case scenario, you end up in a hostile part of the world, pack up and travel to the other side.  In a game with no fast travel with as big of a world as they are planning, you will be able to find a nice corner of the world to call your own.   

    ...then it becomes a matter of defending it.


       

    Beautiful Synopsis of how the game works  :)

    Remember playing the Alliance side in WoW, where your party would have to sneak past the Horde Undercity in Tirisfal Glades to get to Scarlet Monastery ? 

    Even then their was a high chance of fighting your way in..... Always a chance of overwhelming odds of PvP.  



    Now this is good news for PvP'ers, but still could be more frustrating if your guild or side is vastly out numbered, depending on deeper details of how the game is set up, and how strong your server is.  

    The Scarlet Monastery example is an isolated incident.  But with an entire game of living defensively all the time would make the player want to be on the strong side !!  

    Besides the PvP aspect, you say: 
    "Some content emerges when Nodes reach a certain maturity level." 

    One side (or guild) would enjoy the fruits of better cities and better content. 

    This could potentially frustrate many players, because of the dynamic world. 
    Who cares really?   When everyone is given the same content the same gear the game is bland and people get bored.   I dont care of a guild has a better city, that will not stop me from going into that dungeon.   It will not stop me from moving my goods to that city to try to sell or selling my own stuff.   Yea that might had better gear because their crafters are some of the best.   Who Cares.  The minute we try to make everyone have equal outcome we end up with the crappy ass games we have today.   Just because you are not in the top guild on the server does not mean you will not be able to have a piece of the pie in the game.   It does not mean you cannot craft really good gear and make a ton of money.  It does not mean you couldnt go to that dungeon and run it.  The ONLY time this really occurred is in a game like ArcheAge because so much content was locked in 1 continent that 1 guild can control entirely by throwing hundreds of thousands of dollars at the game.   Add to that the shitty crafting and trade pack systems and you have a game that makes people think the next game like AA will be exactly the same.   That is not true.   
    Wait, if I recall correctly that one guild who threw lots of money into AA was lead by the guy who is building Ashes. 


    He threw money at loot boxes for a rare pet.   He didnt throw money at the game to run a server.  There is a difference.  
  • KnyttaKnytta Member UncommonPosts: 414
    edited July 2018
    The big problem for Ashes IMHO will be all those players in small guilds that goes out in the wilderness and finds a nice spot, builds their village and maybe hopes that it will grow to a small town. After a couple of months Uberguild X comes and declares the village a part of their kingdom and/or razes it as they might need to develop another node. These players will be incredibly disappointed in the game as will many other creative players who only want to be left alone. Of course in a perfect world many of the Uberguilds will realize that these players are an asset and try to keep them happy, but then again they might not. As noone knows how Ashes will be the end problem might not be this but I believe that it will be something in this direction. The discussions about the political system on Ashes official forums can be interesting to read, or scary depending on point of view.
    cheyane

    Chi puo dir com'egli arde é in picciol fuoco.

    He who can describe the flame does not burn.

    Petrarch


  • MadFrenchieMadFrenchie Member LegendaryPosts: 8,505
    Kyleran said:

    I think one key thing is in DAOC theres no reward per sec for being on the winning side, (aside from DF access) say at the end of a match or round, which I think might be a cause for some of the problems seen in other games.

    Even with DF access,  after a realm takes it they generally flood in, leaving the frontiers undefended so the lower pop realms can take the keeps back and gain DF access themselves
    Well there are the relic bonuses.   Those are pretty sweet!

    While true, I didn't think relic bonuses required owning a majority of the keeps, but merely bringing the relics to your own keeps.  Or am I conflating that with ESO?

    image
  • delete5230delete5230 Member EpicPosts: 7,081
    Knytta said:
    The big problem for Ashes IMHO will be all those players in small guilds that goes out in the wilderness and finds a nice spot, builds their village and maybe hopes that it will grow to a small town. After a couple of months Uberguild X comes and declares the village a part of their kingdom and/or razes it as they might need to develop another node. These players will be incredibly disappointed in the game as will many other creative players who only want to be left alone. Of course in a perfect world many of the Uberguilds will realize that these players are an asset and try to keep them happy, but then again they might not. As noone knows how Ashes will be the end problem might not be this but I believe that it will be something in this direction. The discussions about the political system on Ashes official forums can be interesting to read, or scary depending on point of view.
    This is another way of looking at the problem !!  

    Developers have to be careful making PvP.  PvP with consequences could really piss people off, sometimes leading to rage quit. 

    In real life, if someone gets beat up they have a will to survive, in a video game simply quit. 




    Server bouncing and quitting will be common.  Many servers will be known as bad servers to join, Some will go from the best place to be then later turn to unbearable.

    Unless I'm missing something about the dynamics.  
    KyleranKnytta
  • centkincentkin Member RarePosts: 1,527
    Actually, the worst that can happen is when server mergers happen in a game.  I was on a pretty balanced server (1.1 to 1 against) in warhammer and things worked really well.  We got merged into a horribly unbalanced situation (1.7 to 1) and 4 invasions of altdorf happened per day with order just being crushed.
  • AngreeegamerAngreeegamer Member UncommonPosts: 59
    edited July 2018
    Knytta said:
    The big problem for Ashes IMHO will be all those players in small guilds that goes out in the wilderness and finds a nice spot, builds their village and maybe hopes that it will grow to a small town. After a couple of months Uberguild X comes and declares the village a part of their kingdom and/or razes it as they might need to develop another node. These players will be incredibly disappointed in the game as will many other creative players who only want to be left alone. Of course in a perfect world many of the Uberguilds will realize that these players are an asset and try to keep them happy, but then again they might not. As noone knows how Ashes will be the end problem might not be this but I believe that it will be something in this direction. The discussions about the political system on Ashes official forums can be interesting to read, or scary depending on point of view.
    This is another way of looking at the problem !!  

    Developers have to be careful making PvP.  PvP with consequences could really piss people off, sometimes leading to rage quit. 

    In real life, if someone gets beat up they have a will to survive, in a video game simply quit. 




    Server bouncing and quitting will be common.  Many servers will be known as bad servers to join, Some will go from the best place to be then later turn to unbearable.

    Unless I'm missing something about the dynamics.  
    When a node is sieged it goes into a vulnerable state where all surrounding freeholds become vulnerable to raiding. All citizens of that node are automatically signed up for node defense, and additionally can hire out guard NPC's to protect their homes. Sieges also aren't an over night event, depending on your node level you'll have days, sometimes even weeks to prepare for it once the siege is declared.

    It's not like you have to sit helplessly by and watch your home be destroyed, or log in one day to everything being gone, you can take defensive measures and recruit friends to help you protect what you've built. With the stock exchange your business can also secure investors who will have a vested interest in keeping your shop alive. Notify them and they'll likely ride out to help if they have enough money tied up in your establishment. That's not even mentioning the fact that if your freehold is well hidden out in the surrounding wilderness, attackers likely will be too preoccupied with the attack of the node itself, with all of its raiding of elite NPC bosses and PvP to focus on your one specific home.

    If your freehold survives the raid phase, it will still persist under the same node even under the new captors. Should your freehold fall to the raid, you won't lose any progress or even your layout for furniture. It's saved as a blueprint so you can just walk 10 miles down the road and put it down again. Nodes also aren't guild run, with no fast travel in place mass zerg guilds are going to be next to impossible to coordinate in a world 4x the size of skyrm for their Alpha 0 alone. 
  • delete5230delete5230 Member EpicPosts: 7,081
    Knytta said:
    The big problem for Ashes IMHO will be all those players in small guilds that goes out in the wilderness and finds a nice spot, builds their village and maybe hopes that it will grow to a small town. After a couple of months Uberguild X comes and declares the village a part of their kingdom and/or razes it as they might need to develop another node. These players will be incredibly disappointed in the game as will many other creative players who only want to be left alone. Of course in a perfect world many of the Uberguilds will realize that these players are an asset and try to keep them happy, but then again they might not. As noone knows how Ashes will be the end problem might not be this but I believe that it will be something in this direction. The discussions about the political system on Ashes official forums can be interesting to read, or scary depending on point of view.
    This is another way of looking at the problem !!  

    Developers have to be careful making PvP.  PvP with consequences could really piss people off, sometimes leading to rage quit. 

    In real life, if someone gets beat up they have a will to survive, in a video game simply quit. 




    Server bouncing and quitting will be common.  Many servers will be known as bad servers to join, Some will go from the best place to be then later turn to unbearable.

    Unless I'm missing something about the dynamics.  
    When a node is sieged it goes into a vulnerable state where all surrounding freeholds become vulnerable to raiding. All citizens of that node are automatically signed up for node defense, and additionally can hire out guard NPC's to protect their homes. Sieges also aren't an over night event, depending on your node level you'll have days, sometimes even weeks to prepare for it once the siege is declared.

    It's not like you have to sit helplessly by and watch your home be destroyed, or log in one day to everything being gone, you can take defensive measures and recruit friends to help you protect what you've built. With the stock exchange your business can also secure investors who will have a vested interest in keeping your shop alive. Notify them and they'll likely ride out to help if they have enough money tied up in your establishment. That's not even mentioning the fact that if your freehold is well hidden out in the surrounding wilderness, attackers likely will be too preoccupied with the attack of the node itself, with all of its raiding of elite NPC bosses and PvP to focus on your one specific home.

    If your freehold survives the raid phase, it will still persist under the same node even under the new captors. Should your freehold fall to the raid, you won't lose any progress or even your layout for furniture. It's saved as a blueprint so you can just walk 10 miles down the road and put it down again. Nodes also aren't guild run, with no fast travel in place mass zerg guilds are going to be next to impossible to coordinate in a world 4x the size of skyrm for their Alpha 0 alone. 
    This all sounds interesting.  
    Can you refer to the link where we can read the rules.  It's not that I don't believe you, but would be nice to get a full understanding. I read it twice so far.  This is something every player would have to understand. 

    4X the size of Skyrim alone for their Alpha alone :)
    Knytta
  • KyleranKyleran Member LegendaryPosts: 43,975
    Knytta said:
    The big problem for Ashes IMHO will be all those players in small guilds that goes out in the wilderness and finds a nice spot, builds their village and maybe hopes that it will grow to a small town. After a couple of months Uberguild X comes and declares the village a part of their kingdom and/or razes it as they might need to develop another node. These players will be incredibly disappointed in the game as will many other creative players who only want to be left alone. Of course in a perfect world many of the Uberguilds will realize that these players are an asset and try to keep them happy, but then again they might not. As noone knows how Ashes will be the end problem might not be this but I believe that it will be something in this direction. The discussions about the political system on Ashes official forums can be interesting to read, or scary depending on point of view.
    This is another way of looking at the problem !!  

    Developers have to be careful making PvP.  PvP with consequences could really piss people off, sometimes leading to rage quit. 

    In real life, if someone gets beat up they have a will to survive, in a video game simply quit. 




    Server bouncing and quitting will be common.  Many servers will be known as bad servers to join, Some will go from the best place to be then later turn to unbearable.

    Unless I'm missing something about the dynamics.  
    When a node is sieged it goes into a vulnerable state where all surrounding freeholds become vulnerable to raiding. All citizens of that node are automatically signed up for node defense, and additionally can hire out guard NPC's to protect their homes. Sieges also aren't an over night event, depending on your node level you'll have days, sometimes even weeks to prepare for it once the siege is declared.

    It's not like you have to sit helplessly by and watch your home be destroyed, or log in one day to everything being gone, you can take defensive measures and recruit friends to help you protect what you've built. With the stock exchange your business can also secure investors who will have a vested interest in keeping your shop alive. Notify them and they'll likely ride out to help if they have enough money tied up in your establishment. That's not even mentioning the fact that if your freehold is well hidden out in the surrounding wilderness, attackers likely will be too preoccupied with the attack of the node itself, with all of its raiding of elite NPC bosses and PvP to focus on your one specific home.

    If your freehold survives the raid phase, it will still persist under the same node even under the new captors. Should your freehold fall to the raid, you won't lose any progress or even your layout for furniture. It's saved as a blueprint so you can just walk 10 miles down the road and put it down again. Nodes also aren't guild run, with no fast travel in place mass zerg guilds are going to be next to impossible to coordinate in a world 4x the size of skyrm for their Alpha 0 alone. 
    This all sounds interesting.  
    Can you refer to the link where we can read the rules.  It's not that I don't believe you, but would be nice to get a full understanding. I read it twice so far.  This is something every player would have to understand. 

    4X the size of Skyrim alone for their Alpha alone :)
    All sounds great on paper, I am waiting to see it in action.

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






  • KnyttaKnytta Member UncommonPosts: 414
    edited July 2018
    jahlon said:


    Worst case scenario, you end up in a hostile part of the world, pack up and travel to the other side.  In a game with no fast travel with as big of a world as they are planning, you will be able to find a nice corner of the world to call your own.   

    ...then it becomes a matter of defending it.



    And there you have the core of the problem, many small guilds will fall for the marketing and the interesting ideas in Ashes and then (well hopefully not but I have my doubts) realize that they will not be able to find their little place in the world and do their thing. This is a node control game with a lot of extra features, and the sales talk of building your own villages and towns avoids the caveat "then it becomes a matter of defending it". Guilds might be able to do their thing, we will see what happen. The testing will be interesting, worst case we get a better Archeage.
    Post edited by Knytta on

    Chi puo dir com'egli arde é in picciol fuoco.

    He who can describe the flame does not burn.

    Petrarch


  • AngreeegamerAngreeegamer Member UncommonPosts: 59
    Knytta said:
    The big problem for Ashes IMHO will be all those players in small guilds that goes out in the wilderness and finds a nice spot, builds their village and maybe hopes that it will grow to a small town. After a couple of months Uberguild X comes and declares the village a part of their kingdom and/or razes it as they might need to develop another node. These players will be incredibly disappointed in the game as will many other creative players who only want to be left alone. Of course in a perfect world many of the Uberguilds will realize that these players are an asset and try to keep them happy, but then again they might not. As noone knows how Ashes will be the end problem might not be this but I believe that it will be something in this direction. The discussions about the political system on Ashes official forums can be interesting to read, or scary depending on point of view.
    This is another way of looking at the problem !!  

    Developers have to be careful making PvP.  PvP with consequences could really piss people off, sometimes leading to rage quit. 

    In real life, if someone gets beat up they have a will to survive, in a video game simply quit. 




    Server bouncing and quitting will be common.  Many servers will be known as bad servers to join, Some will go from the best place to be then later turn to unbearable.

    Unless I'm missing something about the dynamics.  
    When a node is sieged it goes into a vulnerable state where all surrounding freeholds become vulnerable to raiding. All citizens of that node are automatically signed up for node defense, and additionally can hire out guard NPC's to protect their homes. Sieges also aren't an over night event, depending on your node level you'll have days, sometimes even weeks to prepare for it once the siege is declared.

    It's not like you have to sit helplessly by and watch your home be destroyed, or log in one day to everything being gone, you can take defensive measures and recruit friends to help you protect what you've built. With the stock exchange your business can also secure investors who will have a vested interest in keeping your shop alive. Notify them and they'll likely ride out to help if they have enough money tied up in your establishment. That's not even mentioning the fact that if your freehold is well hidden out in the surrounding wilderness, attackers likely will be too preoccupied with the attack of the node itself, with all of its raiding of elite NPC bosses and PvP to focus on your one specific home.

    If your freehold survives the raid phase, it will still persist under the same node even under the new captors. Should your freehold fall to the raid, you won't lose any progress or even your layout for furniture. It's saved as a blueprint so you can just walk 10 miles down the road and put it down again. Nodes also aren't guild run, with no fast travel in place mass zerg guilds are going to be next to impossible to coordinate in a world 4x the size of skyrm for their Alpha 0 alone. 
    This all sounds interesting.  
    Can you refer to the link where we can read the rules.  It's not that I don't believe you, but would be nice to get a full understanding. I read it twice so far.  This is something every player would have to understand. 

    4X the size of Skyrim alone for their Alpha alone :)
    The information is pretty spread out but here's a link covering the siege mechanics:

    http://ashesofcreation.wikia.com/wiki/Siege

    Along with information on Freehold vulnerability and defense options during a siege:

    https://ashesofcreation.wiki/Freehold_destructibility
  • delete5230delete5230 Member EpicPosts: 7,081
    It sounds much like World of Warcraft Arathi Basin PvP battleground only you live in what you control. 

    Even with the two links provided above (good by the way), this is still hard to wrap your head around the concept. To make things interesting, no two realms will be alike their fore, each realm you may have to wrap your head around it in a different way. 

    I find this highly intriguing, but I can't help feeling heavy negative consequences in such a bold idea !


  • AlbatroesAlbatroes Member LegendaryPosts: 7,671
    edited July 2018
    Knytta said:
    jahlon said:


    Worst case scenario, you end up in a hostile part of the world, pack up and travel to the other side.  In a game with no fast travel with as big of a world as they are planning, you will be able to find a nice corner of the world to call your own.   

    ...then it becomes a matter of defending it.



    And there you have the core of the problem, many small guilds will fall for the marketing and the interesting ideas in Ashes and then (well hopefully not but I have my doubts) realize that they will not be able to find their little place in the world and do their thing. This is a node control game with a lot of extra features, and the sales talk of building your own villages and towns avoids the caveat "then it becomes a matter of defending it". Guilds might be able to do their thing, we will see what happen. The testing will be interesting, worst case we get a better Archeage.
    Its my understanding that it'll be similar to like a "faction" system if people choose to part take or clan/union/whatever other games call it where smaller guilds can link together and pretty much share the same property etc or at least for certain privileges. So the only ones really in a tough spot are those that refuse to work with others at all.
  • KnyttaKnytta Member UncommonPosts: 414
    Albatroes said:

    Its my understanding that it'll be similar to like a "faction" system if people choose to part take or clan/union/whatever other games call it where smaller guilds can link together and pretty much share the same property etc or at least for certain privileges. So the only ones really in a tough spot are those that refuse to work with others at all.
    That would be good. I truly hope Ashes will be a good game but I question the marketing "Describing all the amazing new systems" and then whispering under their breath "and then its PvP"

    If done right it can be amazing if done wrong...ewww. Se Worlds Adrift for a recent example of Marketing a totally different game than they actually sold (no other comparisons).

    Chi puo dir com'egli arde é in picciol fuoco.

    He who can describe the flame does not burn.

    Petrarch


  • syrecsyrec Member UncommonPosts: 26
    edited August 2018
    moved post
    Post edited by syrec on
  • Nibiru79Nibiru79 Member CommonPosts: 2

    Besides the PvP aspect, you say: 
    "Some content emerges when Nodes reach a certain maturity level." 

    One side (or guild) would enjoy the fruits of better cities and better content. 

    This could potentially frustrate many players, because of the dynamic world. 
    As nodes(cities) develop from all participants in the area, new content emerges.  This does not mean one side would have better content.  Most dungeons are open world which means you can travel to a node that you are not a citizen of and take part in the content that has been opened.  The citizens of that node are neutral with you as long as you are not taking part in a siege against that city.  However, anyone can PK you with exceptions, but there will be harsh consequences if they do.  This means that, yeah a guild could try to block anyone not from their guild or alliance, but they would take massive hits and presumably wouldn't be able to do it for a long period of time. 

    Anyone can take part in the node they choose, it doesn't matter your guild.  Guilds can influence a node if they have a majority of that nodes population by voting one of their members the mayor.  But this just means they get to decide how the city itself develops and would be in charge of where resources go.  Meaning they can allocate the taxes to the construction of different buildings, what goes toward defending a siege, etc.  If you are in a small guild it might be nice having a large guild in charge of the city ready to defend any sieges.  Also, guild members are not required to all have citizenship toward one node.  A guild could have members scattered across all nodes.  Think of it this way, node citizenship is almost like having a second "guild" and anyone can choose to be part of that "guild" if they want. 
  • ScotScot Member LegendaryPosts: 24,271
    If this is a concern for you don't play PvP MMO's, otherwise it just goes with the territory as it were. :)
  • IsilithTehrothIsilithTehroth Member RarePosts: 616
    Sovrath said:
    Say you pick the loosing side, will the game suck for you ?
    get people together to make it the winning side?
    You mean like early MMOs? Blasphemy!

    It's far more likely people will just complain about how unfair it is until the developer caves and implements "balance checks" so all players can feel special.

    We've all but eliminated competition in our schools (at least in America) so how can you expect kids to grow up knowing how to handle things like setbacks and loss? They're not capable.
    I am a huge advocate of player skill winning in pvp, but players always take the easiest way out and that would be joining the winning faction. There needs to be some kind of balance.

    MurderHerd

  • PhaserlightPhaserlight Member EpicPosts: 3,075
    Why are people talking about this like it's an issue? I think it's awesome.

    I would like to know more about the mechanics, though. 

    "The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar
    Authored 139 missions in Vendetta Online and 6 tracks in Distance

  • delete5230delete5230 Member EpicPosts: 7,081
    edited October 2018
    Why are people talking about this like it's an issue? I think it's awesome.

    I would like to know more about the mechanics, though. 
    Step 1  Wait a week after release. 
    Step 2  Join a server and see if your side is winning, if not quit. 
    Step 3  Join another server and see if your side is winning, if not quit. 
    Step 4  Join another server and see if your side is winning, if so be sure they have a far lead and has the most stuff. stay with that one and reap the benefits. 
    Step 5  Build yourself a nice little house in the middle of it's defensive structure and clam victory !
    Phaserlight
Sign In or Register to comment.