agentjwall
Godly
- Joined
- Aug 23, 2011
- Location
- [Classified]
After this month's meeting I was left with many questions about the future of PvP on the server along with a bad taste in my mouth so I figured I'd talk about what I find flawed or unclear in the newly planned system…
1. Outposts-- The ideas of outposts seems inherently flawed to me. It was mentioned that income would be generated from them and that it would be the basis of PvP combat in upcoming updates. Why/How do they generate income? It seems logic to say that it is to encourage rival factions to attack them but in reality why would a rival faction care unless they actively wanted to be the "Wealthiest" faction. furthermore wouldn't the factions just be placed deep within their own nations to act like money farms? It doesn't seem right if they are bases to place in enemy territory since it would be difficult to defend them and worthless as revenue generating means for the effort involved in keeping them protected. On top of that how are outposts protected when their faction isn't online to protect them? It seems like it would be impossible to keep any protected when on or two guys could come online late at night and destroy them. On the flip side, Let's pretend they are for offensive military purposes, There's still the problem with protecting them when no one is online. Maybe they'll be region'd like a town? although this would only lead to more problems…
2. Towns-- Although I applaud the anticipated ban on bedrock to sky limit walls the following comment greatly upset me: "No-PVP will be on for townships and kingdoms." This essentially takes away a large chunk of Herocraft as a "Hardcore" server. with entire towns no PvP many will stay within their towns much more since they will have no fear of being attacked within it and will only leave their towns for PvP & mining. Not only does this ruin the Hardcore of Herocraft since it gives players an incentive to cower in their towns to avoid PvP and as a result destroys most outside-town interactions between players. Town halls work well as no PvP regions since little time is spent in them so they only pose to be a use as a last resort in the event of an attack. On the flip side I believe their needs to be a more concrete way to raid cities. Because most cities are impenetrable boxes all of those who wish to raid have to resort to exploiting (many of those who do exploit do so because they feel restricted by the current system).
3. Guards-- Segway'n form the last topic, what is the purpose of guards if the towns they are guarding are impervious anyways? If factions have to pay for them they would be completely useless. They would be abandoned every night when players logged off, leaving them open to be picked off one by one by opposing raiding parties. And the only affect this would be is to Troll other factions and make them pay astronomical amounts to maintain the guard count (which of course they wouldn't do). Also, what happens if a passerby accidentally punches someone while trying to open a door? You guessed it, Gang rape'd by the guards, this and several other problems seem evident with the proposed "attack any combatants" system.
4. Faction Territories-- with the proposed system of 4 static Factions of North South East and West it leads to the question of how land would be distributed. If it was evenly distributed between the 4 nations and no land could be taken or redistributed then Outposts would loose one of their primary purposes: to wage war on the enemy. If you can't take over the land you're occupying what is the purpose of putting an outpost their since it's inevitable that the rival faction would just destroy it? and why place them on the borders of your land if you could just place towns their and have invincible fortresses?
Furthermore static borders would reduce faction-faction interactions since everyone would just stay within their designated faction space to avoid conflict.
5. PvP Feasible Areas-- With zeal being no PvP, no PvP towns, and Factions chopped up into clean, static chunks players would just stick to the safe zones where an army is at their beck and call if anyone decides to come close. This limits PvP to the Arena and faction borders which is a microscopic portion of the map compared to the 90-95% that is PvP encouraged now. The only reason why this is so is because of the wonderful diversity between factions and the Chaos created from the free placement of cities for those factions. Without this diversity and freedom Herocraft essentially becomes your average faction server where each faction keeps to themselves and acts more like 4 separate servers with the minimal interactions between factions and a little added sparkle from the Hero's classes.
Questions? Comments? Criticism?
Feel free to speak you mind, I'm now open to Cross-Examination...
1. Outposts-- The ideas of outposts seems inherently flawed to me. It was mentioned that income would be generated from them and that it would be the basis of PvP combat in upcoming updates. Why/How do they generate income? It seems logic to say that it is to encourage rival factions to attack them but in reality why would a rival faction care unless they actively wanted to be the "Wealthiest" faction. furthermore wouldn't the factions just be placed deep within their own nations to act like money farms? It doesn't seem right if they are bases to place in enemy territory since it would be difficult to defend them and worthless as revenue generating means for the effort involved in keeping them protected. On top of that how are outposts protected when their faction isn't online to protect them? It seems like it would be impossible to keep any protected when on or two guys could come online late at night and destroy them. On the flip side, Let's pretend they are for offensive military purposes, There's still the problem with protecting them when no one is online. Maybe they'll be region'd like a town? although this would only lead to more problems…
2. Towns-- Although I applaud the anticipated ban on bedrock to sky limit walls the following comment greatly upset me: "No-PVP will be on for townships and kingdoms." This essentially takes away a large chunk of Herocraft as a "Hardcore" server. with entire towns no PvP many will stay within their towns much more since they will have no fear of being attacked within it and will only leave their towns for PvP & mining. Not only does this ruin the Hardcore of Herocraft since it gives players an incentive to cower in their towns to avoid PvP and as a result destroys most outside-town interactions between players. Town halls work well as no PvP regions since little time is spent in them so they only pose to be a use as a last resort in the event of an attack. On the flip side I believe their needs to be a more concrete way to raid cities. Because most cities are impenetrable boxes all of those who wish to raid have to resort to exploiting (many of those who do exploit do so because they feel restricted by the current system).
3. Guards-- Segway'n form the last topic, what is the purpose of guards if the towns they are guarding are impervious anyways? If factions have to pay for them they would be completely useless. They would be abandoned every night when players logged off, leaving them open to be picked off one by one by opposing raiding parties. And the only affect this would be is to Troll other factions and make them pay astronomical amounts to maintain the guard count (which of course they wouldn't do). Also, what happens if a passerby accidentally punches someone while trying to open a door? You guessed it, Gang rape'd by the guards, this and several other problems seem evident with the proposed "attack any combatants" system.
4. Faction Territories-- with the proposed system of 4 static Factions of North South East and West it leads to the question of how land would be distributed. If it was evenly distributed between the 4 nations and no land could be taken or redistributed then Outposts would loose one of their primary purposes: to wage war on the enemy. If you can't take over the land you're occupying what is the purpose of putting an outpost their since it's inevitable that the rival faction would just destroy it? and why place them on the borders of your land if you could just place towns their and have invincible fortresses?
Furthermore static borders would reduce faction-faction interactions since everyone would just stay within their designated faction space to avoid conflict.
5. PvP Feasible Areas-- With zeal being no PvP, no PvP towns, and Factions chopped up into clean, static chunks players would just stick to the safe zones where an army is at their beck and call if anyone decides to come close. This limits PvP to the Arena and faction borders which is a microscopic portion of the map compared to the 90-95% that is PvP encouraged now. The only reason why this is so is because of the wonderful diversity between factions and the Chaos created from the free placement of cities for those factions. Without this diversity and freedom Herocraft essentially becomes your average faction server where each faction keeps to themselves and acts more like 4 separate servers with the minimal interactions between factions and a little added sparkle from the Hero's classes.
Questions? Comments? Criticism?
Feel free to speak you mind, I'm now open to Cross-Examination...