[align=center]Introduction[/align]
Many of us who came to this server had high hopes for PVP and organized conflict(or atleast I did) and unfortunately this aspect of the server failed to live up to that dream. It is not because it is impossible to achieve this but rather because players have become complacent in the idea that this ideal form of PVP is achievable. I am told that it is impossible to have fair and fun conflict yet I haven't even seen a discussion on how to fix this issue; which is why I am here. In the very least I would like to open up a dialogue on the expansion of organized PVP.
[align=center]Alignment and League Of Nations[/align]
The greatest problem with organized warfare in Herocraft is the total lack of true organization. Towns may be affiliated with players but players aren't affiliated with towns. What I mean is this; players do whatever they want despite any town alignment. Players don't feel like their actions outside of town will effect their town so players from good or neutral towns often engage in acts of villainy without a second thought. Sure this might be a PVP/Hardcore server, but this sort of behavior should cause a shift in alignment. There needs to be social implications for every action. Right now no one cares. One might argue that a citizen doesn't represent the entire town, but shouldn't a mayor keep his citizens under control? Besides if a town mostly stays to itself except when their citizens commit random impulsive acts of murder or theft, then isn't it's moral output largely bad? What towns do for themselves don't have a moral standing of any kind. Just because they look like a 'good' town doesn't mean that's where their alignment should lie. Since no town will willing to shift its alignment based on the perceptions others have of them we need to form some sort of League of Nations.
The idea is quite simple really. Perhaps twice a month leaders will meet in one location and discuss world events. Anyone will be allowed to come and state a grievance against any official township and the township will be allowed time to defend itself. Afterwards a vote will be held on if the township is found in the wrong their alignment will shift(we should have some sort of point system so that alignments don't go from neutral to evil for one raid). At this meeting Townships will also apply for good alignments shifts by telling what good it has down for the global community. Votes for good alignment shifts will only occur if some one questions the quality of the 'good' action. Below is a short list of actions and how I think they should affect alignment;
Good Actions: Any action benefitting the global community
-Consistent and extremely good deals in the global market(for the others involved)
-Defending Good, Neutral, Or Pretownships from raids
-Improving Foot based travel
-Improving intercity mine cart travel
-Improving Boat travel
-Donating to the needy
-Demolishing structures and restoring the land to its natural state(only after being marked as inactive for 2 weeks with no changes)
Neutral Actions Any action that benefits oneself without harming others(has no effect on alignment)
-Self Defense
-Construction in the City
-Fair trade(they do not disadvantaged themselves or others in trade)
-Demolishing structures and using the land for something new(only after two weeks of being marked inactive with no change)
Evil Actions An Action that is detrimental to others
-Raids
-Consistent Petty Theft
-Griefing(While a individual member may be banned, it should be noted which city culture he was a part of)
-Harassment
-Horrible deals in trade
-Stripping the land of its renewable resources without replanting
-Buying goods known to be stolen
In this way mayors will be encouraged to make a tighter community in order to maintain their alignment and we'll see a stronger sense of community emerge from it. We should also consider actual bonuses to each alignment. For example Good might get 15 extra blocks for each ring, while evil might get 1c extra at DHX for gold. Or perhaps classes can get bonuses if their city is of a certain alignment.
[align=center]Warfare[/align]
The most important thing for PVP is organized PVP. Since I joined the server there has been no significant occurrences of organized PVP, which is a shame. The best way to correct this in my eyes is to create implement a few small changes, and perhaps create a guide to what is appropriate to do during war. War needs to be an actual mechanic in the game. I don't mean two towns deciding they don't like each other. I mean one should meet some requirements to declare war(which in the end will be worth it.). At the moment I can only think I two, an Aggressor's fee for the one who initiates it(a one time cost of maybe 2k), and proof that they are capable of fighting a war(stores of weapons/armor, signatures of players who agree to fight). The defending town will not need to agree or meet these standards.
When War is initiated it cannot end until both towns agree to it. The 'war' function in the game will set both towns to PVP on weekends(or another agreeable 48 hour period) during which the defenses of the town will be tested to their limits. They should also be encouraged to attack wilderness structures owned by either town.
This is all for now. I would love to bounce ideas off of others/hear what staff think.
Many of us who came to this server had high hopes for PVP and organized conflict(or atleast I did) and unfortunately this aspect of the server failed to live up to that dream. It is not because it is impossible to achieve this but rather because players have become complacent in the idea that this ideal form of PVP is achievable. I am told that it is impossible to have fair and fun conflict yet I haven't even seen a discussion on how to fix this issue; which is why I am here. In the very least I would like to open up a dialogue on the expansion of organized PVP.
[align=center]Alignment and League Of Nations[/align]
The greatest problem with organized warfare in Herocraft is the total lack of true organization. Towns may be affiliated with players but players aren't affiliated with towns. What I mean is this; players do whatever they want despite any town alignment. Players don't feel like their actions outside of town will effect their town so players from good or neutral towns often engage in acts of villainy without a second thought. Sure this might be a PVP/Hardcore server, but this sort of behavior should cause a shift in alignment. There needs to be social implications for every action. Right now no one cares. One might argue that a citizen doesn't represent the entire town, but shouldn't a mayor keep his citizens under control? Besides if a town mostly stays to itself except when their citizens commit random impulsive acts of murder or theft, then isn't it's moral output largely bad? What towns do for themselves don't have a moral standing of any kind. Just because they look like a 'good' town doesn't mean that's where their alignment should lie. Since no town will willing to shift its alignment based on the perceptions others have of them we need to form some sort of League of Nations.
The idea is quite simple really. Perhaps twice a month leaders will meet in one location and discuss world events. Anyone will be allowed to come and state a grievance against any official township and the township will be allowed time to defend itself. Afterwards a vote will be held on if the township is found in the wrong their alignment will shift(we should have some sort of point system so that alignments don't go from neutral to evil for one raid). At this meeting Townships will also apply for good alignments shifts by telling what good it has down for the global community. Votes for good alignment shifts will only occur if some one questions the quality of the 'good' action. Below is a short list of actions and how I think they should affect alignment;
Good Actions: Any action benefitting the global community
-Consistent and extremely good deals in the global market(for the others involved)
-Defending Good, Neutral, Or Pretownships from raids
-Improving Foot based travel
-Improving intercity mine cart travel
-Improving Boat travel
-Donating to the needy
-Demolishing structures and restoring the land to its natural state(only after being marked as inactive for 2 weeks with no changes)
Neutral Actions Any action that benefits oneself without harming others(has no effect on alignment)
-Self Defense
-Construction in the City
-Fair trade(they do not disadvantaged themselves or others in trade)
-Demolishing structures and using the land for something new(only after two weeks of being marked inactive with no change)
Evil Actions An Action that is detrimental to others
-Raids
-Consistent Petty Theft
-Griefing(While a individual member may be banned, it should be noted which city culture he was a part of)
-Harassment
-Horrible deals in trade
-Stripping the land of its renewable resources without replanting
-Buying goods known to be stolen
In this way mayors will be encouraged to make a tighter community in order to maintain their alignment and we'll see a stronger sense of community emerge from it. We should also consider actual bonuses to each alignment. For example Good might get 15 extra blocks for each ring, while evil might get 1c extra at DHX for gold. Or perhaps classes can get bonuses if their city is of a certain alignment.
[align=center]Warfare[/align]
The most important thing for PVP is organized PVP. Since I joined the server there has been no significant occurrences of organized PVP, which is a shame. The best way to correct this in my eyes is to create implement a few small changes, and perhaps create a guide to what is appropriate to do during war. War needs to be an actual mechanic in the game. I don't mean two towns deciding they don't like each other. I mean one should meet some requirements to declare war(which in the end will be worth it.). At the moment I can only think I two, an Aggressor's fee for the one who initiates it(a one time cost of maybe 2k), and proof that they are capable of fighting a war(stores of weapons/armor, signatures of players who agree to fight). The defending town will not need to agree or meet these standards.
When War is initiated it cannot end until both towns agree to it. The 'war' function in the game will set both towns to PVP on weekends(or another agreeable 48 hour period) during which the defenses of the town will be tested to their limits. They should also be encouraged to attack wilderness structures owned by either town.
This is all for now. I would love to bounce ideas off of others/hear what staff think.