That's more like it! The meld benefit to influencing is just bleh, anyway, back to topic shall we? While we could use melds to effectively watch over a quest area, you are also then demanding that they spend their time doing that more than anything else. Not directed at Saran, obviously.Saran said:Alternative benefits of a meld, you can leave it up somewhere and teleport back to it as part of your influencing/bashing cycle if you're fast enough. Demesne watch can also be important if you're liable to get jumped while doing so.
Simple, if you force people out of conflict mechanics, they will find ways around them. Take domoths where Glomdoring often gave domoths to both Celest and Gaudiguch so they could fight in both. The same will happen in villages if you start messing with harsh discouragement systems. These people are playing cause they enjoy pvp more so than the limited worth of the reward for said pvp. (This is obviously not true for all Glomdoring players but at least some).Synl said:The deleting orgs/changing alliances systems seem silly to talk about because we know they won't happen. The former because... come on. And the latter because it would either need to be actively policed by admins or be entirely reliant on the players taking it easy. So again, come on.
Hard coded limits, again, what's the problem? The causing feelings to go down system that Anak suggested seems fine to me, too, because, in practicality, it seems the same as a hard coded limit system. If Glomdoring cannot physical enter any villages during a revolt after they've taken 3, for example, then they can't play bodyguard to another org, either. So numbers balance out. Right?
(I'm also against the empire idea because it seems that's exactly what the problem is. The Holy Glomdoring Empire has risen. So. Isn't that what we want to avoid?)
In theory yes. Trinity systems have a lot of advantages in balancing but only if it allows wars on two fronts per org and the player balance does not go way out of wack.Kistan said:Innon said:Synl said:Well, the numbers advantage, not really sure how that gets addressed outside of people just changing orgs themselves. What do people want to see change regarding numbers? Innon said people should stay out of conflict if the numbers are heavily weighted, which I've seen people already do during non-beneficial conflict (ie. Glom raids Nil, realizes there are too many raiders vs defenders, some Gloms step away to try even the numbers). It'd be a hard thing to ask in conflicts like villages or Domoths, though, because mechanical benefits are mechanical benefits. Even harder to enforce.
Unless we put hardcaps in place. Like I suggested. I'm sure there's a downside here that I'm not seeing, but why not just make it so if you hold 3 villages, you literally cannot enter any more villages during revolts? Even with a 'dominating' alliance holding 9 villages, that leaves enough for the other orgs to have villages. So it's still possible to 'win', but not to the point of utter domination. Wildnodes, you win this time, you cannot enter astral next time.
Also, I have seen some hold back. I literally am not playing in my favorite org because of this. That means I did at least put my money where my mouth is. I also suggested more than once that a 2v2v2 would work out better.
2 Possible (Realistic) Options:
Option 1:
Glom/Seren
Celest/Gaudi
Mag/Halli
Option 2:
Glom/Seren
Celest/Halli
Mag/GaudiWouldn't getting rid of three cities make this even easier? Then you would not be forced into alliances nobody was happy with but nobody could break?