There are elements of Lusternia that are fundamentally broken when compared to other games. We know combat is imbalanced, pages could be written about it. But if yesterday it had been fixed, it wouldn't solve the problems tonight of 1. People being driven away from participating in an event, and 2. Numbers imbalance, which influences problem 1 and then some.
So, events are hard, and from what little I know of the one tonight(I logged in a couple times on different alts to check on stuff, but didn't have time to participate in any way) - the people that were able to participate really liked it. And that's great. At the same time, I know several people that felt like they couldn't without getting swarmed by 10-15 people, and so didn't bother.
PK is not a problem. Conflict is not a problem. Wanting to play a game but feeling it is impossible to do so because of griefing and/or ridiculous mechanics... is a problem. Participating in an event is if both sides showed up, made some reasonable attempt to do X thing, and one of them failed. From what I could tell from checking four different orgs, that didn't happen.
In part, because this community is so tiny, it means that stacking numbers on one side is an easy way to win any "important" conflict, especially when you have advance notice when it will happen. That wouldn't necessarily be a problem, if there was more of a desire to include people from both sides. Conflict events don't have to be 100% pk from start to finish. But changing this mentality would require motivation from both admin and the playerbase to do so.
Side issue, the numbers imbalance allowing for attacks on supermobs, where it's 15 people versus... 5. Problems I have with this:
- It made no sense in the context of this event to do that. Yes I know the reason is "because we can, because the mechanics support it"(almost) - but it's not organic conflict, it's just a tedious burden for the people on the absent/currently playing alts on the winning side group. If the community was larger and numbers were more or less the same on both sides at any given time, this would, again, not be a problem.
- It punishes people for showing up to divine events. Hell, it punishes the divine for having them, because the griefed side will stop showing up and/or complain about those same divine. And while I think the event might have gone differently if 15+ people from one side hadn't been waiting for it to start, it still was completely reasonable for it to have BEEN announced in advance.
I know the attempt on the supermobs failed. The attempt itself still demoralized people who otherwise wanted to play. That's a bad mechanic for conflict, because it doesn't lead to reasonable pk conflict later on, either. No one is going to try to take them down when numbers are even and conflict would actually be interesting... so what is the point of it? Either the supermob battles should require a fair competition between competing players(however we might define that) or eliminate the mechanic altogether.
Griefing people away from events is also a terrible mechanic for conflict, but there's no code fix for it. There needs to be more of a push to interact with(not just pk) players from other orgs. Treating other PLAYERS as enemies to be eliminated will drive them away from the game. That benefits no one.
Offer any suggestions for change in comments.