@Bardikens said in What challenges should guild alliances face?:
@Roccandil said in What challenges should guild alliances face?:
@Alexian said in What challenges should guild alliances face?:
@Roccandil - you raise some good points about the considerations a zerg might make before the fight starts, but that doesn't quite refute @Bardikens' point that when the battle actually commences, it usually becomes a numbers and AOE game.
Take away AoE entirely, and it's still a numbers game. If I wanted to improve Albion's alliance system, the ability to mass numbers is where I'd hit it. I'd leave AoE/friendly fire alone.
It's a numbers game in the sense that numbers are the difference with all things being equal, but this obfuscates the fact that without AoE, things like hemming and bridge defenses and bottlenecking would be more than just initiation tactics. We know there will be AoE in the game, so we can't assume these fully, but making people consider unit positioning, movement, logistics and when and how to use reinforcements and their AoE abilities SHOULD be an important part of a hardcore game that is horizontal on the power scale.
I see this in Albion already; I don't think friendly fire is in any way integral to the value of positioning, logistics, reinforcements, tactics, etc.
Also, the more I do zergs, the more it looks like friendly-fire AoE would primarily affect tanks, since they have skills specifically designed for them to deliberately jump into piles of enemies to pull them together and lock them down for AoEs. (If your DPS or healers are in AoE range of your tanks, you're probably doing it wrong!)
This is really a fault in game design that revolves around mobas. While Fractured has an isometric perspective, it will utilize a more action-based combat and would hopefully negate the need for the traditional triad in that regard. There's nothing that i know of that says the game will focus heavily on CCs either, which is another gameplay flaw that mobas tend to over-utilize.
The traditional triad is traditional because it works. I'm not married to it, but Fractured is clearly heading that way with the varying race affinities and attribute caps (bears excel as melee tanks, deer excel as ranged DPS, etc.).
What we need in Fractured is more regimental style play that relies on lines and movement (since there may and SHOULD be unit collision) that mirror battles moreso from antiquity than a dogpiling mess where tanks can run through opposing lines with little thought to their own safety.
I like the concept of unit collision in principle, but that has two huge issues for me:
- Griefing. (You can block/trap neutrals/friendlies just to give them a hard time.)
- Corner cases. By that, I mean simple, unintended annoyances that accompany collider implementations. Cities will become a huge pain (I'd hate to think of Albion's cities with collisions between players! )
I also realize that while the zvzs in Albion seem like a dogpiling mess, I'm increasingly aware of order within them: a kind of law of the storm.
Friendly fire simply doesn't make sense to me in that context (all griefing aside). You'd need to rework the roles of tanks, which would have a cascading effect on the entire game balance.
And friendly fire is the only thing that makes sense to me. Ive played Albion since beta, played Archeage, played LoL, Smite, Heroes, etc., so I understand where you are coming from.
Albion is a good example here because it is forced to do what it does because of poor decisions made in development. Say what you will about their Alliance system, but their Alliance system is pretty much the sole reason why the game died twice, why the Outlands were expanded, and why seasons were implemented with catchup mechanics to help smaller guilds. Nothing else could break the monopolies and nothing still has to this day (though now new ones form in the expanded areas). You can enjoy the system and it is not wrong to do so, but it should stay faarrrrrr away from any other game that purports itself to be hardcore. Having an alliance should be hard. You should have to deal with people and ideas and tough decisions. It shouldn't always be a vassal relationship like it is in Albion. It shouldn't dictate who you can or can't kill or betray in-game arbitrarily (I'm willing to concede this up to the guild level, but no further).
In conclusion, I feel that friendly fire is the only option, at least when it comes to alliance members (you could probably argue for protection in a group if the group had a fair cap). There's simply no need to copy a failed system and just see if it works when we can instead demand people to think harder, do more, and really fill the niche of field generals. This will both utilize your idea of limiting battle size by making people deploy their units strategically and have them ready (since allies cant just mob in) while also still allowing AoE to be a tool utilized by the groups (with more caution being exercised).
I think you had the better argument when you were discussing griefing, because at least then conceits and considerations would need to be made when implementing friendly fire adjustments.
Calling Albion's system failed seems an oversimplification. As far as I can see, Albion is doing well, despite flaws and DDOS attacks, and they're making steady (if incremental) improvements.
Again, if there's a problem, it's simply that alliance size is unlimited; there's no penalty whatsoever to just stacking more and more guilds into an alliance. Experimenting with a maximum alliance size could help tremendously.
Maybe alliances could get around that by having unofficial members, but then players in those guilds could (and would) be ganked by the main alliance and vice versa (which seems to be what you're after). Plus, the big advantage to an alliance is protection from territory guards, and that wouldn't extend to unofficial members.
(That's actually another Fractured consideration: I want to be able to control whom my NPC town guards attack.)
And on a less serious note, I hope you are having a great start to your week.
Thanks!