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by Red Back » Sun Mar 06, 2011 7:13 pm
by Ad Infinitum » Sun Mar 06, 2011 7:18 pm
Red Back wrote:I personally would love to run normal raids, but the games mechanics have made this imposable for me to do. With the change of the time update happens & the having it twice. This is not just me who it affected, this caused TBH to fall into inactivity. So what do we do, we found a way to be active. This whole tactic was born out of watching fenda liberate regions from us with there ability to time there jump to within a few seconds on some occasions. All we did was take this & find a way to get a better consistency by using the mechanics of the game. So should it be outlawed?? Maybe those that are complaining should go & figure a way to stop us.
In the end all we have done is become more active & I'm sure the people behind this would not complain as it should brings them more money which I hope they use on developing more features for the game.
by Red Back » Sun Mar 06, 2011 7:30 pm
Ad Infinitum wrote:Red Back wrote:I personally would love to run normal raids, but the games mechanics have made this imposable for me to do. With the change of the time update happens & the having it twice. This is not just me who it affected, this caused TBH to fall into inactivity. So what do we do, we found a way to be active. This whole tactic was born out of watching fenda liberate regions from us with there ability to time there jump to within a few seconds on some occasions. All we did was take this & find a way to get a better consistency by using the mechanics of the game. So should it be outlawed?? Maybe those that are complaining should go & figure a way to stop us.
In the end all we have done is become more active & I'm sure the people behind this would not complain as it should brings them more money which I hope they use on developing more features for the game.
Point of curiosity: What's different about your circumstances that doesn't seem to apply to all other raiding organizations? If this was literally the only way to raid, it would be the only kind of raid that we're seeing. Again, look at Middle Earth. A classic raid, beautifully executed, and they've held the region for weeks now. Why can't it always be like that?
by Evil Wolf » Sun Mar 06, 2011 7:51 pm
Kryozerkia wrote:In the good old days raiding was illegal
Crazy Girl wrote:Invading was never illegal
[violet] wrote:There is supposed to be an invasion game.
by Ballotonia » Mon Mar 07, 2011 12:11 am
Wopruthien wrote:If you say it required you to be in the region for two updates before you could do it unless you had a high/higher number of endorsements. So potentially it would only take 12 hours (if you moved in a couple seconds before it updated). That would have very little affect on natives as they would likely be long term residents.
by Halcones » Mon Mar 07, 2011 12:30 am
by Improving Wordiness » Mon Mar 07, 2011 12:42 am
Ballotonia wrote:Wopruthien wrote:If you say it required you to be in the region for two updates before you could do it unless you had a high/higher number of endorsements. So potentially it would only take 12 hours (if you moved in a couple seconds before it updated). That would have very little affect on natives as they would likely be long term residents.
More simple: no access to regional controls if the delegate is in power less than 2 updates. Or 18 hours, whichever is easiest to code. This I like. It means that if one wants to do something to a region, one needs to stick around more than just a few seconds.
NB: this also affects liberations... it means that a prolonged battle could break out for control of a region between invaders and defenders, with the delegacy flipping back and forth and neither side being able to kick the opposition out until they've held the delegacy for two consecutive updates.
Ballotonia
Klaus Devestatorie wrote:I'm a massive tool. ;)
by Unibot II » Mon Mar 07, 2011 12:43 am
Ballotonia wrote:Wopruthien wrote:If you say it required you to be in the region for two updates before you could do it unless you had a high/higher number of endorsements. So potentially it would only take 12 hours (if you moved in a couple seconds before it updated). That would have very little affect on natives as they would likely be long term residents.
More simple: no access to regional controls if the delegate is in power less than 2 updates. Or 18 hours, whichever is easiest to code. This I like. It means that if one wants to do something to a region, one needs to stick around more than just a few seconds.
NB: this also affects liberations... it means that a prolonged battle could break out for control of a region between invaders and defenders, with the delegacy flipping back and forth and neither side being able to kick the opposition out until they've held the delegacy for two consecutive updates.
Ballotonia
Vocenae wrote:Unibot, you have won NS.
General Halcones wrote:Look up to Unibot as an example.
by Daynor » Mon Mar 07, 2011 12:50 am
Unibot II wrote:Ballotonia wrote:
More simple: no access to regional controls if the delegate is in power less than 2 updates. Or 18 hours, whichever is easiest to code. This I like. It means that if one wants to do something to a region, one needs to stick around more than just a few seconds.
NB: this also affects liberations... it means that a prolonged battle could break out for control of a region between invaders and defenders, with the delegacy flipping back and forth and neither side being able to kick the opposition out until they've held the delegacy for two consecutive updates.
Ballotonia
Whhhatt? Detags or clean-ups would take forever...
by Halcones » Mon Mar 07, 2011 3:47 am
by Wopruthien » Mon Mar 07, 2011 4:01 am
by Improving Wordiness » Mon Mar 07, 2011 4:47 am
Klaus Devestatorie wrote:I'm a massive tool. ;)
by Halcones » Mon Mar 07, 2011 4:59 am
by Face Dancers » Mon Mar 07, 2011 5:02 am
Ballotonia wrote:Wopruthien wrote:If you say it required you to be in the region for two updates before you could do it unless you had a high/higher number of endorsements. So potentially it would only take 12 hours (if you moved in a couple seconds before it updated). That would have very little affect on natives as they would likely be long term residents.
More simple: no access to regional controls if the delegate is in power less than 2 updates. Or 18 hours, whichever is easiest to code. This I like. It means that if one wants to do something to a region, one needs to stick around more than just a few seconds.
NB: this also affects liberations... it means that a prolonged battle could break out for control of a region between invaders and defenders, with the delegacy flipping back and forth and neither side being able to kick the opposition out until they've held the delegacy for two consecutive updates.
by Ballotonia » Mon Mar 07, 2011 5:38 am
Face Dancers wrote:Judging by the defenders' huge numerical advantage holding a liberation will be much easier than holding a raid, so I'm going to have to say no.
by Halcones » Mon Mar 07, 2011 6:36 am
That's not because defenders don't try or aren't good enough, but because the game mechanics are such that those two invaders can simply jump in two seconds before update, spam up the place, and leave, with defenders having not even the opportunity to fight against their supposed enemy.
by Face Dancers » Mon Mar 07, 2011 6:53 am
Ballotonia wrote:The demand here seems to be that even two invaders should be able to 'balance' with an army of 25+ defenders. I think that's bullocks. Right now the imbalance we're talking about and which led to this thread is that those two invaders actually WIN. That's not because defenders don't try or aren't good enough, but because the game mechanics are such that those two invaders can simply jump in two seconds before update, spam up the place, and leave, with defenders having not even the opportunity to fight against their supposed enemy.
It used to be that invaders weren't just two guys demanding a way for them to beat any size defender army opposing them. Invaders worked together ("raider unity", ever heard of that one?). They also had connections with various regions which would support them (such as The Pacific and Gatesvile) when it suited their own needs. Especially Gatesville was really good at jumping into those long battles. The consequence was that invading was way more than just spamming up the place, it meant invading (and defending) constituted a political stance taken by a region in relation to other regions. There was this whole interregional game of politics going on at the same time. I remember dreading Gatesville being ordered into battle and messing things up for us. Hence, good relations were important, and a declaration of war (gameplay style, not RP) actually meant something. It had consequences for the daily battles between invaders and defenders: who actively showed up to support who. Invaders in turn would also show up to support for instance The Pacific in their efforts, leading to (just one example) The North Pacific being taken over by The Pacific with invader support. Grand battles took place. The rules (enforced by the mods) guaranteed that the battles wouldn't be over quickly, and the longer they took the more meaning the battles had. There was this whole spy-vs-spy game built on top as well (did you know that once the #2 player in the ADN turned out to be an invader spy?), just adding to layers of complexity. Defenders still have (some of) those connections. Are you telling me invaders do not?
I think it's actually a GOOD thing for the game if invaders were encouraged to engage in regional politics again to achieve their agenda. It would sure as hell beat the current mechanical movement style of Gameplay.
Ballotonia
by The Murtunian Tribes » Mon Mar 07, 2011 7:57 am
Face Dancers wrote:Ballotonia wrote:The demand here seems to be that even two invaders should be able to 'balance' with an army of 25+ defenders. I think that's bullocks. Right now the imbalance we're talking about and which led to this thread is that those two invaders actually WIN. That's not because defenders don't try or aren't good enough, but because the game mechanics are such that those two invaders can simply jump in two seconds before update, spam up the place, and leave, with defenders having not even the opportunity to fight against their supposed enemy.
What's wrong with the two raiders winning? They won because of superior skill. Such precision isn't easy (see what Halc posted), and if they succeed in such an endeavour I believe they very well deserve it (raider or defender). For as long as I've been around, BEFORE variance, if raiders/defenders were accurate and numerous enough they could have taken a region two seconds before update. Why are people complaining now? And if the raiders want to leave the region after they raided it, so be it. They can stay and fight, or they can leave. It's up to us, you know.
By the way, you didn't counter my point that liberations will easily become permanent because raiders don't have the numbers to take back a liberated region from the defenders during update. Which is why I'm against that particular suggestion.It used to be that invaders weren't just two guys demanding a way for them to beat any size defender army opposing them. Invaders worked together ("raider unity", ever heard of that one?). They also had connections with various regions which would support them (such as The Pacific and Gatesvile) when it suited their own needs. Especially Gatesville was really good at jumping into those long battles. The consequence was that invading was way more than just spamming up the place, it meant invading (and defending) constituted a political stance taken by a region in relation to other regions. There was this whole interregional game of politics going on at the same time. I remember dreading Gatesville being ordered into battle and messing things up for us. Hence, good relations were important, and a declaration of war (gameplay style, not RP) actually meant something. It had consequences for the daily battles between invaders and defenders: who actively showed up to support who. Invaders in turn would also show up to support for instance The Pacific in their efforts, leading to (just one example) The North Pacific being taken over by The Pacific with invader support. Grand battles took place. The rules (enforced by the mods) guaranteed that the battles wouldn't be over quickly, and the longer they took the more meaning the battles had. There was this whole spy-vs-spy game built on top as well (did you know that once the #2 player in the ADN turned out to be an invader spy?), just adding to layers of complexity. Defenders still have (some of) those connections. Are you telling me invaders do not?
I think it's actually a GOOD thing for the game if invaders were encouraged to engage in regional politics again to achieve their agenda. It would sure as hell beat the current mechanical movement style of Gameplay.
Ballotonia
Raiders still work together actually. See Middle Earth and Republicans? TBH has lent its support there. TBH isn't all about lightning raids. Unfortunately, a lack of numbers on the raider side means that we have simply too few people on during update, and too few people who can consistently come on for EVERY update to hold a region. We also can't have these grand battles any more. Spies have lost most of their value. The game has evolved. These things are of the past.
by Ballotonia » Mon Mar 07, 2011 8:19 am
Face Dancers wrote:What's wrong with the two raiders winning? They won because of superior skill. Such precision isn't easy (see what Halc posted), and if they succeed in such an endeavour I believe they very well deserve it (raider or defender).
Face Dancers wrote:For as long as I've been around, BEFORE variance, if raiders/defenders were accurate and numerous enough they could have taken a region two seconds before update.
Face Dancers wrote:Why are people complaining now? And if the raiders want to leave the region after they raided it, so be it. They can stay and fight, or they can leave. It's up to us, you know.
by Ballotonia » Mon Mar 07, 2011 8:23 am
The Murtunian Tribes wrote:Anyway this whole conversation is ridiculous now. With annex coming down the pipe soon the whole landscape could potentially be vastly different a few months from now. Any changes being proposed here are dealing with a tactic that very soon might become obsolete anyway.
by Halcones » Mon Mar 07, 2011 8:41 am
The complaint comes forth now since after 8 years invaders have finally figured out they indeed have a guaranteed way to always win. Despite invaders always having complained, for 8 years straight, how the game was supposedly stacked against them they always had that guaranteed way to win. They apparently only recently figured that out.
by Ballotonia » Mon Mar 07, 2011 9:07 am
Halcones wrote:The complaint comes forth now since after 8 years invaders have finally figured out they indeed have a guaranteed way to always win. Despite invaders always having complained, for 8 years straight, how the game was supposedly stacked against them they always had that guaranteed way to win. They apparently only recently figured that out.
Actually this is no new tactic that raiders have recently discovered. It has been used long ago, as already mentioned before in this topic. The Jolly Roger were very good at switching during the update, and clearing the WA boards. The tactic has been known all along.
by The Murtunian Tribes » Mon Mar 07, 2011 9:09 am
Ballotonia wrote:The Murtunian Tribes wrote:Anyway this whole conversation is ridiculous now. With annex coming down the pipe soon the whole landscape could potentially be vastly different a few months from now. Any changes being proposed here are dealing with a tactic that very soon might become obsolete anyway.
Please explain to me how the gift of Annex to invaders in any way shape or form alter the fact that:
1. invaders still have a 100% guaranteed way of winning an invasion.
2. invaders know how to execute 1.
At most it's a shiny new toy to provide a temporary distraction. So perhaps for a little bit of time invaders won't execute their guaranteed win-move and actually have to fight against an actual enemy instead of playing a one-on-one against the game server. But let's get real.. If and when defenders have the audacity to win a few too many battles, it's back to the guaranteed win-move. Cause, you know, it's still there and it still works.
Ballotonia
by The Graveyards » Mon Mar 07, 2011 9:34 am
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