Post by Ludullu on 2022-12-01 15:50:29
This could be somewhat of a solution, but then how would you account for the attacker guild dissolution? Do you somehow keep singular players as enemies of the defending guild? Does this then translate to any other normal guild interactions?We have not received permission from Dolyem to share the quoted post.
My current question is about detargetting abilities. I'm more interested in that general topic, rather than minute details of other designs.We have not received permission from Taleof2Cities to share the quoted post.
Smaller guilds will have better perks, so I'd assume that the main part of the guild would consist of 4 60-member guilds. And the second half of the guild would be in a huge 250-member (if not full 300) guild, so that it's easier to fill out the siege slots.We have not received permission from Noaani to share the quoted post.
If I was the GL, I'd give most money from the Castle to the second half of the guild to reimburse them for their work and loss of perks, while the main stack enjoys the perks and most of the farmed loot.
And that's a totally viable opinion. That's why I didn't really argue with you in the first placeWe have not received permission from Noaani to share the quoted post.
This is where I have an issue. Mainly because the first few questions wouldn't be feasible for a server of even 10k players and because this particular part doesn't even work in the current design. All those who would even want to siege - physically can't. And that's my main problem. I've had sieges where we had puny chances of succeeding, but we could still at least try. And in trying we'd not only train the members, but would also see our weak points, be it purely gear or lvl or coordination or skill or whatever.We have not received permission from Noaani to share the quoted post.
And with limited siege slots you just can't do that.
And as for "there's gonna be an easier castle", I really don't think so. It'll take just one successful foe siege to show all the other guilds that it's a viable tactic to protect what you have. Then the defending guilds will either gather enough people to do it, or will try paying enough mercs to do it. 1250 people would still be only a fraction of the overall server population, so it's not like that's impossible to do. And I'm sure you know that a lot of people like to join big strong guilds that "dominate" servers. So any newbish player who hears "ay, we're recruiting players into a castle-holding guild, come join us" - would immediately agree. And that foe attacking guild doesn't even need top lvl players to do what they need to do.
Would you then put a 90-day ban on joining a guild on every single member of a guild that has recently attacked a castle? Cause this suggestion breaks apart once the for attackers just remake their guild. Their only perk would be the size one, so it's not like any player would lose out on much. And depending on how difficult it is to level up guilds, I feel like the hardcore guilds, that would even attempt the thing I'm worried about, would easily level up a 300-member guild once a month to reap the benefits of a castle (stacking benefits too).We have not received permission from novercalis to share the quoted post.
This is a very nice point imo. Especially if the tax caravans have the same sink as all the others do. This way the defending guild not only loses money, but also has a lower chance to siege themselves.We have not received permission from Strevi to share the quoted post.
Two issues I could see with this is any potential limits on caravan attack participants (don't think we've heard about anything like that) and the detriments of losing a caravan attack. If the detriments are negligible - the foe attackers would just sign up for the attack of the caravans and do nothing there, just as they would with the siege. You could maybe link the siege priority with amounts of dmg done to the tax caravan though, so there is a chance.
How big of a cost would it have to be though? If it's too much - you're limiting any smaller guilds from banding together and trying to siege a castle as one group, while the defending guild has the castle money (on top of general profits from being as huge guild). If it's not big enough to do that - the defending guild easily covers it.We have not received permission from Nerror to share the quoted post.
Very good point.We have not received permission from Nerror to share the quoted post.
Only bad GLs would have this kind of setup imo. The working part of the guild should get benefits for working. If my guild holds a castle for a long time because half of my huge guild is in a perkless 300-member guild - I'm giving most of the money from the castle to this sub-guild. The defenders would already have their benefits and would be getting the majority of loots, while this sub-guild would have the money to buy stuff and would get some juicy loots from time to time. Outside of that, I don't remember what other tangible benefits the castle provides to the guild itself.We have not received permission from Jhoren to share the quoted post.