Guild Arena

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Worth it? Reread the rules, as they have been changed. Please recast your votes.

+1
4
25%
-1
9
56%
Should be improved or changed
3
19%
 
Total votes : 16

Re: Guild Arena

Postby Meliva » Tue May 23, 2017 10:41 pm

All this discussion kind of gives me a sort of idea. Maybe every once in a while(once a month, or once a year up for debate currently) each guild can participate in a event where they vote 1 or 2 players to compete in a temporary second server, where its essentially a free for all in battle, they are given a choice of what resources, ships and voodoo to start off with(everyone will have the same options but can choose what they want for their strategy.) and then everyone competes until they are eliminated(this happens when they lost everything, ships can not be built only stolen, voodoo is limited to what you start with etc.) Then the winner gets some sort of reward for their guild in the main server.

We can call it the Pirate Games(aka a ripoff of the hunger games :D)
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Re: Guild Arena

Postby PFH » Tue May 23, 2017 10:50 pm

Meliva wrote:All this discussion kind of gives me a sort of idea. Maybe every once in a while(once a month, or once a year up for debate currently) each guild can participate in a event where they vote 1 or 2 players to compete in a temporary second server, where its essentially a free for all in battle, they are given a choice of what resources, ships and voodoo to start off with(everyone will have the same options but can choose what they want for their strategy.) and then everyone competes until they are eliminated(this happens when they lost everything, ships can not be built only stolen, voodoo is limited to what you start with etc.) Then the winner gets some sort of reward for their guild in the main server.

We can call it the Pirate Games(aka a ripoff of the hunger games :D)

Good suggestion!

I agree with the ships and resources to start, as mentioned in the original post (1st one), but the resources...why have the resources if you cannot build ships and only steal them? Mostly everything you said was already planned out though, but good things come from group effort!

I do like the free-for-all, but what if people team up against each other? that would make an unfair disadvantage toward the lone player and the team may share the resources once the battle is over. I was thinking on a betting system instead of 'sharing' the loot given from the win. 2 people compete, and people place gold on the player they think will win. 25% of bet gold on a player will go to them during the competition. Whoever wins the bet, everyone gets a portion back and the contestant gets the rest. Those who lose the bet, the money they bet on is given to the winning contestant instead.

This bet will only be available to players not in either of the guilds facing each other.

The name can be voted on later if this is approved (which I want it to be :).)
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Re: Guild Arena

Postby Maha » Wed May 24, 2017 7:38 am

Phantom F. Harlock wrote:I do like the free-for-all, but what if people team up against each other? that would make an unfair disadvantage toward the lone player
you want battle to be unfair with you having the advantage! that's why players invest in voodoo, tech and ships. joining a guild is similar. teaming up is the smart move.
Phantom F. Harlock wrote:The gold you make would be given to the admin after the fight. also, the gold bars and resources are reset to 10k each and 1k gold bars. The goal of the game is to be offensive and not to have trade routes. All resources are then given back and your original resources are put back into your warehouse.. ..I'll add the rule than no upgrades from hideout affect your ships. All ships on both sides are standard level 10 ships.
this is exactly some of the reasons why i gave it -1.
it looks like a kindergarten version of avonmora to me, where newbies can safely play with their toys.

what you are proposing is a risk free environment where voodoo is limited and hard won advantages are nullified, where teamwork is forbidden and the loot cannot be kept.
i am not interested in this. it could be an replacement for the 1000 turn starters period, but even that would be a poor substitute! it does not prepare for the cold reality of Avonmora.
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Re: Guild Arena

Postby Haron » Wed May 24, 2017 7:41 am

I agree with Maha.
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Re: Guild Arena

Postby PFH » Wed May 24, 2017 12:43 pm

I'll change it up. So I'll allow hideout upgrades, allow teamwork, and allow to use your own resources. It will be a free-for-all and will be requested to be an event.
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Re: Guild Arena

Postby Haron » Wed May 24, 2017 12:54 pm

Several games have "arenas" which are the only places where PvP occurs. One of the things I like about PG, is that everyone is exposed to PvP all the time.

So, about this arena suggestion, I have two major questions:

1: Why? Why would anyone want to do this? You will not hurt your opponent(s), and you will not gain anything, as I understand the suggestion. It will simply be "let's see who would win in this specific environment, with no effect on the "real" game in Avonmora". Since you don't gain anything, it's not something you do for profit. Since you don't hurt your opponent, it's not something you do as retaliation.

2: How? With your latest suggested change, I suppose it would be just like an "ordinary" guild war, except with no effect on the "real" game. But even so, several effects are lost. Effects crucial to the "ordinary" game. The fact that you're not really hurt, completely changes the situation, and makes it less interesting. If it were one on one, it would be like "let's see who has the best ships". Maybe "let's see who has the most resources", even. With some team play, it becomes more interesting, but it's still gonna be relatively simple tactics. Fast clicking and lots of resources still are more important than long term planning, making specific strategies, plotting, trying to find allies, and all those things so essential to the "real" game. I fear for a simplistic game of little interest.

I can understand that people want more "action". But I think they should generate that action within the "real" game. Risking their resources. Don't be too scared to lose stuff.
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Re: Guild Arena

Postby PFH » Wed May 24, 2017 1:00 pm

Haron wrote:Several games have "arenas" which are the only places where PvP occurs. One of the things I like about PG, is that everyone is exposed to PvP all the time.

So, about this arena suggestion, I have two major questions:

1: Why? Why would anyone want to do this? You will not hurt your opponent(s), and you will not gain anything, as I understand the suggestion. It will simply be "let's see who would win in this specific environment, with no effect on the "real" game in Avonmora". Since you don't gain anything, it's not something you do for profit. Since you don't hurt your opponent, it's not something you do as retaliation.

2: How? With your latest suggested change, I suppose it would be just like an "ordinary" guild war, except with no effect on the "real" game. But even so, several effects are lost. Effects crucial to the "ordinary" game. The fact that you're not really hurt, completely changes the situation, and makes it less interesting. If it were one on one, it would be like "let's see who has the best ships". Maybe "let's see who has the most resources", even. With some team play, it becomes more interesting, but it's still gonna be relatively simple tactics. Fast clicking and lots of resources still are more important than long term planning, making specific strategies, plotting, trying to find allies, and all those things so essential to the "real" game. I fear for a simplistic game of little interest.

I can understand that people want more "action". But I think they should generate that action within the "real" game. Risking their resources. Don't be too scared to lose stuff.

I just changed the rules in the past minute. Please check and see if the new rules answer your questions.
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Re: Guild Arena

Postby Haron » Wed May 24, 2017 1:10 pm

So to the "why": I guess since you get a prize for winning this "contest", that may be enough reason for some.

As to the "how": As I see it, it is very close to a test about "who has the best ships". It seems very little complex, with very little actual strategy involved.
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Re: Guild Arena

Postby PFH » Wed May 24, 2017 1:13 pm

Having the best ships doesn't always matter though. Voodoo can turn a fleet of Sotls into tissue paper if done correctly. I do see how you came with the "who has the best ship". What are your thoughts on what should make it more complex and what should make it more strategy?
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Re: Guild Arena

Postby Haron » Wed May 24, 2017 1:22 pm

I wish I could answer that, but really, I can't. An "arena" lacks some important aspects the real game has, like all the OTHER players, and the risk of actually losing things, to mention some of the most important.

Boxing is a game which is suited for an arena type fight. Two "players" measure their actual skills against each others, and strategy plays a part. The same goes for a game like Chess. These are two-player games, though. A massive multi-player game is always less suited for "arena" fights, in my opinion. I guess there may be some "real time" games where it makes sense, like world of warcraft or first person shooters, but in a game like this? How the "world" reacts to your actions is important here. Just winning a plunder is of hardly any significance at all. It is possible, and not that uncommon, that people win plunders, but should really have abstained, as it turns out to be a phyrric victory.

Yes, you are right that Krakens and Fire ships may render a 5 MoW fleet useless. If you are able to catch the other player online. So how much time you spend actually watching the game also will play a part. It becomes a very... "flat" game, though. Very little depth. It's the multiplayer environment that MAKES the game, as I see it.

Again, I suggest that those who seek action, do so within the real game. Risk your assets in your actions. Don't be afraid to lose resources. Have fun. It's a game!
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