- Joined
- Jun 10, 2015
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Some of the folks I've invited to the server just had an off-putting experience and I wanted to share it in the hopes it could be discussed and remedied, or at least improved.
The fundamental issue was that they couldn't see a point to raiding. Here's why:
Two of them (super excited with all the amazing features and plugins!) wanted to try out raiding during their first hours on the server (even though we don't even have decent gear yet), so they headed off to SteelOath - a faction with a strong, PvPish name and a base that's not too far from ours. There were two members of SteelOath online, so we enemied them and my two guys went after them thinking it'd be a nice 2v2. One stayed inside, while they killed one of them 5 times, enough to be down to zero power. After dying 5 times that other one stayed inside too.
I reached out to an officer in SteelOath and after a brief conversation it was pointed out that there really wasn't anything that we could do to them. They saw no reason to sue for peace or even offer a few regals as a token surrender or acknowledgement of being bested. They appeared content to hang out inside the enclosed portion of their base or just log off (which that officer promptly did). I was told that this server wasn't really for raiding, and they didn't bother raiding on it for the very reasons we were encountering.
Now, I'm used to Factions where I can launch TNT to blow up a base, loot chests, and overclaim territory. I understand none of those things are MassiveCraft, and for good reason. However, if the best you can do raiding is slightly inconvenience your opponent by making them shut-ins, and the only way of doing that is through the mind-numbing task of sitting outside their walls...well...I don't see much of a future on MassiveCraft for most of the Factions players I know, especially the good raiders/PvPers.
Unless I'm missing something, perhaps there could be a discussion about creating real - yet reasonable - consequences for a faction being raided, and real - yet reasonable - reasons to raid.
For example, if members of an enemy faction are on claimed land, perhaps the defending faction members could receive an alert and if that enemy is still on claimed land 20 minutes later the invader receives 1r from the bank of the invaded faction.
In other words, perhaps there could be a way to create a reasonable consequence for factions that just sit indoors to avoid a raid (a type of "raid tax", in the example I just gave), which might encourage them to engage with other factions (form mutual defense alliances) or even surrender when that really should be a good option for them. As it stands, with next to no consequence for those with a decent base, there's next to no reason to form strong, active mutual defense pacts, and little reason to fork over a bunch of regals.
If there are concerns such a "raid tax" might effectively result in an overclaim, due to factions being unable to pay their real taxes, perhaps only factions with enough in the bank for a day or a week of taxes could be subject to it. That would result in poorer factions being more often left alone, while richer factions would be more often targeted, which seems both realistic and beneficial to players on all sides.
Anyway, just some observations and thoughts coming from several fresh pairs of eyes....
The fundamental issue was that they couldn't see a point to raiding. Here's why:
Two of them (super excited with all the amazing features and plugins!) wanted to try out raiding during their first hours on the server (even though we don't even have decent gear yet), so they headed off to SteelOath - a faction with a strong, PvPish name and a base that's not too far from ours. There were two members of SteelOath online, so we enemied them and my two guys went after them thinking it'd be a nice 2v2. One stayed inside, while they killed one of them 5 times, enough to be down to zero power. After dying 5 times that other one stayed inside too.
I reached out to an officer in SteelOath and after a brief conversation it was pointed out that there really wasn't anything that we could do to them. They saw no reason to sue for peace or even offer a few regals as a token surrender or acknowledgement of being bested. They appeared content to hang out inside the enclosed portion of their base or just log off (which that officer promptly did). I was told that this server wasn't really for raiding, and they didn't bother raiding on it for the very reasons we were encountering.
Now, I'm used to Factions where I can launch TNT to blow up a base, loot chests, and overclaim territory. I understand none of those things are MassiveCraft, and for good reason. However, if the best you can do raiding is slightly inconvenience your opponent by making them shut-ins, and the only way of doing that is through the mind-numbing task of sitting outside their walls...well...I don't see much of a future on MassiveCraft for most of the Factions players I know, especially the good raiders/PvPers.
Unless I'm missing something, perhaps there could be a discussion about creating real - yet reasonable - consequences for a faction being raided, and real - yet reasonable - reasons to raid.
For example, if members of an enemy faction are on claimed land, perhaps the defending faction members could receive an alert and if that enemy is still on claimed land 20 minutes later the invader receives 1r from the bank of the invaded faction.
In other words, perhaps there could be a way to create a reasonable consequence for factions that just sit indoors to avoid a raid (a type of "raid tax", in the example I just gave), which might encourage them to engage with other factions (form mutual defense alliances) or even surrender when that really should be a good option for them. As it stands, with next to no consequence for those with a decent base, there's next to no reason to form strong, active mutual defense pacts, and little reason to fork over a bunch of regals.
If there are concerns such a "raid tax" might effectively result in an overclaim, due to factions being unable to pay their real taxes, perhaps only factions with enough in the bank for a day or a week of taxes could be subject to it. That would result in poorer factions being more often left alone, while richer factions would be more often targeted, which seems both realistic and beneficial to players on all sides.
Anyway, just some observations and thoughts coming from several fresh pairs of eyes....