Alliance Leadership on abandonment |
Post Reply |
Page <1234 7> |
| Author | |
Carbonara
New Poster Joined: 19 Aug 2015 Location: Perth,Australia Status: Offline Points: 27 |
Post Options
Thanks(0)
Quote Reply Posted: 08 Feb 2016 at 13:15 |
|
+1 Angrim
Plus I believe it's in fact very different from "harvesting a pile of hides and skins." Some of these player accounts have been around for years before their owners stopped playing, with people putting RL time (and sometimes money) into them, so I think allowing alliances more time to distribute these towns and assets is preferable to removing these accounts from the game quicker. Imagine the sentimental value in capturing a city which used to be owned by a close Illyriadan friend :) and also.. if there were to be less time available to siege abandoned accounts, wouldn't it give an advantage to larger alliances over newer alliances who would perhaps have less map coverage and fewer military units? also, rain cloud > rainbow
Perhaps the community would be more inclined to support any change if it involved increasing the speed of siege units. lol ..and I support King Korr's idea of introducing dragons into the game! :D |
|
![]() |
|
Plurk
New Poster Joined: 30 Jul 2014 Status: Offline Points: 2 |
Post Options
Thanks(0)
Quote Reply Posted: 08 Feb 2016 at 13:31 |
|
It will affect the game-play of many many players negatively because holding the accounts with cav-sieges won't work anymore. Also see other reasons in earlier posts.
The problem of an allianceleader not dissapearing is a problem wich doesn't happen a lot ánd can be simply solved by starting a new alliance.
So please do not make the change.
|
|
![]() |
|
Seadog
New Poster Joined: 02 Jul 2015 Location: Shardlands Status: Offline Points: 16 |
Post Options
Thanks(0)
Quote Reply Posted: 08 Feb 2016 at 13:33 |
|
Last year the Blackrock Orcs went leaderless in this way. Perhaps we were not what you would call a "significant alliance" but it was still an inconvenience to the players involved. Our leader was the only player with access to edit certain alliance features and he left the game without passing control to anybody else. We had the choice of either waiting 90 days (or more, due to his use of prestige), or forming a new alliance, which is what we eventually did.
In this case, it wasn't an abandoned account, just an inactive one. Regaining control of the alliance was more important than capturing the towns.
|
|
![]() |
|
Starry
Postmaster Joined: 20 Mar 2010 Location: California Status: Offline Points: 612 |
Post Options
Thanks(1)
Quote Reply Posted: 08 Feb 2016 at 13:36 |
|
I have to agree with Angrim, there is no need for a change to the 90 day rule. In the event the account is the the leader of an alliance and the leader is obviously inactive, I don't see why the Devs can't accommodate the request to change the leader.
SC, while you are addressing a problem with inactive alliance leaders, which I doubt happens very often, the result of this change effects all alliances and their growth because it effects players well beyond alliance leadership. Many alliance members have been diligent in placement of their cities in alliance groupings, to change the rules now will, in effect, prevent alliances from taking inactive members cities within that alliance hub. If an inactive player has real sieges incoming to their cities beyond the 90 day mark, the siege should be allowed to continue and capture the city.
Real life happens, there a number of factors outside the game that prevent players from logging into the game. 90 days is sufficient to establish inactivity, after 90 days their cities should be available to be seiged and captured.
This rule change also effects young players who are trying to grow and continue in the game, take away the ability for new players to take built up and researched cities, you limit their growth and their participation in the game.
You and the other Devs increased the number of cities allowed in this game, taking inactive cities is the only reasonable way to acquire additional cities other than being involved in a war. Not all players in this game want to participate in war to grow. Yes, I realize, we have the option of using settlers to establish new cities, it is a lengthy and costly option most do not wish to use.
The system is not broken and actually works very well, please reconsider this change as it negatively effects all alliances and players in this game.
I am very much against this change and fail to see why this is being considered when their are more important game issues that require Dev attention.
|
|
|
CEO, Harmless?
Founder of Toothless? "Truth never dies." -HonoredMule |
|
![]() |
|
Benedetti
Greenhorn Joined: 08 Feb 2016 Status: Offline Points: 47 |
Post Options
Thanks(0)
Quote Reply Posted: 08 Feb 2016 at 13:38 |
|
+1 Angrim
If leadership transfer is a problem, then fix that problem. Don't start messing with an abandonment routine that "On the whole, this works" for this reason. It will take significant development resources that players will rather have spent in different ways to make changes that many players don't even want. |
|
![]() |
|
Angrim
Postmaster General Joined: 02 Nov 2011 Location: Laoshin Status: Offline Points: 1173 |
Post Options
Thanks(0)
Quote Reply Posted: 08 Feb 2016 at 13:59 |
in any case, you have my apologies for the inadvertent slight. Edited by Angrim - 08 Feb 2016 at 14:02 |
|
![]() |
|
Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1579 |
Post Options
Thanks(0)
Quote Reply Posted: 08 Feb 2016 at 14:41 |
|
+1 Angrim
To be honest the leadership problem is the only real one that I can see and the solution by Angrim of demoting the account from leadership when the purge is first triggered is I think a suitable solution to that. I cannot see that it would be much more trouble than any of the other solutions. |
|
![]() |
|
Carbonara
New Poster Joined: 19 Aug 2015 Location: Perth,Australia Status: Offline Points: 27 |
Post Options
Thanks(0)
Quote Reply Posted: 08 Feb 2016 at 14:43 |
|
I have a solution that would both fix the problem AND introduce dragons into the game!!
so say an alliance leader has been inactive for a significant amount of time.. lets make it 45 days as an example.. so after 45 days of inactivity, the players in the next tier of the alliance hierarchy (could be 5 of them, could be 10, could be 1 only.. doesn't matter).. Those players could send a dragon each to the Alliance Capital to challenge for leadership!! The rest of the players in the alliance could then send their own dragons to reinforce the challenger dragon/s (based on who they want to support). It could also be discussed in Alliance Chat by the remaining leaders (and the other members) who the new leader will be, and who everyone is expected to reinforce.. ..so it doesn't necessarily have to be a vote system, people would still be able to reinforce a predetermined person. Strongest Challenger Dragon wins, the peasants rejoice ..and the owner of the winning dragon becomes the new Alliance Leader, with one of their own cities becoming the new alliance capital! :D you could set requirements to be able to have a dragon, maybe some new research in the magic tree AND the military tree (the magic tree needs something new I think, maybe the 4th school of magic could be dragons?) Then you could even take it further and give the dragons skill points like commanders, so leaders could make it harder for other players to challenge for leadership, and other players could strengthen their dragons for when the time came to support a challenger. Maybe introduce dragon armor into the game, or give commanders dragon riding abilities. I would limit it to one dragon per player, in a city of their choosing, and perhaps the dragon can only change cities no more than once every 5 days or something. Maybe give it some other magical abilities, like fire-breathing to assist in sieges :) you could of course keep it simple and just use dragons to challenge for leadership. haha |
|
![]() |
|
Seadog
New Poster Joined: 02 Jul 2015 Location: Shardlands Status: Offline Points: 16 |
Post Options
Thanks(0)
Quote Reply Posted: 08 Feb 2016 at 14:45 |
That has to be the way forward. If an alliance only has one power user and they are inactive for a period of time, those rights need to be passed to somebody else, long before 90 days have passed.
|
|
![]() |
|
Jejune
Postmaster General Joined: 10 Feb 2013 Status: Offline Points: 1015 |
Post Options
Thanks(0)
Quote Reply Posted: 08 Feb 2016 at 15:01 |
Ok, so let's be honest: at issue here really isn't about Stormcrow's rare scenario, but players' and alliances' desire to hoard the cities of abandoned alliance mates. And let's be even more honest: we're not talking about settlements with populations of 63 that never bought prestige and will be fast-tracked for deletion; we're talking about big, beautiful, shimmering cities with full research and stocked with gold that people pumped prestige into. In these cases, these cities re going to take a full 90 days to be deleted.
Are folks saying that three months isn't long enough for some alliances to be able to reappropriate these cities to active alliance members? That some alliances have such a high proportion of abandoned city inventory that they actually cannot redistribute those cities quickly enough to their small active player base in the alliance to capture the city? To me, if that's the case, and you need to keep putting place-holder sieges in place to keep abandoned cities alive even after three months, there's a bigger problem there than simply limiting the lifecycle of abandoned cities to the "90-day rule." 90 days is a long time, and should be ample time to cannibalize cities of abandoned players.
|
|
![]() |
|
Post Reply |
Page <1234 7> |
|
Tweet
|
| Forum Jump | Forum Permissions
You
cannot post new topics in this forum
You cannot reply to topics in this forum You cannot delete your posts in this forum You cannot edit your posts in this forum You cannot create polls in this forum You cannot vote in polls in this forum |