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41

Friday, October 7th 2011, 5:37am

Really though, if they did implement a score for the gear and stats, people can think of it as a power level reading. You all know you loved DBZ! =D

42

Friday, October 7th 2011, 7:38am

Quoted from "Silenteye7;472236"

Well that's just it... not everyone CAN do it. Not everyone can afford to blow hundreds on hundreds of dollars on a video game to become these super-powered god-mode enabled players... but they're still being pitted against them in a no-win situation because of merc'ing & shadow guilds. What that's doing is pushing away the community base that enjoys playing casually, and paying gradually for things they like. If situations like these keep occuring, where the casual players are constantly reminded that they will never overcome these excessive buyers... they're just gonna walk away to another game.

On top of that, as I said earlier, the use of shadow guilds populates several spaces in the limited queue window, taking away the opportunity for real guilds who wish to participate because 10 or 15 guilds out there are queuing up 3 or 4 shadow guilds apiece. So not only is it morally degrading, but it's also stopping people from effectively playing parts of the game.

However, judging by how your comment was worded, I assume that you may have taken part in some of these "actions" and thus feel you should defend them. To that I say, why would you be afraid of fighting people of your own power level? Why is it necessary to claim the easy win all the time? Doesn't that take away from the entertainment of the game, to achieve victory against no competition? By implementing the original idea posted in this thread, it doesn't stop people from playing how they want to play, it just brings a balance to siege instead of allowing you to be put in a situation similar to that of a 67 farming beetles in Logar.


Just gonna point out. I'm a level 55/54 D/W who hasn't broken 10K HP unbuffed. Clearly i'm not a Merc, but you didn't know that, so i'll let it go.

And yes, every guild CAN merc, every guild can accept higher level better geared players into their ranks for Siege wars, which is what it boils down to.

But you do bring up something i hadn't thought of, that being taking space in siege. Where, you know, every guild has about the same chance of getting a shot in siege and if these people manage to get 5 guilds into siege at a time, well they are clearly doing something that others aren't.

43

Saturday, October 8th 2011, 12:54am

Quoted from "AngelIsrafel;472324"


But you do bring up something i hadn't thought of, that being taking space in siege. Where, you know, every guild has about the same chance of getting a shot in siege and if these people manage to get 5 guilds into siege at a time, well they are clearly doing something that others aren't.


Just so you know... I DID reply to this, and explained a bit about it, but the post was removed. I assume I revealed some information that the GMs don't want getting around... anyways, for now, let's just say, "they ARE doing something that other's aren't."

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44

Saturday, October 8th 2011, 6:35am

Quoted from "Joron;468129"

While its good that people are trying to find a fix for siege, revamping the matchup process is overcomplicating it.

1) 24hour-48hour waiting period for new members to participate in siege. This timer is reset everytime you join a guild.

2) Monitoring of guilds that exploit the system by having multiple guilds signed up and only play in one. (or the "main members" in one and alts/low levels in the other)

simple as that people

***************************************
Why these are both effective...

1) Really only affects guild hoppers/mercs. Any new member of a guild is not going to be that upset about having to miss one siege. "and thats only if their guild manages to get in".

What merc is going to miss siege every other night and plan 2 days in advance? It also stops "whole guild hops" since it cuts the war rewards farming in half.

2) If a guild still manipulates the siege system they get banned plain and simple. Its not even hard to monitor obviously since the majority of players already know whos doing it AND SO DO THE GMs. *I obviously dont know that for sure but lets be realistic*


Excellent idea compared to those others that are extremely lengthy ideas. They aren't bad, but just imagine trying to figure out the programming and testing to them. Not worth it for the devs.

I will add to yours, reset ALL siege ranks. I think this is long overdue.
[img][/img]

45

Saturday, October 8th 2011, 8:49am

Quoted from "Silenteye7;472616"

Just so you know... I DID reply to this, and explained a bit about it, but the post was removed. I assume I revealed some information that the GMs don't want getting around... anyways, for now, let's just say, "they ARE doing something that other's aren't."

As did I. It seems that the FMs/GMs/CMs are protecting the exploiters/hackers since the "we have done nothing wrong" posts from the worst exploiters remain, but the "let's reveal the truth behind the lies" posts are immediately deleted.

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46

Saturday, October 8th 2011, 8:39pm

Quoted from "Whippingboy;472703"

As did I. It seems that the FMs/GMs/CMs are protecting the exploiters/hackers since the "we have done nothing wrong" posts from the worst exploiters remain, but the "let's reveal the truth behind the lies" posts are immediately deleted.


Um, no. But posts discussing or giving information on acquiring and using third-party programs which are violations of the EUALA and ToS have been, are, and will be deleted.

If we catch someone using such a program to auto-signup for siege, they'll get a well-deserved vacation.
[ New Sig Coming. Watch This Space! ]


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47

Sunday, October 9th 2011, 2:25am

All the suggestions in this thread are interesting, but I'm not sure they would a) ever be implemented by Rune/Froggy (mine included) or b) really get to the heart of the problem. It's a complex issue.

This game, unlike a p2p game like WoW, allows the monied and/or highly motivated to mod their gear in a way that creates a vast difference between people of the same toon level. That's really the biggest issue. And it won't ever go away, no matter what we ask for, because it's an integral part of the game.

If you have either the money or the time (and the luck), you can reach RoM God-Mode. This was done intentionally. We can't ask people to stop spending money (their own or someone else's) to reach that level of geared-ness. So we have to expect that some level of unfairness will always exist, as long as gear is taken into consideration in PvP.

Now, the shadow/farming guild issue is a big one. It is, I think, a separate issue from mercs. We don't often take mercs in Noto anymore, mostly because we hit the 50 cap often enough that I don't like to risk people being unable to play. But, that said, people merc for a lot of reasons, and they aren't all evil. In our early days, we accepted mercs all the time, usually from guilds that weren't able to get signed up, and that was a great way to meet new people, to learn new strategies and to form relationships with other guilds. Some of our best merges came to be because of mercs. These people merced because they wanted to play and couldn't because of sign-up issues, not because they were jonesing for badges.

I have posted myself more than once about the difficulties of getting the guild signed up for siege... I can't be sure obviously, but I believe this is due mostly to people using a macro/addon/something that spams the server with a zillion key clicks per second. That should be outlawed. But, that said- I understand why some of them do it. Signing up is incredibly difficult sometimes. I myself was doing fine signing us up manually for almost a year- then something changed and I failed like 6 days in a row. I considered going the macro route- I found one. Luckily, my inability to write a successful macro meant that I never once got it to work and I just dumped the whole idea, which was great because I didn't want to be part of creating that vicious circle. But I still had to do something, and what I do is pass guild lead to a guildy in the pacific time zone and have them sign us up manually. This usually works.

But the signup issue is still more complex than that, and fraught with peril. The biggest problem of all is that only 50 guilds can sign up. That we can't fix, only Frogster can, and that requires them putting more servers and resources into Siege War. And I run the risk of losing the guild every time I pass lead to someone else for signup. What if I trust the wrong person, and they get banned during the 5 minutes they are lead? Obviously I try and pick people I know and trust, but still, it's a risk and it's one I would rather not take. But I have to do something, because my own connection issues don't allow me to sign us up successfully.

Siege War has a massive effect on a guild's health, progress and growth. I understand why some guilds choose to go the shadow route. I abhor it, and I choose not to participate in shadowing, and I think I have good reasons for doing so, but I have been criticized for it. When your guild reaches their maximum point ceiling, it can be uncomfortable. As you rise through the ranks, you win more than you lose. Your guildies get used to this. When you hit a certain number of points, you stop winning more, and start losing more often, and this can cause guild morale to drop.

At this point, you have a choice. The guild leader can choose to shadow, swap everyone into an alt guild, sign up the main guild just for the purpose of losing, lather rinse repeat til the desired lower score is reached and then start the winning climb again. Or, you can compete at your real level. This has it's own rewards, but they aren't badges. Instead, you have to push yourself out of your comfort zone and try and learn new strategies, new ways to fight the better-geared. You have to learn to lose graciously. And often, you learn the strategies of the guild you fight every other night, because you get matched with the same people a lot, which can be a great thing (thank you EvilEmpires) if they are also choosing not to shadow. But it can be hard on people, losing and tying and losing and tying over and over for a week til you can start winning again. We've been lucky in that the bracket we are currently in has few shadow guilds in it. No one wants to be in the 2.5-3k bracket except the few of us that are in there for real lol.

Shadowing hurts everyone, and it starts a vicious cycle, not unlike the server-signup macro cycle. The more people have to go up against shadow guilds the more likely they are to want to do it themselves. But it's destructive to guild identity. It's dishonorable. I don't want to risk my guild's cohesion. But I also want my people to be able to play- so on nights we don't get in for whatever reason, I let them merc if they want to. And I do occasionally accept a merc, for the same reason.

People wanting to play every night =/= people farming badges. For that reason I would prefer to see a solution that would be flexible enough to allow that. My perfect fix would go something like this:

A) Guilds should be level 9+ to be eligible for Siege War signups. This would eliminate a lot of shadowing by itself. Even a +7 restriction would help. This would also improve the signup issues a lot.

B) Enough servers/resources should be allotted to allow 100 guilds per night to sign up. This would ameliorate a lot of signup issues too.

C) A debuff should be created that would prevent people who just joined a guild from getting SW reward packages. About 48/72 hours would be a good number. That would make shadowing and/or mercing for badges less appealing, while still allowing those addicted to SW to get their fix.

You could still exploit with that system, but it would ease some of the pain.

And as tl;dr as this is, I didn't even bring up the whole "disadvantaged server" issues that Palenque, Indigo and in some cases, Grimdal suffer from.

Bottom line- despite the umpty-billion issues SW has, it's the only reason some people play RoM. It's insanely fun, even when you have no chance at all of winning some nights, so we do it anyway. Frogster/Runewaker- you really came up with something great; something so great that people are willing to put up with permanent beta, crashes galore, a matching system that leaves a lot to be desired, an impossible signup system and last of all, exploitable holes you can drive a Mack truck through and yet we can't stop playing it...

Fandreith
GL, Notorious, Palenque

48

Sunday, October 9th 2011, 4:59am

Quoted from "mnkmurphy885;472853"

All the suggestions in this thread are interesting, but I'm not sure they would a) ever be implemented by Rune/Froggy (mine included) or b) really get to the heart of the problem. It's a complex issue.

This game, unlike a p2p game like WoW, allows the monied and/or highly motivated to mod their gear in a way that creates a vast difference between people of the same toon level. That's really the biggest issue. And it won't ever go away, no matter what we ask for, because it's an integral part of the game.

If you have either the money or the time (and the luck), you can reach RoM God-Mode. This was done intentionally. We can't ask people to stop spending money (their own or someone else's) to reach that level of geared-ness. So we have to expect that some level of unfairness will always exist, as long as gear is taken into consideration in PvP.

Now, the shadow/farming guild issue is a big one. It is, I think, a separate issue from mercs. We don't often take mercs in Noto anymore, mostly because we hit the 50 cap often enough that I don't like to risk people being unable to play. But, that said, people merc for a lot of reasons, and they aren't all evil. In our early days, we accepted mercs all the time, usually from guilds that weren't able to get signed up, and that was a great way to meet new people, to learn new strategies and to form relationships with other guilds. Some of our best merges came to be because of mercs. These people merced because they wanted to play and couldn't because of sign-up issues, not because they were jonesing for badges.

I have posted myself more than once about the difficulties of getting the guild signed up for siege... I can't be sure obviously, but I believe this is due mostly to people using a macro/addon/something that spams the server with a zillion key clicks per second. That should be outlawed. But, that said- I understand why some of them do it. Signing up is incredibly difficult sometimes. I myself was doing fine signing us up manually for almost a year- then something changed and I failed like 6 days in a row. I considered going the macro route- I found one. Luckily, my inability to write a successful macro meant that I never once got it to work and I just dumped the whole idea, which was great because I didn't want to be part of creating that vicious circle. But I still had to do something, and what I do is pass guild lead to a guildy in the pacific time zone and have them sign us up manually. This usually works.

But the signup issue is still more complex than that, and fraught with peril. The biggest problem of all is that only 50 guilds can sign up. That we can't fix, only Frogster can, and that requires them putting more servers and resources into Siege War. And I run the risk of losing the guild every time I pass lead to someone else for signup. What if I trust the wrong person, and they get banned during the 5 minutes they are lead? Obviously I try and pick people I know and trust, but still, it's a risk and it's one I would rather not take. But I have to do something, because my own connection issues don't allow me to sign us up successfully.

Siege War has a massive effect on a guild's health, progress and growth. I understand why some guilds choose to go the shadow route. I abhor it, and I choose not to participate in shadowing, and I think I have good reasons for doing so, but I have been criticized for it. When your guild reaches their maximum point ceiling, it can be uncomfortable. As you rise through the ranks, you win more than you lose. Your guildies get used to this. When you hit a certain number of points, you stop winning more, and start losing more often, and this can cause guild morale to drop.

At this point, you have a choice. The guild leader can choose to shadow, swap everyone into an alt guild, sign up the main guild just for the purpose of losing, lather rinse repeat til the desired lower score is reached and then start the winning climb again. Or, you can compete at your real level. This has it's own rewards, but they aren't badges. Instead, you have to push yourself out of your comfort zone and try and learn new strategies, new ways to fight the better-geared. You have to learn to lose graciously. And often, you learn the strategies of the guild you fight every other night, because you get matched with the same people a lot, which can be a great thing (thank you EvilEmpires) if they are also choosing not to shadow. But it can be hard on people, losing and tying and losing and tying over and over for a week til you can start winning again. We've been lucky in that the bracket we are currently in has few shadow guilds in it. No one wants to be in the 2.5-3k bracket except the few of us that are in there for real lol.

Shadowing hurts everyone, and it starts a vicious cycle, not unlike the server-signup macro cycle. The more people have to go up against shadow guilds the more likely they are to want to do it themselves. But it's destructive to guild identity. It's dishonorable. I don't want to risk my guild's cohesion. But I also want my people to be able to play- so on nights we don't get in for whatever reason, I let them merc if they want to. And I do occasionally accept a merc, for the same reason.

People wanting to play every night =/= people farming badges. For that reason I would prefer to see a solution that would be flexible enough to allow that. My perfect fix would go something like this:

A) Guilds should be level 9+ to be eligible for Siege War signups. This would eliminate a lot of shadowing by itself. Even a +7 restriction would help. This would also improve the signup issues a lot.

B) Enough servers/resources should be allotted to allow 100 guilds per night to sign up. This would ameliorate a lot of signup issues too.

C) A debuff should be created that would prevent people who just joined a guild from getting SW reward packages. About 48/72 hours would be a good number. That would make shadowing and/or mercing for badges less appealing, while still allowing those addicted to SW to get their fix.

You could still exploit with that system, but it would ease some of the pain.

And as tl;dr as this is, I didn't even bring up the whole "disadvantaged server" issues that Palenque, Indigo and in some cases, Grimdal suffer from.

Bottom line- despite the umpty-billion issues SW has, it's the only reason some people play RoM. It's insanely fun, even when you have no chance at all of winning some nights, so we do it anyway. Frogster/Runewaker- you really came up with something great; something so great that people are willing to put up with permanent beta, crashes galore, a matching system that leaves a lot to be desired, an impossible signup system and last of all, exploitable holes you can drive a Mack truck through and yet we can't stop playing it...

Fandreith
GL, Notorious, Palenque


That was well thought out and eloquently vocalized, I read every word; and while I agree on the symptoms, I don't fully agree with the treatment. The ideas of putting "participation restrictions" on new guild members, in an attempt to dissuade the guild hopping scenarios, relies on the conundrum that you presented, of mercs not doing what they do in a greedy nature. I understand that by doing so, you are attempting to remove the incentive that many malicious players adore as a bonus to their transgressions, however, one of the main "hooks" that a guild provides in order to get a new inductee to stay with the guild, is showing them that a victorious siege with them would offer rewards. Removing that carrot from their sight will not lead the horse very well. Getting new members interested in joining an event where they don't get anything for their efforts their first couple tries will cause many to not continue the process. I believe that doing something of that nature would have more adverse affects on siege participation than what it was meant to prevent.

Now, I see your argument about the "comfort level" that people grow accustomed to... easy wins ARE easy wins, there's no doubt about that, but this game has never been about the easy road. While occasionally it's nice to sit back and farm DoD when you're a fully geared & crim'd player... it's not always the challenge you're looking for, nor is it as potentially rewarding as it would be if you grabbed your team up and headed to Sardo. Only difference is, in this scenario, you get the same rewards in both places, regardless of the difficulty... hell, more so from the lesser because your rewards are based on the end numbers compared to others.

Alternatively, looking from the opposite direction, pitting those "lesser" characters against these monster players, is like ONLY being given the option to do just Sardo. Every day. No easy run for them, no numerous rewards... just death and embarrassment. What about their morale? What about their team cohesion? Just because they're more casual than some other players, they're subjugated to ridicule and shame? You don't put Mike Tyson into an amateur boxing match... Mark McGuire shouldn't be allowed in a pee-wee T-ball league... and Jesse Owens never competed in the special olympics... Why? Well, frankly because everyone knows it would have just been unfair.

I somewhat agree with you about having guild level requirements to join up in siege though, as it makes a lot more sense than a brand new guild being able to sign up without even having built defenses. But then again, that would just cause more merc'ing to happen, because it's very easy to get guild construction materials from winning sieges against weaker teams. That's one of the reasons why it happens now, only difference is that the mercs tend to bring the resource rewards back to their main guild as a "bonus" for their efforts.

Now, I'm not sure if you read through the original post here and thought how it would effect the gameplay, as most of the follow-up posts seem less like posting counter arguments, but instead are more of alternative solutions like, "24hr lockout" or "rewards restrictions." However, in that first post, it suggests that rather than taking away the ability to participate or receive rewards as a PENALTY for switching guilds, it implies that the ability to seek out "the easy win" is simply replaced by, "if you want rewards, you're gonna have to earn them." And it does this, not by making everything Sardo-level difficulty, but more as a scaling adversity... that follows the current capability of your guild as a team. After all, it's called "guild siege" for a reason... might as well make it more of a team effort, and less about the individual.

49

Monday, October 10th 2011, 5:49pm

Quoted from "Kalvan;472786"

Um, no. But posts discussing or giving information on acquiring and using third-party programs which are violations of the EUALA and ToS have been, are, and will be deleted.

If we catch someone using such a program to auto-signup for siege, they'll get a well-deserved vacation.


By this, do you mean the siege signup macro? Or do you mean something that spams sign up all night?

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50

Monday, October 10th 2011, 8:31pm

Quoted from "SuzumiyaHaruhi;473239"

By this, do you mean the siege signup macro? Or do you mean something that spams sign up all night?


If it's a third-party program that runs alongside the RoM client and intervenes, then it's a violation of the EUALA and ToS. If you get caught, you get to carry the weight.

On an aside, I'm 99% successful in signing my guild up for siege by using the old-fashioned way for signups--spam-clicking on the Register button like a mad man. No macros, just my competent right index finger and faithful Logitech Trackman Wheel trackball.
[ New Sig Coming. Watch This Space! ]


51

Monday, October 10th 2011, 11:06pm

Quoted from "Kalvan;473310"

On an aside, I'm 99% successful in signing my guild up for siege by using the old-fashioned way for signups--spam-clicking on the Register button like a mad man. No macros, just my competent right index finger and faithful Logitech Trackman Wheel trackball.


I use the same method Kalvan.

We're a dying breed, you and I.

52

Tuesday, October 11th 2011, 1:17am

Quoted from "Kalvan;473310"

If it's a third-party program that runs alongside the RoM client and intervenes, then it's a violation of the EUALA and ToS. If you get caught, you get to carry the weight.

On an aside, I'm 99% successful in signing my guild up for siege by using the old-fashioned way for signups--spam-clicking on the Register button like a mad man. No macros, just my competent right index finger and faithful Logitech Trackman Wheel trackball.


See, but you're missing the point... the reason I said something about it, was because someone asked how it was possible that some of these guilds can sign up 3 or 4 shadow guilds simultaneously, while everyone who does the right thing occasionally has difficulty signing up 1. I was explaining that the use of those macros/addons allows them to sign up multiple guilds simultaneously without having to spam click... it does all the work for them. There are other methods though to... basically it just involves having more people in your guild having alt guild leaders in shadow guilds, and when the queue timer approaches, they log over, and each of them attempt to queue into the system. Regardless of the methods, they're still taking up 3 or 4 slots apiece and really only plan on using 1. One method uses a program, the other uses multiple players... both have the same affect, but where does the line get drawn between right and wrong?

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53

Tuesday, October 11th 2011, 7:46pm

I am not the arbiter of what is "right" or "wrong" in the game. That job is left up to the CMs and GMs.

To the best of my knowledge, there is nothing in either the EUALA or ToS which prohibits multiple "allied" guilds--what you're referring to as "shadow" guilds, or "alt" guilds. What I do know and am certain of is that only one person can sign a guild up for siege, per guild.

If you're caught using a third-party program to do this, you get a vacation--it's a clear violation of the EUALA. I would think that if you're caught multi-clienting (more than one client running on a single machine) and using a macro to sign up for siege on each of those clients, you get a vacation. That's a gray area in which I am not qualified to make a judgment.
[ New Sig Coming. Watch This Space! ]


54

Tuesday, October 11th 2011, 9:26pm

i believe the best solution to this apparent problem would be to just as some have said, and add a debuff when someone actually joins a different guild the debuff is 24-36 hours long or etc. With this debuff which starts at 0 you receive less rewards so i.e. 0 would give you the normal rewards like before if you were just in a guild and participating in SW, but one you join another guild it stacks and increases to one which reduces the amount of the reward ,lets say to max 2nd place even if you got first place in the siege war, and so on and so on. because as some players have said everyone joins different guilds for different reasons, and this would allow players who are not able to Sw every night but would like to at least have a chance at it and would in the least slow down if not stop mercing

55

Tuesday, October 11th 2011, 10:17pm

Quoted from "Kalvan;473620"

I am not the arbiter of what is "right" or "wrong" in the game. That job is left up to the CMs and GMs.

To the best of my knowledge, there is nothing in either the EUALA or ToS which prohibits multiple "allied" guilds--what you're referring to as "shadow" guilds, or "alt" guilds. What I do know and am certain of is that only one person can sign a guild up for siege, per guild.


I would look at it as a form of exploit. Here is Wiki page defining practice as "An exploit, in video games, is the use of a bug or design flaw by a player to their advantage in a manner not intended by the game designers".

For example, the definition is fairly clearly applicable to castle breaches. Castle is designed to be a sovereign territory of one guild until gates are down, but due to design flaws, can be entered in a variety of ways, none of them intended. Thus any attempt to do so is an exploit.

By the same token, game's intended behavior is not to let people switch guilds for the siege, by prohibiting the practice around siege time. Due to design flaw of not having long enough period of prohibition, that behavior can be bypassed, and bypassing it is an exploit.

I'd also make a point that the game intends guilds to be evenly matched, and since alt guilds deliberately alter their score to circumvent the matching system, that is also an exploit. This method pretty cleanly matches the exploit mentioned on Wiki page: "[Game X] had an exploit in player versus player ... whereby a player would intentionally lose level by dying in order to compete against lower-level players while wielding higher-level items and skills". The same technique is used by alt guilds on regular basis, except on team level instead of individual one.
-- Rustyx --- 92R / 92S / 92M on Reni (Guild KnightShift). Yes, running the new FOTM R/M, cause I am not elf enough to be WD/S.

Oh, and people who have more than 3 classes are clinically insane.


56

Saturday, October 15th 2011, 12:10am

Quoted from "Kalvan;473620"

What I do know and am certain of is that only one person can sign a guild up for siege, per guild.

If you're caught using a third-party program to do this, you get a vacation--it's a clear violation of the EUALA. I would think that if you're caught multi-clienting (more than one client running on a single machine) and using a macro to sign up for siege on each of those clients, you get a vacation. That's a gray area in which I am not qualified to make a judgment.


Well at least it's good to know that using systems like these are considered a bannable offense, that's at least something we can take away from this. Problem lays with proving it though (as always). The merc'ing/shadow guild situation seems to have become the flavor of the month... just hope something gets done about it before it ruins the enjoyment of siege for most players.

57

Saturday, October 15th 2011, 9:10am

Quoted from "Kalvan;473310"

If it's a third-party program that runs alongside the RoM client and intervenes, then it's a violation of the EUALA and ToS. If you get caught, you get to carry the weight.

On an aside, I'm 99% successful in signing my guild up for siege by using the old-fashioned way for signups--spam-clicking on the Register button like a mad man. No macros, just my competent right index finger and faithful Logitech Trackman Wheel trackball.


May I ask, are you a player of west coast or east coast?
From my knowledge, RoM server located at the west coast where west coast player can sent in signal to the server faster than east coast player (relay through few additional servers to reach RoM server.)

I know there is a command for opening up battle page w/o open up guild page. Then I can assume there actually a register command that is also available, just personally don't know what.

lets look at different situations...
1. Add tp/exp bonuses for long term guild players while none for merc
By the time a player is a merc, he/she have enough ability that he/she can take the rank 1-3 position in siege => he/she is max level that don't need such buffs.

2. Add 24/48/72 hour of no reward period.
That just encourage those merc's to create their own guild of 2-3. With all the resource in AH and 190 guild rune drop by world boss, it won't take long before those players build up multiple alt guild for the reason to get siege spot while their team of 3 just stay in a well build guild. All they have to do is all get a siege spot for their main guild (i.e. let one of the alt guild drop if the main don't get in) If they still have alt guild in siege, do you think they will just drop out? If they go far enough to do the above, I highly doubt they will. That there just create more shadow guilds. Even worst than gold seller because their spaw rate is lot faster and FA can't just delete them without proper proof.

3. Stat penalty for new members.
Same result as with 2...more alt guild than it is needed now.

4. All siege weapon dependent.
Remember, siege is FREE. Why do you think it is in beta for so long? It is because it's free that RW don't want to revent it. By doing that, you just piss off huge amount of paying players for something that is free. Good luck with that idea. They try to run a game, but not to run it down. And don't bother say adding diamond siege stuff as if the current gearing isn't bad enough.

5. Higher restrictions.
There are actually a lot of ghost guilds - old guilds that are disband due to various reasons with good level guild castle. Higher restrictions just mean you see some more ghost guild name on the list AND you'll see low/new guilds qq about they are not able to participate in siege. Merc's like in 2 and 3 on the other hand have no problem building a new castle.

Back to the main question: Why is there merc's?
1. Situation like Artemis - there lots of reason for that...
2. Merc's guild didn't get in the siege spot
3. Easy reward by joining low level guild who expect to vs. another low level guild.

Start with 1...Artemis problem...I can't really say they are low or not or whatever they are. "Since number 1 guild in the siege list is so overpowered that any guild go up against it gonna lose...why keep fighting them just to get pwned? Does honor really matter since this is a game where I can make myself feel better else where? Why should I keep suffering while that guild kept pwning me" <- This attitude isn't ok but who can blame them. They are geared, you want to prevent them from siege is like saying ungeared players shouldn't play siege or we have a double standard here?

2. I see many time my guild mates merc for this reason. Since helping a sister guild is good, our guild leader gives the ok while I personally don't approve it (against merc's)...well thats none of my business, everyone siege for the win => everyone is welcome.

3. Guild reward is just too good, all player need it, which that is a + for RW. But why are you just blaming the merc's...isn't the guild who invite the merc's also responsible? It is 2 side deal, merc's participate in siege, the whole guild wins the siege. One side refuse, the deal is over. It is simple as that. It is not just merc's fault, it is the attitude of the guild you guys are facing. Either drop to their level invite a merc or suck it up give them a hell of time and be proud of yourself for that.

From the problems above, I can say one of root of the problem is limited siege spots. Personally I advocate for guild spot auction system using guild ore/herb/wood that is completely player control: you place a bet, someone else over take you, you place more bet etc. Resource will be gone from the guild if you got into siege, keep it for next auction if not.
1. Low level guild will be more careful as to siege or build.
2. High level guild will buy resources than farm on their own - help spreading the gold a little.
3. Middle level guild will just continue farm ruins mini game for more resources.

If anyone think there is flaw in that, do comment. Asking for just giving without paying is just wrong - bonus buffs for staying in guild and ask for double standard.... My personal believe is: you pay what you get.
=.=

58

Saturday, October 15th 2011, 4:35pm

Quoted from "vfwiffo;473689"

I would look at it as a form of exploit. Here is Wiki page defining practice as "An exploit, in video games, is the use of a bug or design flaw by a player to their advantage in a manner not intended by the game designers".

For example, the definition is fairly clearly applicable to castle breaches. Castle is designed to be a sovereign territory of one guild until gates are down, but due to design flaws, can be entered in a variety of ways, none of them intended. Thus any attempt to do so is an exploit.

By the same token, game's intended behavior is not to let people switch guilds for the siege, by prohibiting the practice around siege time. Due to design flaw of not having long enough period of prohibition, that behavior can be bypassed, and bypassing it is an exploit.

I'd also make a point that the game intends guilds to be evenly matched, and since alt guilds deliberately alter their score to circumvent the matching system, that is also an exploit. This method pretty cleanly matches the exploit mentioned on Wiki page: "[Game X] had an exploit in player versus player ... whereby a player would intentionally lose level by dying in order to compete against lower-level players while wielding higher-level items and skills". The same technique is used by alt guilds on regular basis, except on team level instead of individual one.


I honestly couldn't have said it any better myself.

Quoted from "Sadz202;474819"


From the problems above, I can say one of root of the problem is limited siege spots. Personally I advocate for guild spot auction system using guild ore/herb/wood that is completely player control: you place a bet, someone else over take you, you place more bet etc. Resource will be gone from the guild if you got into siege, keep it for next auction if not.
1. Low level guild will be more careful as to siege or build.
2. High level guild will buy resources than farm on their own - help spreading the gold a little.
3. Middle level guild will just continue farm ruins mini game for more resources.


While it's not the worst idea I've seen, I also don't see it as a very good one either. Simply because if bidding wars ensue to gain siege spots, well then the newer (legit) guilds, with a small~moderate number of players would be cast out from participating. They'd then have to make a choice about joining siege or upgrading their castle. On top of that, those guilds that have been around for a while, and have excess resources on their hands will be able to outbid anyone for position. That makes it so that only the richest players & guilds get to participate in siege, while those who haven't yet made their fortune in the game get pushed aside. It will make it even more difficult to start a new guild (legit) when your people won't be able to participate for a long while. Additionally, it will make the resources gained from siege even more valuable, encouraging many more to take part in methods such as merc'ing to gain resources for their primary guild; as well as the latter of increasing the desire to include merc's into your guild's siege to ensure the victory and have a return on your investment.

This is why I firmly stand by the idea that in order to normalize the siege system, the ability to merc & make shadow guilds must be eliminated. Forcing people to compete based on an overall guild's gear score does exactly that. You can't cheat what you wear... maybe once, but as soon as you put on a new piece of gear, your score is permanently increased. Having that number following you around between guilds means you're either a liability or a boon. Hiring merc's means you fight more difficult guilds. Creating shadow guilds makes no difference, as you'll still be fighting players in guilds of your equivalent numbers regardless. It even balances the top ranked guild's position, because instead of having these merc's & shadow guilds getting free rewards from low-level wins, they will be thrust up into a bracket where they rightfully belong. Eventually real values on power-level vs guild rank will be squashed, and people will find the guilds where they truly belong.

The only real way to deal with a problem, is not to reward or punish the person when they commit the act... but rather take away their ability to do it at all.

59

Saturday, October 15th 2011, 6:18pm

Do you know how easy to make a shadow guild?

Level 5 guild and a castle, which is easily bought from AH. Once that shadow guild is there, it won't go away. Then at one point, siege spot will be nothing but shadow guilds. They only need that shadow guild to participate once in your system and it is over.

Only thing that prevent siege spots from being all shadow guild is ironically merc's.

You assume long running guilds have huge amount of resource while smaller guild isn't. Here is the truth. If you ask around, most of those end gamer don't even bother with shell stats, all their focus is on instance and get kicks and laughs from siege while at it.

The system gives a brief hand up for the current existing guilds, which fill with ok geared level 67 and some of their newbies. For the new guild, which fill with 55 below, they out out until they can run ruins mini game, but any guild that still in 55 below gets rape for entering siege anyway if they DON'T find some merc's.

As this system progress, any guild who have large amount of members that are level 55+ (level 55 is where ruins mini game gets fairly easy regardless they are geared or not) will win out or do you think that is bad for a large guild to participate than a small 2-3 man one? or do you think that is bad for a guild that is above lvl 55+s to participate than a group of level 50s?

This system on merc's:
I honestly say none. Like I say before, merc's is a 2 side issue. You got the merc's and you got the guild. If the guild wants to win they gonna look for merc's. merc's either wants easy reward or just participate in siege to kill time.

Why are you keep asking for no merc's while not asking for no newbies? <- Double standard.

This system on shadow guild:
If the player of shadow guild actually spend the time to collect and bet huge amount of resource to get into siege, I will clap for them for going through all the trouble.

Currently shadow guild exist for:
1. try to secure a spot for main guild.
2. sell/trade siege spot.
3. alt character to participate in siege.

Once betting is on, main guild don't need to depend on shadow guild to secure a spot, 1 down. Once the shadow guild is out bet, selling siege spot is none existent- 2 down, however, you'll see resource selling more often. If the alt characters is actually level 55+, shouldn't you at least recognize the effort other player puts in? (time or resource wise). I personally won't bother with my alt when my main can secure a spot.

As for small guild got no chance at all for siege:
24 vs 6 man
Over the week, the 24 man guild can collect 24k resources per day, while 6 man only 6k per day. 24 man bet 24k every day, while 6 man bets 6k.
Day 24-man 6-man
day 1: 24k 6k
day 2: 24k 12k
day 3: 24k 18k
day 4: 24k 24k <--whoever bet first highest wins
day 5: 24k(48k) 6k
day 6: 24k 12k
day 7: 24k 18k

so on and so forth. The 6 man guild will gets in siege about every 4-5 days compare to the 24 man.
=.=

superman555

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60

Saturday, October 15th 2011, 6:58pm

so much hate on mercs >.<