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Old 03-24-2008, 07:24 PM   #1
ILikePonies
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Default Friendly fire, PvP and sieging

Hi Athelan,

I'm assuming for this question that unless another player is in your guild or group, your heals will not work on them and your attacks will hit them. I have a few concerns/questions about this setup, as well as sieging with multiple guilds involved in general:

a) You won't be able to help your buddy if he's getting ganked and you're in a full group, since you can't heal him and your aoe attacks will hurt him.

b) guilds cannot help each other defend their keeps, because each guild will accrue tickets separately... thus if guild Y is attempting to help guild X hold their keep, they could wind up getting the most tickets and taking guild X's keep without meaning to.

c) guilds cannot enter another guild's keep to help defend.

d) it will be difficult to help attack or defend due to friendly fire. Your heals (I presume) will only heal your own guild, and your attacks will hit your allies in other guilds. This means that the guilds will have to keep their fighters segregated on the field. No multiguild tank lines, archer units, or cavalry.

e) based on the above assumptions, a cheap tatic will be for the attacking guilds to get inside the guild city as soon as possible where the allied defending guilds can't go if they wish to avoid accruing tickets, and thus zerg the single remaining defending guild.

Is there any way to avoid these problems, such as an ally list between players/guild or something along those lines?

Thanks.
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Old 03-26-2008, 01:41 PM   #2
Athelan
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Originally Posted by ILikePonies View Post
Hi Athelan,

I'm assuming for this question that unless another player is in your guild or group, your heals will not work on them and your attacks will hit them. I have a few concerns/questions about this setup, as well as sieging with multiple guilds involved in general:

a) You won't be able to help your buddy if he's getting ganked and you're in a full group, since you can't heal him and your aoe attacks will hurt him.

b) guilds cannot help each other defend their keeps, because each guild will accrue tickets separately... thus if guild Y is attempting to help guild X hold their keep, they could wind up getting the most tickets and taking guild X's keep without meaning to.

c) guilds cannot enter another guild's keep to help defend.

d) it will be difficult to help attack or defend due to friendly fire. Your heals (I presume) will only heal your own guild, and your attacks will hit your allies in other guilds. This means that the guilds will have to keep their fighters segregated on the field. No multiguild tank lines, archer units, or cavalry.

e) based on the above assumptions, a cheap tatic will be for the attacking guilds to get inside the guild city as soon as possible where the allied defending guilds can't go if they wish to avoid accruing tickets, and thus zerg the single remaining defending guild.

Is there any way to avoid these problems, such as an ally list between players/guild or something along those lines?

Thanks.
In an open PvP area you cannot attack your group, guild, or raid. Since we support raid groups of up to 4 parties this should be rather easy to accomplish. Beyond that we also have the mercenary system which would allow members of other guilds to go under contract to gain tickets for another guild. Thus making it possible for them to assist the other guild without taking tickets away from them. In addition the mechanic for acquiring tickets is surrounding a very small area and easily other groups could be assisting by defending approach areas or walls etc without interfering.

If you stand multiple groups of 24 people ontop of eachother and blast away, yes you will be AOEing your own people but that would be a tactical thing that the players themselves should be in control of.
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Old 03-27-2008, 11:16 AM   #3
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Beyond that we also have the mercenary system which would allow members of other guilds to go under contract to gain tickets for another guild.
OK, that's great info. Up till now I understood that only guildless players could merc themselves out. If Guild A can hire mercs from Guild B that solves all the keep defense problems.

I guess for the first scenario you'll just need to add your buddy to your raid real quick.

Thanks for the answers.
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Old 03-27-2008, 12:11 PM   #4
Athelan
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OK, that's great info. Up till now I understood that only guildless players could merc themselves out. If Guild A can hire mercs from Guild B that solves all the keep defense problems.

I guess for the first scenario you'll just need to add your buddy to your raid real quick.

Thanks for the answers.
As far as I was aware any player could but as a guild you cannot declare yourself merc its an individual thing.
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Old 03-27-2008, 01:09 PM   #5
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As far as I was aware any player could but as a guild you cannot declare yourself merc its an individual thing.
Quite Appreciated are these answers.

Many guilds have decided to become "mercenary support guilds". This would mean their membership would all be Merc's. If this were the case, would their members be able to team together, or be hired as a team after being selected by a guild to fight? If so, they could use vent and practice team strategy to better improve their capabilities.

Some guilds just plain will not have the time to resource gather to maintain a city, but if support for mercenaries as orriginally proposed, and if PvP mechanics allowing them to still fight together for another guild, then this could be an excellent alternative.

I guess the simple question would be: How will the grouping mechanis be after a set of mercs has been hired? Can mercs and the hiring guild freely decide which people to put into each team, allowing merc guilds to stay in a group with the people they are trained to play with?

Last edited by CountValor; 03-27-2008 at 01:11 PM.
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Old 03-27-2008, 01:39 PM   #6
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Personally I would prefer a guild Alliance system... would add some diplomacy to the PvP community and end the current stress that the current system might create.

but to the topic, my question is: Will there be anyway to 'Fire' your hired merc? Say if the merc you hired is really a spy who is telling the enemy all your plans...
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Old 03-27-2008, 02:32 PM   #7
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As far as I was aware any player could but as a guild you cannot declare yourself merc its an individual thing.
As long as there's some way to add any given player to a guild's 'team' I'm thinking it doesn't really matter whether you have merc guild systems. Merc guild B just announces on the forums that they're mercing themselves out, and defending guild A hires their players one by one.

I guess a mass hire tool could be handy...

Thanks again for the answers.
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Old 04-15-2008, 10:20 AM   #8
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Yes thanks =)
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