A few questions
- How will the kill be allocated when many players are involved in killing a single player? A shared kill for cash value is easy but I am assuming that only one player can actually loot the victim.
I wouldn't assume that at all.
Will there be partial insurance? Can you insure the 3 great pieces of gear that you are wearing without having to also insure all the crappy stuff?
That's certainly implied by the OP
the killer gets only those items that were not insured (such as collected loot that has not yet been insured or safely stored)
(Although this does raise the question of what "safely stored" means in the non-equipped inventory)
Why would a guild siege another guild during busy server times? There would be more defenders than during off-peak hours. They would be smart to attack when the defense is weak. Personally I hated the 4am alarm clock settings for relic raids in DAoC. How will you encourage sieges to occur during reasonable hours?
IIRC There's a player-discussion thread on this: my take is simply that, well, that's when people are awake and thus that's when people will attack. Might be a reasonable topic for a QOTW or subquestion
Small guild A starts to seige small guild B. Large guild C waits until A and B are weak and then charges in killing both sides. Is that your intention? When it sucks to be in small guild A or B then everyone joins guild C the big guild. How will you prevent a few large guilds from controlling the game through sheer numbers? Personally I would prefer a game where individual player skill is more important than numbers
It simply can't be guaranteed. That said, players will get massively bored in a single super guild. Interest in combat and idealogical differences will keep people seperated just fine. I seem to recall somebody saying Neocron occaisonally had this problem but that the superguild invariably fell apart. I'd say with A) Sufficient Territory and B) A sufficient playerbase, that this problem will solve itself.
How will you prevent gangs of players simply rampaging across the map for the loot and insurance reward? I forsee entire loot guilds that do nothing but wreak havoc on other players in the game. Is that your intention?
God I hope so.
I play games for fun not to be part of a gang of looting rioters.
THAT IS FUN!!!
One way to prevent this is to allow players defending their own guild territory to not be looted and not have to buy insurance. The defenders big advantage is that they can wear their best gear without fear on guild territory. They will actually make money by killing players that attack their guild. The attackers will lose money while attacking and can only make money by taking over the territory and utilizing the resources in the territory.
that would SEVERELY unbalance the ability to attack a guild. It would make it next to impossible to take over anything, since the attackers would constantly be at a disadvantage. This game is PvP centered, loot heavy, and has a player-run economy that needs item turnover to have crafting as a viable profession. Frankly, what you just described really does make me think maybe this won't end up being the game for you: That said, I'm sure that the WHOLE game won't revolve around this, I just don't see why this isn't "fun", the danger and such that this game presents in PvP as a sandbox world makes me really excited for it
If you find that a lot of posters on this thread actually like the concept of "loot guilds" then you know that you have a problem. In real life the good citizens in a city move away when the gangs control the city. In a game the good players will just play a different game if they cant have fun in this game. Once all the good players leave the game then the economic side of the game will collapse. You will be left with gangs of roving looters. That gets boring in about two weeks.
I guarantee next to nobody who plays games like Eve or the old Ultima Online will have a problem with the concept of a "loot guild". In fact, I announced my intention to conduct that kind of warfare nearly the day I joined the forums.
I would say, to the devs, if you find a lot of people getting annoyed with "hardcore" PvP and "the potential to lose items" (oh noes!) forge ahead and you'll be rewarded with a plenty sufficient and dedicated, and expanding, playerbase: people who enjoy high-risk PvP as an endgame mechanic instead of safety and PvE tend to subscribe to well-run games for much longer.
Oh yeah: the reason that people who enjoy this sort of stuff aren't a reason to "cut and run" is because THIS ISNT REAL LIFE! I am not a Real Life bandit or Police Officer. I don't own a plasma pistol. I can't be cloned repeatedly: they're creating a gameworld that simulates a WAR, not a stroll down the city street or through the forest. We aren't "griefing" or "ruining" the game, we're playing the way the devs meant it
As a side note: intel channels, awareness of your surroundings, and a planned escape route VASTLY increase your chances of being able to survive a fast raid in to territory. Attackers are already at a huge disadvantage because they don't have ready reinforcements. You see a gang coming, run screaming for your home base and you'll get backup nearly instantly.
gah just saw another thing: what is your definition of a "good" player? You mean one who follows the law? I guarantee there will be PvP RP guilds who make it their business to police the wildlands on behalf of the continoma or Noir police force and root out bandits. If you mean "skilled" players: they'll flock to the game if it's like this because the challenge and risk and reward of combat is a huge draw to those who are skilled enough to keep up with the fighting.