Hello Community, SBI,
Content of this post is basically summary of what i've already said in many topics/reddit comments. I've been forum fighting Alliances since August 2018 and this is one of the last bullets I have to help make the game a better product. As always this post will be long so make yourself a tea or something.
Background:
Going back in the time, when the Pre-Queen roadmap was published, I was stating that changing the map is unnecessary to solve current problems linked to mega alliances/power projection. While it's nice to have something fresh, the effort and possible complications(horse riding simulator) compared to alternative cost of development would be a big NO to me if I was a game director. However devs wanted to follow that path to see if I am right or wrong. Maybe this whole post is bullshit and there are no problems, but the only real problem is stupid people in the forum not understanding how to have fun with the game. If you think so, don't bother reading this post. But if you believe Post-Queen game does not feels like it should, please spend 10 minutes to read below.
Overall, I am glad about the direction SBI took in the past year, although the specific solutions delivered with Queen, do not solve named problems and seeing community-wide surveys asking what would people like to see to solve current situation, makes me think SBI had no backup plan when Queen wouldn't work as they promised. So that was background motivation behind this post. I am not a party of any alliance, I play in a guild that peaks with 8 players and I do not have any ambitions to play albion at highest competitive level again.
So the Queen goal was to diminish power of 5 people to control everything. However after the Queen this is achieved in a very similar matter by a single entity(alliance) but by having more numbers (The #1 argument that gvg players used to defend their eliteness and they were right). So small guilds that owned gvg teams lost possibility to stay underdogs as they used to be before, because numbers mean everything now so that's a negative effect of switching from gvg to zvz. And the best guilds that owned the best gvg players, now still remain at the top, concentrating just enough players around them.
Conclusion: The biggest problem with Pre-Queen seasons was that one guild/ally could own everything, with Queen this hasn't changed much. Due to the map size/power projection limitations there's only a little bit more space to share so few more mega alliances could emerge while small guilds lost everything, even though most of the gvg-less guilds haven't had anything before. So instead small guilds that refused to join mega alliances would have their home in Post-Queen game - they only have more 'banners' to chose while the idea and conditions remained the same. I know some small guilds that actually tried to establish hideouts and fight for territories outside of mega alliances and they failed hard. Now I don't want to talk anymore about the past, let's focus only on the current situation and the future.
1. What's the current situation
We can see, that the most of players join one of the 6 biggest alliances trying to fight for its own place. Many more exist but it's only a start of the Post-Queen season and as they already don't own much, few days after the territory reset - it's unlikely they will get something mid-season and IMO with the time they will possible merge into top6 or remain irrelevant to the season ranking, which is pretty bad.
In my view, this situation happens because of few simple reasons, that devs have very low impact on:
Besides above, there is currently no difference between Solo guild / mega alliance gameplay, except for one more thing - if majority follows above, all the other guilds who deny it, must satisfy themselves with leftovers, crumbs, no chance to compete for anything, even T5 terri. There is no small guild vs small guild content, because sharks swim in every sea and threat everyone without exception. More means bette. As players in alliances don't have much content outside of CTA's, whenever they see opportunity to bully someone for free - they will act like starving jaguars chasing every single person or a small blob (t1-t2) like mad mans, at the same time avoiding other mega alliances whenever they don't have proper numbers, shot caller etc. I have seen 30-40 people chasing one guy for couple maps failing to kill him instead of finding another group of 30-40 to have a proper fight. REALLY POE YOU DO THAT.
So playing in a guild outside of top6 alliances wanting a territory, hidehout, fame farm, try small scale pvp or gather is tremendously hard, fairly to say it's tryharding the game. This can last for some time but sooner or later it won't work in a longer run. What do I mean by tryharding? Playing the game against the meta, not in a way that everyone else do, just to prove you can still succeed. Very often people only have motiviation to tryhard for a limited time (RIP KFC), after which they join mega ally or quit the game.
Conclusion: After Queen release - instead of 5 men owning everything, one ally owns everything in their area of influence and the only content is chosing one of mega alliances and help them grow endlesly and control everything they can (even t5 territories). There is no limit to the size or limit to what a single alliance can own - and this is currently #1 problem that kills the game. I apologize all the dictators that this post aims to take their effortless machines down.
2. What are the DEVS afraid of ?
So basically, what always stopped devs from solving alliance-related problems? It's simple - they are afraid, that strongest players will abuse any possible alliance limitations and still get what they have now, however not letting smaller guilds to be able to find their own piece of content.
In other words, using examples - CIR would have a NAP with Scoiataels, they would not attack each other, cooperate to control what they can and dealing with all the tryharders together. So many smaller guilds wouldn't be able to NAP and cooperate with each other and they would have to satisfy with leftovers and crumbs. So in other words - hard capping alliances downside is current reality, isn't that crazy? They are afraid of David vs Goliath model, while it's already happening!
Also it's like, they tried to balance the META based on lowest players tier existing (bronze8 in league of legends). Is that a good way to ensure both top tiers like challenger and medium tiers like gold have fun and good time by playing the game ?
If the game doesn't work in challenger, people won't bother to go through the elo hell, mid tiers to get into challenger themselves one day. This is not how player progerssion works.
We need to ensure late-game balance is fine and ask everyone else to adapt and try to get there, regardless of how hard it's in the beginning. When game is too easy or loses it's shine - they will get bored and quit, I can bet that. SBI can't be afraid to balance the late-game and force early-game players to adapt. They will manage to do it, this is hardcore mmorpg genre, people who play it will adapt to whatever the conditions are, it's like every other game - if yuo survive elo hell there's heaven above. Want to go back to elo hell to tryhard the game? Make a smurf acc..
Conclusion: Don't hesitate to put hard limits to clear the situation of the top tier guilds, be determined to make late-game satisfying and fair while giving a space for newcomers/pretenders. All the other tiers will adapt and pursue to get into that tier sooner or later. Don't look at the small fishes in the sea, as long as sharks are busy fighting each other everyone else will be just fine!
Content of this post is basically summary of what i've already said in many topics/reddit comments. I've been forum fighting Alliances since August 2018 and this is one of the last bullets I have to help make the game a better product. As always this post will be long so make yourself a tea or something.
Background:
Going back in the time, when the Pre-Queen roadmap was published, I was stating that changing the map is unnecessary to solve current problems linked to mega alliances/power projection. While it's nice to have something fresh, the effort and possible complications(horse riding simulator) compared to alternative cost of development would be a big NO to me if I was a game director. However devs wanted to follow that path to see if I am right or wrong. Maybe this whole post is bullshit and there are no problems, but the only real problem is stupid people in the forum not understanding how to have fun with the game. If you think so, don't bother reading this post. But if you believe Post-Queen game does not feels like it should, please spend 10 minutes to read below.
Overall, I am glad about the direction SBI took in the past year, although the specific solutions delivered with Queen, do not solve named problems and seeing community-wide surveys asking what would people like to see to solve current situation, makes me think SBI had no backup plan when Queen wouldn't work as they promised. So that was background motivation behind this post. I am not a party of any alliance, I play in a guild that peaks with 8 players and I do not have any ambitions to play albion at highest competitive level again.
So the Queen goal was to diminish power of 5 people to control everything. However after the Queen this is achieved in a very similar matter by a single entity(alliance) but by having more numbers (The #1 argument that gvg players used to defend their eliteness and they were right). So small guilds that owned gvg teams lost possibility to stay underdogs as they used to be before, because numbers mean everything now so that's a negative effect of switching from gvg to zvz. And the best guilds that owned the best gvg players, now still remain at the top, concentrating just enough players around them.
Conclusion: The biggest problem with Pre-Queen seasons was that one guild/ally could own everything, with Queen this hasn't changed much. Due to the map size/power projection limitations there's only a little bit more space to share so few more mega alliances could emerge while small guilds lost everything, even though most of the gvg-less guilds haven't had anything before. So instead small guilds that refused to join mega alliances would have their home in Post-Queen game - they only have more 'banners' to chose while the idea and conditions remained the same. I know some small guilds that actually tried to establish hideouts and fight for territories outside of mega alliances and they failed hard. Now I don't want to talk anymore about the past, let's focus only on the current situation and the future.
1. What's the current situation
We can see, that the most of players join one of the 6 biggest alliances trying to fight for its own place. Many more exist but it's only a start of the Post-Queen season and as they already don't own much, few days after the territory reset - it's unlikely they will get something mid-season and IMO with the time they will possible merge into top6 or remain irrelevant to the season ranking, which is pretty bad.
In my view, this situation happens because of few simple reasons, that devs have very low impact on:
- Joining mega ally makes hardcore MMO rpg game easy(maximum profit, minimum risk)
- Possibility to take part in massive battles that overheat both servers and players PCs. Such large battles can be only succesfully shotcalled by few players in the world.
- If one mega ally exists - there is no other way but to try to fight it with another mega ally, this snowballs to the ultimate Red vs Blue model, which due to developers actions is now around 5-6 parties(map size), but it used to be 3-6 in the past seasons. In other words - if a guild wants to achieve something, it needs to join one of six pretending alliances, if one mega alliance can't fight another it needs to relocate to another place and dominate what it can or stop existing and merge into existing alliance.
- Some of the players prefer joining the biggest/strongest alliances just to feel strong/brag about it's wins, even that their impact on this is close to 0 as such army was already leader/strong pretender before they joined. So that would be least important reason to join mega ally by individuals, but many people do so having no other options and very small will to keep tryharding.
Besides above, there is currently no difference between Solo guild / mega alliance gameplay, except for one more thing - if majority follows above, all the other guilds who deny it, must satisfy themselves with leftovers, crumbs, no chance to compete for anything, even T5 terri. There is no small guild vs small guild content, because sharks swim in every sea and threat everyone without exception. More means bette. As players in alliances don't have much content outside of CTA's, whenever they see opportunity to bully someone for free - they will act like starving jaguars chasing every single person or a small blob (t1-t2) like mad mans, at the same time avoiding other mega alliances whenever they don't have proper numbers, shot caller etc. I have seen 30-40 people chasing one guy for couple maps failing to kill him instead of finding another group of 30-40 to have a proper fight. REALLY POE YOU DO THAT.
So playing in a guild outside of top6 alliances wanting a territory, hidehout, fame farm, try small scale pvp or gather is tremendously hard, fairly to say it's tryharding the game. This can last for some time but sooner or later it won't work in a longer run. What do I mean by tryharding? Playing the game against the meta, not in a way that everyone else do, just to prove you can still succeed. Very often people only have motiviation to tryhard for a limited time (RIP KFC), after which they join mega ally or quit the game.
Conclusion: After Queen release - instead of 5 men owning everything, one ally owns everything in their area of influence and the only content is chosing one of mega alliances and help them grow endlesly and control everything they can (even t5 territories). There is no limit to the size or limit to what a single alliance can own - and this is currently #1 problem that kills the game. I apologize all the dictators that this post aims to take their effortless machines down.
2. What are the DEVS afraid of ?
So basically, what always stopped devs from solving alliance-related problems? It's simple - they are afraid, that strongest players will abuse any possible alliance limitations and still get what they have now, however not letting smaller guilds to be able to find their own piece of content.
In other words, using examples - CIR would have a NAP with Scoiataels, they would not attack each other, cooperate to control what they can and dealing with all the tryharders together. So many smaller guilds wouldn't be able to NAP and cooperate with each other and they would have to satisfy with leftovers and crumbs. So in other words - hard capping alliances downside is current reality, isn't that crazy? They are afraid of David vs Goliath model, while it's already happening!
Also it's like, they tried to balance the META based on lowest players tier existing (bronze8 in league of legends). Is that a good way to ensure both top tiers like challenger and medium tiers like gold have fun and good time by playing the game ?
If the game doesn't work in challenger, people won't bother to go through the elo hell, mid tiers to get into challenger themselves one day. This is not how player progerssion works.
We need to ensure late-game balance is fine and ask everyone else to adapt and try to get there, regardless of how hard it's in the beginning. When game is too easy or loses it's shine - they will get bored and quit, I can bet that. SBI can't be afraid to balance the late-game and force early-game players to adapt. They will manage to do it, this is hardcore mmorpg genre, people who play it will adapt to whatever the conditions are, it's like every other game - if yuo survive elo hell there's heaven above. Want to go back to elo hell to tryhard the game? Make a smurf acc..
Conclusion: Don't hesitate to put hard limits to clear the situation of the top tier guilds, be determined to make late-game satisfying and fair while giving a space for newcomers/pretenders. All the other tiers will adapt and pursue to get into that tier sooner or later. Don't look at the small fishes in the sea, as long as sharks are busy fighting each other everyone else will be just fine!
The post was edited 1 time, last by glokz ().