View Full Version : You won't live in a city--44 clan city sites at 100 players each
SamDog
09-06-2008, 04:30 PM
Good Sirs;
Here is the dev quote:
"There are 44 unique massive clan city sites like that one in Darkfall and 53 unique clan villages and hamlets"
If you assume their are 2 city cites on each of the 4 big islands and and maybe 3 in the middle of the the map in no-mans land, then each racial area only has about 5 or 6 city sites for clans to build in.
The number of people who can bind to a player-based city is limited to about 100 to 200 (logged on or off).
The number of people on a single server is about 50,000 (5 to one ratio for 10,000 being on at one time).
Based on user polls about 30% of the players want to be human.
So if you play a human and want a clan city in the human region there are 15000 players for 500 spots. The odds are 1 to 30 against you getting a place. For the sake of argument, maybe some of my assumptions are off here and there and lets just call it 1 to 10.
Competition for clan cities is going to be fierce.
Fortunately there are limitless bind points at other locations in the game, like silver town, threshold, the chaos stones in the center of the map, and racial starting cities. So there is somewhere for the rest of us to set up shop.
One of the most important things in the game is where you end up binding. If you bind to a starter city you are going to be a long way from the action. You will pretty much have to jog for an hour or two to leave your home race terratory to get at the home zone of an adjacent hostile race.
If you go PK you will be forced to bind at a chaos stone in the center of the map. And don't tell me your PK guild is going to have a clan city in the middle of human lands with lots of fresh meat to kill--100 PKs just won't last when 15000 humans want their clan city location.
You could bind at Threshold, which is on a minor island off the North West coast. However, this city, even though open is going to hotly contested between the Mahirim and the Merdain. The Mahirim have a 2 to 1 edge in player numbers (again, according to the poll). So they are going to run this city since it is on their border. You could bind there as an elf, but every time you log on you are going to face a pack of Dogs. In the case of Silvertown, the humans will doubtless control it since it is on the ork/human border.
Since I am playing an Ork and player polls indicate our human neighbors will outnumber us 3 to 1, it is pretty clear they are going to want some of our clan city locations for themselves. A dedicated human clan will grab one in the marshes of Morak. Here the home court advantage comes in. I can bind as many players as I want at the ork home towns (like chopping necks) and the nearest city I want to take can only bind about 100 humans. So it is doubtfull the humans can hang on to it for long.
For the first week of the game, I suggest binding to one of the central Chaos stones. Here every PK will end up and you will get to a chance to fight every race non-stop. Since there won't be any place to shop (unless merchants set up an open city at one of the central clan city locations) the equipment you are going to be using is just whatever you can grab off the dead or scrounge from the local gnomes in pve.
your humble servent
SamDog
Where was this dev quote taken from? Is it possible that it's outdated?
bongloads
09-06-2008, 04:44 PM
i swear i remember the words 'over a hundred' in regards to locations on building things
I'm not sure how accurate the race poll is. Numbers could easily be very different come Game time.
Lethn
09-06-2008, 04:50 PM
Bearing in mind there are also supposed to be outposts and villages spread all over the world that people will be able to apparently make, oh and MMORPGs are supposed to be in constant development and the idea behind cities is to create some PvP conflict too!!!!!111
Where exactly did you pull out these numbers anyway? Out of your arse or from your imagination?
brainiak
09-06-2008, 04:50 PM
the less cities there is the more fighting we get. sweet.
as i clearly remember those dev words you've quoted, i'm not sure if the numbers of players who can bind to players city is correct. it seems pretty damn low.
Rhambo
09-06-2008, 04:50 PM
Good Sirs;
Here is the dev quote:
"There are 44 unique massive clan city sites like that one in Darkfall and 53 unique clan villages and hamlets"
your humble servent
SamDog
I'm not 100% sure, but I think more than one clan city can be built on these "massive clan city sites."
I hope more than 100-200 people can bind to a city.
Horix
09-06-2008, 04:51 PM
Funny i thaught a recent dev quote stated 50 people per clan stone in order to encourage expansion of a clan.
LifeWaster
09-06-2008, 04:51 PM
Very nice analysis and food for thought, I do wonder if those dev figures are whats going to be in final retail, but an overall situation of demand>supply sounds like a good recipie for plenty of conflict.
Where exactly did you pull out these numbers anyway? Out of your arse or from your imagination?
Show some respect!
Galadourn
09-06-2008, 04:56 PM
Where was this dev quote taken from? Is it possible that it's outdated?
it's from Dev Journal #24 (http://www.warcry.com/articles/view/devjournals/darkfalljournals/3070-Darkfall-Dev-Journal-24-Full-Freedom-Gameplay-and-Substance.3)
aeonicentity
09-06-2008, 04:56 PM
I think that's the idea- people should have a realistic (enough) death consiquence. Additionally, the distribution of clan cities has little or nothing to do with starter cities. Humans can hold cities in enemy territory.
Devant
09-06-2008, 04:59 PM
Massive Clan City != Clanstone
It sounds much more probable that there will be sites where multiple clans can built cities, while on other sites (villates) only a single clan will be able to take place.
Slisk
09-06-2008, 04:59 PM
I love your threads and posts Samdog. If what you reveal is true then it will create an interesting dynamic with chaos and non clan bind sites. I do see this as being somewhat detremental to the game if only 1 in 10 get a clanstone to bind to. A big part of the game will be contributing to the assets lands of your clan. If supply is too tight then successful clans will widen the gap by having the luxury of chosing only the best to bind at their stones.
If that's the case you and I will be clashing pointed sticks in the central lands some day.
TheHardProblem
09-06-2008, 05:00 PM
This is a good thing
Dash102030
09-06-2008, 05:04 PM
70% of statistics are made up on the spot.
On a serious note, Cities being in high demand will lead to some great fights.
Forgin
09-06-2008, 05:06 PM
This is a good thing, clan cities should be constant war-zones
Bojangles34
09-06-2008, 05:09 PM
I don't think the race poll is 100% accurate. There are some people that may have just joined not knowing what the races are and just selected humans. Or it's someone who isn't going to be coming back to Darkfall. I just wouldn't trust that poll until we actually get into the game.
Nissen92
09-06-2008, 05:13 PM
can we get the source..
i belive it is true as i think i've read it before but just to be sure
Bojangles34
09-06-2008, 05:15 PM
This is a good thing, clan cities should be constant war-zones
I'm gonna have to agree with this somewhat. I mean if you plan on running one of the 44 cities you better be prepared for the work you are going to be putting in. And if you can't handle it you should get booted out and it's likely you will.
Paralda
09-06-2008, 05:19 PM
We really don't know the exact number of people limited to a bindstone (I think it may be bigger for the 44 larger clan cities than 100-200), so it all depends on that. They also could've added more since that quote.
Meower
09-06-2008, 05:34 PM
Dang... Hello REAL Clan Warfare!!
Roughly 100 clan sites?? *evil smile*
Just goes to show, that it really will take a beastly clan to keep their city.
Ganondorf
09-06-2008, 05:35 PM
I guess you can build your own village/city in any suitable spot, so the number is not really limited. But the best places are of course limited and will be fought over, that's very good and how it should be.
James-Noth
09-06-2008, 05:37 PM
just make sorta a little shanty town, of a few personal houses
:D:D:D
Thorpeyrox
09-06-2008, 05:38 PM
Some very good points Samdog, as for the maximum allowed per Clan Stone I Believe 'houses' can increase this and as for pure speculation on the side I guess you can have as many houses as you can fit within the Clan City Area.
hswickman
09-06-2008, 05:46 PM
I guess you can build your own village/city in any suitable spot, so the number is not really limited. But the best places are of course limited and will be fought over, that's very good and how it should be.
The devs originally planned the game this way but I've seen some quotes from them saying that changed their mind about it. Cities/towns are now limited to certain locations.
Ganondorf
09-06-2008, 05:49 PM
The devs originally planned the game this way but I've seen some quotes from them saying that changed their mind about it. Cities/towns are now limited to certain locations.
Interesting.. i hope i can still place a private house somewhere.
DaveDFF
09-06-2008, 05:56 PM
Good Sirs;
Here is the dev quote:
"There are 44 unique massive clan city sites like that one in Darkfall and 53 unique clan villages and hamlets"
If you assume their are 2 city cites on each of the 4 big islands and and maybe 3 in the middle of the the map in no-mans land, then each racial area only has about 5 or 6 city sites for clans to build in.
The number of people who can bind to a player-based city is limited to about 100 to 200 (logged on or off).
The number of people on a single server is about 50,000 (5 to one ratio for 10,000 being on at one time).
Based on user polls about 30% of the players want to be human.
So if you play a human and want a clan city in the human region there are 15000 players for 500 spots. The odds are 1 to 30 against you getting a place. For the sake of argument, maybe some of my assumptions are off here and there and lets just call it 1 to 10.
Competition for clan cities is going to be fierce.
Fortunately there are limitless bind points at other locations in the game, like silver town, threshold, the chaos stones in the center of the map, and racial starting cities. So there is somewhere for the rest of us to set up shop.
One of the most important things in the game is where you end up binding. If you bind to a starter city you are going to be a long way from the action. You will pretty much have to jog for an hour or two to leave your home race terratory to get at the home zone of an adjacent hostile race.
If you go PK you will be forced to bind at a chaos stone in the center of the map. And don't tell me your PK guild is going to have a clan city in the middle of human lands with lots of fresh meat to kill--100 PKs just won't last when 15000 humans want their clan city location.
You could bind at Threshold, which is on a minor island off the North West coast. However, this city, even though open is going to hotly contested between the Mahirim and the Merdain. The Mahirim have a 2 to 1 edge in player numbers (again, according to the poll). So they are going to run this city since it is on their border. You could bind there as an elf, but every time you log on you are going to face a pack of Dogs. In the case of Silvertown, the humans will doubtless control it since it is on the ork/human border.
Since I am playing an Ork and player polls indicate our human neighbors will outnumber us 3 to 1, it is pretty clear they are going to want some of our clan city locations for themselves. A dedicated human clan will grab one in the marshes of Morak. Here the home court advantage comes in. I can bind as many players as I want at the ork home towns (like chopping necks) and the nearest city I want to take can only bind about 100 humans. So it is doubtfull the humans can hang on to it for long.
For the first week of the game, I suggest binding to one of the central Chaos stones. Here every PK will end up and you will get to a chance to fight every race non-stop. Since there won't be any place to shop (unless merchants set up an open city at one of the central clan city locations) the equipment you are going to be using is just whatever you can grab off the dead or scrounge from the local gnomes in pve.
your humble servent
SamDog
Excelent Excelent post has opened my eyes.... thanks for that SamDog, the number of sites need to be limited to keep the competition going.
Well the game world is built to promote conflict...I suppose it makes sense. Going to be some good times. :D
Kezei
09-06-2008, 05:57 PM
The devs originally planned the game this way but I've seen some quotes from them saying that changed their mind about it. Cities/towns are now limited to certain locations.
I can't seem to find any posts on that, where have the mentioned that, and what is the rationale behind only allowing cities/towns to be build in x # of locations?
DaveDFF
09-06-2008, 05:57 PM
I guess you can build your own village/city in any suitable spot, so the number is not really limited. But the best places are of course limited and will be fought over, that's very good and how it should be.
No you can't , All city and Hamlet locations are predefined.
Clinton
09-06-2008, 06:04 PM
IMO sieging in this game isnt going to be an easy thing to do. There will be lots of wait time and what not, however just because a race has more numbers doesnt mean that it will always win..
Knocky
09-06-2008, 06:05 PM
This would probably be a good thing.
Wars are fought over real estate for the most part anyway.
Woopya
09-06-2008, 06:08 PM
quite honestly, I thought the same thing when I saw how many cities there will be.
However, those numbers arent final. They also dont mention the smaller towns and stuff as well.
So while your pretty much spot on about the big cities, your likely forgetting about the smaller villages and things.
stingerII
09-06-2008, 06:09 PM
can we get the source..
i belive it is true as i think i've read it before but just to be sure
they've already posted the source in the previous replies. READ the posts :sly:
... or click here ... http://www.warcry.com/articles/view/devjournals/darkfalljournals/3070-Darkfall-Dev-Journal-24-Full-Freedom-Gameplay-and-Substance.3
the post is from 28 March 2008 ... changes might have been made or not since ... but then again, whether they're enough or not we'll know once the beta starts.
All that said, competition is good. Though, if his synopsis is anywhere near the mark, the city defenders might feel a tad overwhelmed by continual onslaught, which might lead to cities changing hands overnight.
However, I point out one thing. You say 15,000, however you also need to take into consideration that this won't be a joint force of 15,000. First you need to cut out the loners, that includes explorer, lone wolf, craftsman, trader, PK types which are on the whole all unlikely to get into a power struggle over a city.
Then you have to divide up the remainder (say 10,000) among all the different clans there will be, say 20 clans of 500 (There are many more but just to make a point). The defender has the advantage and numbers are equal, unless the other clans work together and put aside racial and policy differences (in a FFA PvP mmo it will be hard for anyone).
Also, not every clan will be after the same area.
Lastly, a reality check:
Defenders have the advantage, hence if numbers are equal and you assume each have equally capable troops, the defenders win. But to be frank the chances of 500+ players working in unison will NOT happen often. It will be rare, and it will be hard to manage that large a number of ppl.
Conclusion:
Yes, more ppl will be w/o a city than with; But that much was obvious.
Defenders are gonna get attacked frequently and some times seriously; that was a given also.
All in all, defenders odd are reasonable and the amount of people who want to get their city is also reasonable. Hence I say, no complaints
Clinton
09-06-2008, 06:12 PM
I just want my own house where i can set up a shop and sell my crafted items from :)
Ghostpaw
09-06-2008, 06:13 PM
This wasn't common knowledge?
Morthor
09-06-2008, 06:17 PM
Its from quite a recent dev journal, Xzi so its safe to say that it probably isn't outdated.
You missed one thing: Humans aren't limited to only the few cities in their traditional territory are they? Can't they take any city they want, even if its on the other side of the island?
Worthless
09-06-2008, 06:18 PM
If this information is accurate, then we are going to be having a real problem. Some people might find it good but these cities will be changing hands daily. If only about 15% of the population, or less, can have cities out the people that want them. There will be attacks going on almost every possible second. You might think that is cool now, but after the first week and you still can't leave your city because of the threat of people attacking it, the fun factor will wear off.
Edit: Forget logging off, fuck sleeping.
winddragon94
09-06-2008, 06:23 PM
yes they can... if a race will outnumber significantly the others it will be a big problem :/
Thorpeyrox
09-06-2008, 06:25 PM
If this information is accurate, then we are going to be having a real problem. Some people might find it good but these cities will be changing hands daily. If only about 15% of the population, or less, can have cities out the people that want them. There will be attacks going on almost every possible second. You might think that is cool now, but after the first week and you still can't leave your city because of the threat of people attacking it, the fun factor will wear off.
Edit: Forget logging off, fuck sleeping.
I guess it's upto certain Clans to mass up the numbers to be capable of holding a City, if Clan A has 1000 people in it's clan and in the general area there are only 3000k people Clan A should be able to stand their ground.
Mattimus
09-06-2008, 06:29 PM
I'm betting that the portal system that is set up near each capital city with exits to many other areas will let people bind in a capital city and still be able to quickly get to interesting and action packed places.
I doubt the devs want the cities, the capital cities especially, to become ghost towns that no one binds at. Quests, skill trainers, special merchants, etc.. I imagine many of them will take place in these cities, so that people will continue to bind and frequent them.
SamDog
09-06-2008, 06:34 PM
All that said, competition is good. Though, if his synopsis is anywhere near the mark, the city defenders might feel a tad overwhelmed by continual onslaught, which might lead to cities changing hands overnight.
However, I point out one thing. You say 15,000, however you also need to take into consideration that this won't be a joint force of 15,000. First you need to cut out the loners, that includes explorer, lone wolf, craftsman, trader, PK types which are on the whole all unlikely to get into a power struggle over a city.
Then you have to divide up the remainder (say 10,000) among all the different clans there will be, say 20 clans of 500 (There are many more but just to make a point). The defender has the advantage and numbers are equal, unless the other clans work together and put aside racial and policy differences (in a FFA PvP mmo it will be hard for anyone).
Also, not every clan will be after the same area.
Good SingerII
A reasonable well supported argument. You might also point out that just because only 100-200 players can bind at a player city, they may have 1000 other clan members who bind elsewhere. These guys are the ones who don't play enough to get city bind status in the guild but come to help in times of siege. Your guild may own a city, you just don't get to live there unless you play 24/7.
Mattimus points out:
I'm betting that the portal system that is set up near each capital city with exits to many other areas will let people bind in a capital city and still be able to quickly get to interesting and action packed places.
I think there will be interesting things to do near your racial capital, but I think teleportation is going to be limited.
The devs want us to fight over precious realestate, and it isn't precious if you can teleport anywhere you want.
your humble servent
SamDog
DaveDFF
09-06-2008, 06:36 PM
they've already posted the source in the previous replies. READ the posts :sly:
... or click here ... http://www.warcry.com/articles/view/devjournals/darkfalljournals/3070-Darkfall-Dev-Journal-24-Full-Freedom-Gameplay-and-Substance.3
the post is from 28 March 2008 ... changes might have been made or not since ... but then again, whether they're enough or not we'll know once the beta starts.
All that said, competition is good. Though, if his synopsis is anywhere near the mark, the city defenders might feel a tad overwhelmed by continual onslaught, which might lead to cities changing hands overnight.
However, I point out one thing. You say 15,000, however you also need to take into consideration that this won't be a joint force of 15,000. First you need to cut out the loners, that includes explorer, lone wolf, craftsman, trader, PK types which are on the whole all unlikely to get into a power struggle over a city.
Then you have to divide up the remainder (say 10,000) among all the different clans there will be, say 20 clans of 500 (There are many more but just to make a point). The defender has the advantage and numbers are equal, unless the other clans work together and put aside racial and policy differences (in a FFA PvP mmo it will be hard for anyone).
Also, not every clan will be after the same area.
Lastly, a reality check:
Defenders have the advantage, hence if numbers are equal and you assume each have equally capable troops, the defenders win. But to be frank the chances of 500+ players working in unison will NOT happen often. It will be rare, and it will be hard to manage that large a number of ppl.
Conclusion:
Yes, more ppl will be w/o a city than with; But that much was obvious.
Defenders are gonna get attacked frequently and some times seriously; that was a given also.
All in all, defenders odd are reasonable and the amount of people who want to get their city is also reasonable. Hence I say, no complaints
You also have to remember if the loners in the area and other smaller clans all use the city for banking and shopping and as a base and they are happy. Th controlling clan will have a hell of a lot of friends joining in to defend.
Razmuffin
09-06-2008, 06:37 PM
I'm not going to say if this is a good or bad thing.
A clan city bordering the ork's and human terrirory will need tons of members on and offline to defend it. this is because what is to stop a group of 20 members, inside a major ork city from spamming "raiding human city need volunteers" and the large precentage of players that just want to run around killing stuff will sign up. Assuming 1000 orks online and then you apply whatever percentage you want to that for the people that like killing stuff.
Also, is there any way of making a banner? like in a Clan city have a advertisement saying "Raiding Ork outpost september 8th -time- Volunteers needed.
from these examples i hope i get my point across, i.e. there will be WAY more attackers than defenders and i don't know how much Auto turrets can make up for.
Ghostpaw
09-06-2008, 06:38 PM
There are hamlets and outposts that smaller clans can kick back at. Of course, assuming the game doesn't become a zerg infested monstrosity where if it ain't blue, it's dead.
SamDog
09-06-2008, 06:43 PM
A clan city bordering the ork's and human terrirory will need tons of members on and offline to defend it. this is because what is to stop a group of 20 members, inside a major ork city from spamming "raiding human city need volunteers" and the large precentage of players that just want to run around killing stuff will sign up. Assuming 1000 orks online and then you apply whatever percentage you want to that for the people that like killing stuff.
Also, is there any way of making a banner? like in a Clan city have a advertisement saying "Raiding Ork outpost september 8th -time- Volunteers needed.
from these examples i hope i get my point across, i.e. there will be WAY more attackers than defenders and i don't know how much Auto turrets can make up for.
Good Razmuffin;
A more likely scenario is invasions from other servers. If I hear of a siege being scheduled for 4pm sunday afternoon on another server I can just create a new ork and log in at 4pm and join the fun. New characters are viable in darkfall. Why not take a vacation whenever you hear about a scheduled siege on another server?
I can create my character in whatever starter city is close to the action--so if you clan city is close to one of the racial starter cities you are wide open to cross-server raids.
Also, if I come from another server, you don't know what city or clan I am from and can't get even with me.
your humble servent
SamDog
Gestas
09-06-2008, 06:45 PM
last i heard lone wolf players wont be left out of housing as there are numerous places to build hideouts and what not.
im pretty sure it was stated in a dev journal too lazy to look which one right now.
thenuh
09-06-2008, 06:47 PM
Just wanted to point out that the clanstone only limits the amount of people allowed to respawn there. Not the number of defenders as such. In case it wasn't obvious... Of course excess numbers will spawn farther away, thus making borderland provinces a lot harder to defend! This also adds too immersion though, witnessing the numbers of the defenders on the walls dwindle :)
Few clanstones, mean big alliances(HK!) and truly epic battles. A siege might only be the final act of a full-scale war! Occupy mines, raid storages, deplete resources, raze villages - in preparation for the siege!
To keep the clans subbed to the defenders busy defending the various assets. (Which are vulnerable 24/7?)
P.S: If the system really works out like this I begin to belive HKs idea might acutally pull through!
Edit: The only way I see to restrict cross-server-raids is to prevent access to other servers based on your account/isp. That would take care of a large amount of people. Though of course that is a very drastic measure.
Knocky
09-06-2008, 07:04 PM
If this information is accurate, then we are going to be having a real problem. Some people might find it good but these cities will be changing hands daily. If only about 15% of the population, or less, can have cities out the people that want them. There will be attacks going on almost every possible second. You might think that is cool now, but after the first week and you still can't leave your city because of the threat of people attacking it, the fun factor will wear off.
Edit: Forget logging off, fuck sleeping.
There is not problem.
Cities are vulnerable once per day.
If you can't defend your city for a couple hours then you deserve to be forcibly relocated.
Johaocarl
09-06-2008, 07:05 PM
You also have to remember if the loners in the area and other smaller clans all use the city for banking and shopping and as a base and they are happy. Th controlling clan will have a hell of a lot of friends joining in to defend.
IMHO, you made a good point. Like EVE online, diplomacy will be important to guild warfare and problably we will see guilds making alliances. If the controller clan permits that allied and neutral guilds live at their lands, they will have more advantages.
Crafting and trading will be important to the game, because the economy is player drived and pratically all items can be crafted. So, small and medium guilds dedicated only to crafting, harvesting and trading are good candidates for alliance. Invite players from these merchant guilds to live at city will be good for the guild that control the city. More people, more business, more taxes, and the guild will need the money from taxes for build better walls and towers and pay the NPC guards. And that merchant guilds gain protection from teh controling guild.
Protective alliances too are possible. Two or more guilds that have cities close can ally themselves, they will not fear that an attack come from taht city and they ever have an ally near for call for help.
So, IMHO, while the cities at the racial frontiers will be strongly contested, we willeventually see guild alliances controlling that citiesw. A good number of guilds allied will have the resources, the equipment and the gear for conquer and mantain that cities.
So, start to think at diplomacy, what guilds you want to ally. That will be important to survival. And answering to the opener, orc guilds can ally to mahirim guilds, to be true they can make mixed guilds. The better way to fight the too many humans is to find allies that want to fight them with you. If you are in lower numbers, better not waste time at PvP against other orcs or mahirim, but make alliances for fight against dwarves, humans and mirdain. Before they make a huge alliance...
Ferox
09-06-2008, 07:32 PM
the less cities there is the more fighting we get. sweet.
as i clearly remember those dev words you've quoted, i'm not sure if the numbers of players who can bind to players city is correct. it seems pretty damn low.
more fighting yes... but also more zergs...
when there's so limited amount of space... people are forced to "zerg up" and then all you see around the world are towns and cities owned by zerg guild alliances..
and that to me, ruins a lot.
Hodor
09-06-2008, 07:50 PM
IMHO, you made a good point. Like EVE online, diplomacy will be important to guild warfare and problably we will see guilds making alliances. If the controller clan permits that allied and neutral guilds live at their lands, they will have more advantages.
Crafting and trading will be important to the game, because the economy is player drived and pratically all items can be crafted. So, small and medium guilds dedicated only to crafting, harvesting and trading are good candidates for alliance. Invite players from these merchant guilds to live at city will be good for the guild that control the city. More people, more business, more taxes, and the guild will need the money from taxes for build better walls and towers and pay the NPC guards. And that merchant guilds gain protection from teh controling guild.
Protective alliances too are possible. Two or more guilds that have cities close can ally themselves, they will not fear that an attack come from taht city and they ever have an ally near for call for help.
So, IMHO, while the cities at the racial frontiers will be strongly contested, we willeventually see guild alliances controlling that citiesw. A good number of guilds allied will have the resources, the equipment and the gear for conquer and mantain that cities.
So, start to think at diplomacy, what guilds you want to ally. That will be important to survival. And answering to the opener, orc guilds can ally to mahirim guilds, to be true they can make mixed guilds. The better way to fight the too many humans is to find allies that want to fight them with you. If you are in lower numbers, better not waste time at PvP against other orcs or mahirim, but make alliances for fight against dwarves, humans and mirdain. Before they make a huge alliance...
exactly this way it works in eve online. there are political powerblocks from some alliances that controlls places where you can earn gold. and only 10% players are involved, others live in safty from empire.
Osirus
09-06-2008, 07:51 PM
this is from Warcry ... it's an old shot of the interactive political map(example); it's also from the old map, but it could be an accurate indication to how many sites can be held by clans.
http://df.warcry.com/images/view/15182
it was postedon Warcy in 2007.
Woopya
09-06-2008, 07:58 PM
The thing is it all depends on the clan occupying the city.
if they set thier NPC guards to KoS every non guild member, that city will likely be seiged more often and more sucessfully. People will live around the city and they will want to use that city as thier tradehub. If they dont have access to the benefits of the city they will encourage and even help another clan to siege it.
the same goes for clans who take a city and raise the taxes too high.
If a clan wants its city to be a good tradehub they will have to do several things. They will have to keep Taxes reasonable and allow people into the city. Furthermore, they will have to protect the tradelanes into and out of the city. Helping the people outside the city defend thier homes will only help the occupying clan in furture sieges.
jittles
09-06-2008, 10:07 PM
1. How many people can now bind to a clanstone?
The number will depend on your buildings and upgrades. There's a base number which isn't finalized but it probably won't exceed 50. This number goes up with new buildings and upgrades to buildings.
So we have no idea how high the number can go up to, could be 100 could be 500, if you build enough of the appropriate building.
From:
http://www.warcry.com/articles/view/devjournals/darkfalljournals/4883-Darkfall-Dev-Journal-26-Questions-Answered
Ferox
09-06-2008, 10:11 PM
So we have no idea how high the number can go up to, could be 100 could be 500, if you build enough of the appropriate building.
From:
http://www.warcry.com/articles/view/devjournals/darkfalljournals/4883-Darkfall-Dev-Journal-26-Questions-Answered
if they have no more then 100 spots for cities and towns... it would have to be more then 100 people.
its probably 50 as a base, and as you build more crap it adds more spots.
Thorpeyrox
09-06-2008, 10:27 PM
if they have no more then 100 spots for cities and towns... it would have to be more then 100 people.
its probably 50 as a base, and as you build more crap it adds more spots.
Houses have been said to increase the maximum allowed to bind to the Clan Stone.
Woopya
09-06-2008, 11:13 PM
for the random recruiting scenario.
Say a guild starts spamming "attacking x human city! join us"
Whats in it for the randoms? if they arent gonna be paid for thier time and potential lost gear, why should they help?
JetBoom
09-06-2008, 11:19 PM
Static city placement is lame to the point of game-ruining.
SkyHog
09-06-2008, 11:48 PM
I like it, it not opens it up for more physical conflict, but like some of the posters have said, it opens it up for a huge amount of political and RP as well. The locals like the government of the city = more defenders. The (guild) government are a bunch of flaming Arse holes? I bet the zerg horde comes out in force.
I.E. You get to vote more than once a year and do it with a sword.
SkyHog
StrappedMcGee
09-06-2008, 11:52 PM
There is not problem.
Cities are vulnerable once per day.
If you can't defend your city for a couple hours then you deserve to be forcibly relocated.
sweet... cause that would suck bein on guard 24x7 since some of us still have to work ;)
Beorg
09-07-2008, 12:13 AM
I don't plan on living in a city, I plan on walking around, and using a city as a "home-base" of sorts. I'll come back there for supplies. It'll probably be a village or hamlet, though. Even just a small community. I'll just need a place to come back to and repair my weapons and armor, get food, water, and whatnot.
Mhorham
09-07-2008, 12:19 AM
IF I am bound in a starter city I may only have a 5 min jog to the capitol where I can jump into a portal dungeon and hop 1/2 way across the world ;)
Rossco
09-07-2008, 12:24 AM
With such a large game world I'm sure they'll add more spots in the future.
Razmuffin
09-07-2008, 12:25 AM
If a clan can hold a city they can probably hold a village and Have all of the non important members can respawn there. and if that is ever attacked they can just retake it from the city.
Level9-Fiss
09-07-2008, 12:32 AM
With such a large game world I'm sure they'll add more spots in the future.
probably, but I wouldnt count on it anytime soon.
Lictor
09-07-2008, 12:43 AM
Mahirim spurn cities, and when killed respawn on the Ghost Moon.
Ganondorf
09-07-2008, 01:04 AM
I played Eve and thought that territory system was harsh, ending up under almost constant attack. This will be even harder in DF, because you can't build a city in any spot, so yes if a clan that can't really defend a city takes one, it will be sieged and taken from them within days, which is a very good thing.
A capable clan will end up securing the area and able to do missions outside, in case of an attack they have 24h to prepare for the defense. If you have the resources, defensive war machines are alot easier to deploy than offensive ones, so if there is a organized defense you can defend it (not considering lag which ruined this aspect in eve, where player skill doesn't count at all).
Of course many players would be interested to know if they can build a house as lone players and add defensive structures to it, or if private houses will be safe from destruction ?
SamDog
09-07-2008, 01:22 AM
Of course many players would be interested to know if they can build a house as lone players and add defensive structures to it, or if private houses will be safe from destruction ?
Good Ganondorf;
Even if your house is in a protected area (protected by the clan city radius) other players can destroy one structure a day--without declaring a siege. If you build in a specified location that is not protected by a player city, anyone can destroy it with a war hulk. If it helps, you will know who destroyed your house even if you were not online at the time. Their identity will be saved somewhere in the statistics.
your humble servent
SamDog
zantar
09-07-2008, 01:22 AM
One of the best posts I have read in a while. honestly I think a big problem in a lot of MMO's is empty cities, this accounts for that and creates more conflict. cool. And if it really is a problem I am sure the devs could add more habitable zones. :ninja:
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