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Discussion in 'UHall' started by GalenKnighthawke, Jan 10, 2011.
Victory to Britannia.
wow, invasions are still running? damn, I need to start collecting on more shards then . guess theyll be up till the 25th.
Atlantic booted the bane from brit earlier today
I think LA has already fought off 9 or 10.
I know that Trinsic, Vesper and at I think least one other city (from the at least once list in the next sentence) have been invaded twice. Minoc, Britain, Cove and Moonglow have been invaded at least once. Not sure if Skara, Yew or Jhelom have been invaded. All attacks have been fought off.
When the invasions are turned off,will not the Defenders be the default winners?
We don't even know who the default winner for each wave is (meaning we don't know who wins if no one fights anything), let alone who the default winner of the scenario in total is.
In fact we don't really know the criteria for victory/loss in each wave. Do the defenders have to kill a certain number? Is it whoever kills more? Etc.
If this invasion is like the others in the past,the "good guys" will be the default winners. New patch and everything goes back to normal. No town will be occupied by the Bane,the Virtue Bane will be defeated and every town will appear untouched by the earlier invasions.
Remember the Brit town invasion from a few years back? Only thing to prove that there was an invasion at all is the lizardman statue by the bridge. We probably won't even have that type of thing this time.
Plague of Despair. Loss meant plague monsters would spawn in Yew, and NPC escort quests wouldn't recognize the town. In effect it was no longer a town but a monster spawn point. Even victory changed Yew fundamentally until the Heartwood Elves appeared again.
Savage Empire. The victor in the final battle of that event cycle determined whether savages or orcs would spawn in the Cove Orc Fort for years and years, it only went back to default orcs within the recent past.
Shards that lost the first Magincia Invasion found Magincia not accessible via Moongate for some time, in Felucca this fundamentally changed Faction dynamics. Draconi stated at the time that loss would mean the guard zone would never come back, obviously he's gone and the team and the plans for Magincia are fundamentally altered, but the point is that Draconi could easily have still been on the team and potentially the loss of that event would have long-term effects.
Sure, what's most likely is that regardless of outcome, things will revert back to how they were before. That isn't necessarily a good or a bad thing. And, even more likely, the endgame of the scenario will offer some reward that will make participation on the good side worth one's while, thus all-but-assuring victory. Again, this isn't by any means inappropriate. Indeed I'd argue strongly for it being quite appropriate.
One could say "big deal, those weren't 'real' changes." Well, they were real enough for me, and Plague of Despair's loss on Europa plagued that shard for some time.
The point is that outcomes have fundamentally changed aspects of the nature of the game's environment enough times that not acting at all really isn't a good option.
When we first had that live event, where we had to read the books and then go back to get our daily rewards at Brit Castle, I made a comment here asking what the point of it all was. We could go to Brit Castle or Fel Cove docks from what I recall, and I was like, does it make a difference? And a Dev responded to my post here, on Stratics, and said something like "What makes you think we aren't counting the votes?" Well, as you all know, even if the Devs were counting, we didn't really see anything worthwhile in game as a result. So I have to agree, I'm expecting a flush on the 25th, when I expect this current arc will change. I'm looking at this event as a way of giving us something sporadic to due as the Devs recover from their holiday break and plan out the remainder of the new year.
If I remember right the developers then stated that such events which would change shards individually were unwanted, as they provide design troubles. So I am pretty sure they will run a storyline with no big individual changes for any shard.
I think I was fairly clear that, in terms of likelihood, I agree, and I don't necessarily mind that. I also don't mind the most-likely outcome, which is that the devs offer enough good rewards that winning the scenario is players' best option.
The point of the post, and again I think I was fairly clear on this, is that things have gone another way enough times that being idle in the face of content isn't necessarily the best choice.
Some shards were a bit odd in that regard - Lake Austin, created after the events, had a swampy yew with a guard zone, that USUALLY didn't have any of the odd spawn (there were occasional reports of something showing up out of the blue), and had orcs in the cove orc fort going back as far as I can remember... (then again, it was almost 2 years after I started playing that I ever noticed that the fort existed)