Siege mechanics need to be clearer in the game, and some other things

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Lash
Posts: 33
Joined: 21 Feb 2017, 10:15

Siege mechanics need to be clearer in the game, and some other things

Postby Lash » 03 Apr 2017, 17:52

Siege mechanics explanation

Just the steps in the wiki should be made clear from the beginning to the player who makes a siege offering, within the game: http://theexiled.gamepedia.com/Sieges

Perhaps in the window where the siege offering is crafted, the siege process should be explained in summary. I would also consider making this process shorter, perhaps eliminating the "Challenge" phase. Or streamlining some of the other phases, especially in the case of an abandoned settlement which isn't active (whether by a clan who got a better settlement, or simply have not been active in the game recently).

It is so easy to rush to get to an unclaimed settlement at make it your own (and even taking multiple of them), but the siege process is really tough for someone to understand and take over their own settlement, which tends to affect new players and clans the most who join midway through the season. Getting a base and maintaining is also quite a lot of general progression content in the game, which a new player or clan should have a better chance at experiencing.

Additionally, there should be an easy tracker for what activity occurs and at which time it will occur (or may occur) for the defender and attacker. Something like a check-list of events (displayed in the normal layout on the side of the screen with the other things, perhaps in place of "Opportunities". An example for the attacker:

1) After siege offering is activated at a tent:

Your clan is undertaking a siege against <Clan>'s Settlement at X|Y
[ ] Current phase: Initiation occurs now until <Hour>:<Minute> You must defend your siege initiation for 1 hour total (control one point).
[ ] Next phase (if previous successful): Standoff. A break in the siege that occurs for 1 day.

2) Then after Initiation is completed successfully:

Your clan is undertaking a siege against <Clan>'s Settlement at X|Y
[x] Initiation phase successful
[ ] Current phase: Standoff occurs now until <Hour>:<Minute>. A break in the siege that occurs for 1 day.
[ ] Next phase: Challenge. You must take ownership of your siege against other attackers (control at least 2 of 3 points).

3) Then after the Standoff is complete:

Your clan is undertaking a siege against <Clan>'s Settlement at X|Y
[x] Standoff phase completed
[ ] Current phase: Challenge occurs now until <Hour>:<Minute>. You must take ownership of your siege against other attackers (control at least 2 of 3 points).
[ ] Next phase: Preparation. The defender must choose a date between <Day>th of <Month> and <Day>th of <Month> to have the siege, between <Hour1>:<Minute1> and <Hour1>:<Minute1>.

And so forth. The defender also has relevant items on their sidebar, also perhaps overriding their "Opportunities" tab.

Other things

While the "Opportunities" tab is a way to give some direction to the player and preface some content to them, at the point when they are doing sieges, this could easily be replaced.

I also wonder what the value of always displaying boss times on the event schedule. They can be easily determined and hunted when they appear on the map itself (that's how I track them anyways). This way you can remove a lot of clutter from the event schedule.

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dbltnk
Game Developer
Posts: 2544
Joined: 27 Feb 2014, 12:52

Re: Siege mechanics need to be clearer in the game, and some other things

Postby dbltnk » 04 Apr 2017, 11:08

Hey Lash,

thanks for the feedback. I'll make some notes and we will address this when we can.

Alex


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