Mordred and Alliances

The following is really some great stuff the developers at Mythic have added to assist with alliances and enemies for Mordred. See what Sanya posted on the Herald... Mordred's beta test has been rolling right along for awhile, and is in fact down the homestretch to completion. Initial reports have been very positive from the folks that enjoy a more open PVP environment. The challenge for us is in part to make sure the server stays enjoyable past the first few months. To try and see what would happen six months down the road, we allowed people to copy over their high level characters. It worked - overnight we had a much "older" population. We were faced with a tough decision as a result, though. Large alliances appeared, and when I say large, I mean over a third of the population. And the result was not good, in terms of the satisfaction and enjoyment of players both within and outside these mega-groups. In response to intense player feedback, we have decided to see what happens if we remove the alliance commands from Mordred. I have to tell you that several of the designers here at Mythic were initially pretty opposed to the idea, but the sheer number of well-reasoned arguments from the play testers have convinced us for now that there is a need to at least try this solution. There is a command on Mordred now that allows guildleaders to flag opposing clans as "enemy." Type /gc enemyadd Name of Guild to turn the flag on, and /gc enemyremove Name of Guild to turn it off. Whenever a member of your guild cons another player, they will see the "enemy" tag if the guild has been tagged KOS. The command /gc info will print a list of enemy guilds. We are considering other flags as well, although they may not be implemented until the server is live, if at all. This will add another element of strategy to the game, for certain. Large groups will be harder to coordinate. "Friendly fire" is a distinct element unless attacks are well organized. And betrayal, from an unhappy guild member who doesn't want to see an alliance succeed, is a definite possibility. Please, if you have been granted access to Mordred, log in and try out the new system. It has the potential to make the Mordred world a darker and more sinister place - but if the attitude on the boards is any indication, this is what y'all were after. Find out for us, and let us know what you think.

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Who is she kidding?
# Jun 20 2002 at 10:52 AM Rating: Decent
Seriously I'm a beta tester and all I hear from the people which i played with was negative... But if you like chaos its for you...

If you like any type of order and rules there are none.

Basically what happens is a group camps an area, example:

Prydwen keep if you spawn there they kill you, then they rez you and kill you again while you med,,, but since you're bound in prydwen keep you even release and spawn back there and they kill you again. Notice even though you got a rez, each time they kill you you loose 1 con point so this is an unfun and expensive cycle(expectially at high levels)
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