Dr_Chocolate
Member
It has become evident that something has to change with the current meta of flag war. This was a fear amongst upper staff during the down period, and now that it's become a reality, it's time to get your guys' input. I also want to thank the Mod team for their great contributions and help in rounding up this idea.
So, people are afraid to log on. They believe that not logging in will keep them safe. And as long as people feel that way, it will remain difficult for CivWars to hold a player base on warring days. Now before you say that flag war isn't the reason for the server lacking players, I understand that, part of that is our fault as staff for rolling out a lackluster ad campaign (which we are picking up as we speak) and we apologize for that. But we can not ignore, the detrimental effects flag war has on the player count.
Flag war is an imperfect system. But it's the best towny war system. We are the only maintainers of flag war at this point, and its quite shocking to see people to switch over to siege war given its many flaws, as it was developed by a random towny dev on a whim. Now that doesn't mean siege war is useless, the suggestion we propose borrows some ideas while maintaining the flag war we all have come to love.
1. Flagging will be enabled with no one on.
2. Flagging while no one is on will change the flag length to 4 hours.
3. Perms in flag chunks will be disabled.
4. Offer temporary protections for players being busy/vacations via ticket system.
5. Removal of 2:1 rule, lesser warlog penalties.
For changes 1 and 2, this removes the crutch people are relying on, on being safe when they don't play. This is one thing siege, and even factions, got right - you can't punish players for being online. Flagging will work normally with no players online, except it will take 4 hours per flag. This time was chosen due to the average town size on the server as of right now. If you are not online for 24 consecutive hours, the attacker can theoretically only place a maximum of 6 warflags, which is a decent amount of time to make an attempt at a defense. If you will be gone for an extended period of time, this is where change 4 comes in, and you can petition in a ticket for a temporary protection while you are away. As for change 3, this is important because normally in a flagged chunk, all perms are enabled for all players. Enabling full permissions for that length of time will lead to players just abusing the offline flagging feature and placing and breaking flags to find plots of importance. And due to being able to continue warflagging if a player logs or numbers, the 2:1 rule and warlogging enforcement would not have to be as strict. Outside of these changes, flagging would remain as is while players are online.
To me personally, we can put as many band-aids on flag war like white flag surrender, peace days, 2v1 rule and anything else, but it won't be enough as long as the core mechanic of people being safe when they don't play holds true. These changes aim to fix some of the flaws in flag war, while maintaining the war system we all love. And before you make comments like "This isn't classic CivWars" or something along those lines, please know something has to change. The current trajectory of the server is not good. CivWars has to evolve beyond the 2013 framework it was built on. Ultimately though, the choice is in your hands.
Voting will end in one week's time. Feel free to discuss below and ask any questions about things you may be unclear on.
So, people are afraid to log on. They believe that not logging in will keep them safe. And as long as people feel that way, it will remain difficult for CivWars to hold a player base on warring days. Now before you say that flag war isn't the reason for the server lacking players, I understand that, part of that is our fault as staff for rolling out a lackluster ad campaign (which we are picking up as we speak) and we apologize for that. But we can not ignore, the detrimental effects flag war has on the player count.
Flag war is an imperfect system. But it's the best towny war system. We are the only maintainers of flag war at this point, and its quite shocking to see people to switch over to siege war given its many flaws, as it was developed by a random towny dev on a whim. Now that doesn't mean siege war is useless, the suggestion we propose borrows some ideas while maintaining the flag war we all have come to love.
1. Flagging will be enabled with no one on.
2. Flagging while no one is on will change the flag length to 4 hours.
3. Perms in flag chunks will be disabled.
4. Offer temporary protections for players being busy/vacations via ticket system.
5. Removal of 2:1 rule, lesser warlog penalties.
For changes 1 and 2, this removes the crutch people are relying on, on being safe when they don't play. This is one thing siege, and even factions, got right - you can't punish players for being online. Flagging will work normally with no players online, except it will take 4 hours per flag. This time was chosen due to the average town size on the server as of right now. If you are not online for 24 consecutive hours, the attacker can theoretically only place a maximum of 6 warflags, which is a decent amount of time to make an attempt at a defense. If you will be gone for an extended period of time, this is where change 4 comes in, and you can petition in a ticket for a temporary protection while you are away. As for change 3, this is important because normally in a flagged chunk, all perms are enabled for all players. Enabling full permissions for that length of time will lead to players just abusing the offline flagging feature and placing and breaking flags to find plots of importance. And due to being able to continue warflagging if a player logs or numbers, the 2:1 rule and warlogging enforcement would not have to be as strict. Outside of these changes, flagging would remain as is while players are online.
To me personally, we can put as many band-aids on flag war like white flag surrender, peace days, 2v1 rule and anything else, but it won't be enough as long as the core mechanic of people being safe when they don't play holds true. These changes aim to fix some of the flaws in flag war, while maintaining the war system we all love. And before you make comments like "This isn't classic CivWars" or something along those lines, please know something has to change. The current trajectory of the server is not good. CivWars has to evolve beyond the 2013 framework it was built on. Ultimately though, the choice is in your hands.
Voting will end in one week's time. Feel free to discuss below and ask any questions about things you may be unclear on.