Kingdoms

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Re: Kingdoms

Postby Phizuol » Wed Nov 11, 2015 10:35 pm

I just want to say that what I read looks like a positive direction for the game. Being able to have relatively safe trade zones and effective sieges would be a benefit. I look forward to seeing the ideas become more refined.

In the end I'm hoping for a lot of drama and diplomacy both within and between kingdoms. And less murder. =D
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Re: Kingdoms

Postby abt79 » Thu Nov 12, 2015 12:32 am

Phizuol wrote:I just want to say that what I read looks like a positive direction for the game. Being able to have relatively safe trade zones and effective sieges would be a benefit. I look forward to seeing the ideas become more refined.

In the end I'm hoping for a lot of drama and diplomacy both within and between kingdoms. And less murder. =D

However for relative safe zones we need probably need a larger community to provide that safety, and even that might not provide safety because guards might be inactive.

We really need Non-player guards who have no choice but to be online for any semblance of safety in large trade cities or ports.
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Re: Kingdoms

Postby lachlaan » Thu Nov 12, 2015 1:18 am

Oh by the way, you guys might want to reconsider the kingdom flag overriding the town ones. People are paying the cashmoneez to get sketchbook pages for their flags and in will come the kingdom of Dickydong with their questionably phallic flag image ruining all that.
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Re: Kingdoms

Postby burgingham » Thu Nov 12, 2015 6:30 am

abt79 wrote:
Phizuol wrote:I just want to say that what I read looks like a positive direction for the game. Being able to have relatively safe trade zones and effective sieges would be a benefit. I look forward to seeing the ideas become more refined.

In the end I'm hoping for a lot of drama and diplomacy both within and between kingdoms. And less murder. =D

However for relative safe zones we need probably need a larger community to provide that safety, and even that might not provide safety because guards might be inactive.

We really need Non-player guards who have no choice but to be online for any semblance of safety in large trade cities or ports.


The intended mechanics for kingdoms make it so you won't need guars though.
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Re: Kingdoms

Postby Minion » Thu Nov 12, 2015 7:42 am

Just idol speculation...

An incentive to be a vassal could include some form of kingdom trading forum without the need to travel.

    - Implement a building that hermits/villages/kingdoms can build that allows trade within a kingdom.
    - Items traded take time to arrive depending on distance between buildings.
    - Trades can go only two directions, vassal to kingdom and vice versa. Not vassal to vassal. This is to allow the kingdom to benefit from their vassals, introduces a trader role within a kingdom, and lets a kingdom markup the prices.
    - Trades are limited in either amount traded, time between trades, distance or a combination of these. This limit is increased as time progresses, the more a vassal contributes the greater the trading reward. Also consider a time limit before a trade can occur, to help stop kingdom switching.
This encourages hermits/villages to become vassals of a particular kingdom. It also encourages a village to assist hermits/villages progress in the quality grind or to gain items not available to them currently. There would have to be a way to limit the vassal from changing kingdoms to change trades. But not knowing what a kingdom offers is one hindrance. However, some other form of barrier would be needed. Trades happen through agreement on both parties and each sends the items promised. Due to the time for trade to happen it allows for deceit to occur should someone be willing to forsake reputation and not send the promised items.
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