Kingdoms Idea: Regions

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Kingdoms Idea: Regions

Postby LadyGoo » Mon Sep 19, 2016 9:18 pm

Ysh wrote:
LadyGoo wrote:
Ysh wrote:Similar suggesting as here. I think maybe one other threads too? It seems as popular idea.

Erm, I do not really like the idea of relics and how the kingdoms can dictate the regions.
Much better and real-world like if certain areas would have the buffs.

Sure, but this is just detail.
But it is a crucial detail! Kingdoms cannot dictate the places of power generation and have to adjust to the world.
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Re: Kingdoms Idea: Regions

Postby ven » Mon Sep 19, 2016 9:20 pm

It's nice but I think some low effort changes could bring greater effects right now. I have the feeling competition between kingdoms would only really work with a larger playerbase.

For example, laws that grant kingdom-wide buffs and penalties like LP% or crop grow speed, like the old belief bars. Or a free cape with the kingdom's sigil for every citizen, to give us a less abstract metagame-y token of being part of a kingdom. Or a mouseover tag on items saying "Sword crafted in the Kingdom XYZ". Stuff like that, that would allow us to customize our kingdoms, encourage migration dynamics, make it all feel less like a village claim 2.0.
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Re: Kingdoms Idea: Regions

Postby Ysh » Mon Sep 19, 2016 9:31 pm

LadyGoo wrote:
Ysh wrote:
LadyGoo wrote:Erm, I do not really like the idea of relics and how the kingdoms can dictate the regions.
Much better and real-world like if certain areas would have the buffs.

Sure, but this is just detail.
But it is a crucial detail! Kingdoms cannot dictate the places of power generation and have to adjust to the world.

It is definite not identical suggesting. But I still think some postings in other thread can be apply to this suggesting too. I think this other discussing can be useful to refer to.

Personal, I would like for world to be different between area more than is. Right now it is like some forest/grassland/mountain/swamp as unique area. And these thing that making them unique is pretty minor. And also this areas are so small it is not making much different where I am staying, since I can get to any area with easy. Could it be accomplish with some ideas like this one tied to kingdom systems? Sure, it can. But I think maybe I am liking to just see it as game mechanics independent of kingdoms instead. Just making land type inherently different is going to make changing on kingdoms automatically.
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Re: Kingdoms Idea: Regions

Postby maze » Mon Sep 19, 2016 10:47 pm

I think your problem with the system is the same problem as my system.

One kingdom will end up Walling the area off and that's pretty much the end of fighting for that place. Even now no one dare to attack the super powers main city's.
But say you do have someone attacking the place for the "rob" you'll still have only one faction attacking you for it. In all the times in the past we've need a few super powers attacking one super power to take down the town.

But honest put your system and mine together. Structure relics- object relics and item relics. Add back the level cap. And we can grantee fighting again

I much rather hunt for relics when they spawn then to fight for one of the few structure relics that will be own all up on day one.
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Re: Kingdoms Idea: Regions

Postby maze » Mon Sep 19, 2016 10:51 pm

A well thought out plan needs to be inorder. But we do need super nations to be focused on fighting super nations and not running around raiding the small guys. Kingdoms already helps with that making citizens valuable but yeah more planning
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Re: Kingdoms Idea: Regions

Postby LadyGoo » Mon Sep 19, 2016 10:58 pm

maze wrote:I think your problem with the system is the same problem as my system.

One kingdom will end up Walling the area off and that's pretty much the end of fighting for that place. Even now no one dare to attack the super powers main city's.
But say you do have someone attacking the place for the "rob" you'll still have only one faction attacking you for it. In all the times in the past we've need a few super powers attacking one super power to take down the town.

But honest put your system and mine together. Structure relics- object relics and item relics. Add back the level cap. And we can grantee fighting again

I much rather hunt for relics when they spawn then to fight for one of the few structure relics that will be own all up on day one.


Regions should be much bigger that the kingdom claims. Let's say 1 old SG size. I doubt anyone will be able to wall off everything when people will settle there for the buffs and prevent doing it by their claims. Remember, the river systems make it so that it is hard to wall vast lands. Not to mention that opposing kingdoms will try to prevent the walling. Not to mention it takes a really long time of day-by-day village claim extention to cover the area enough for walling. The overextended walls will be exposed to all sorts of siege pockets and the defenders will most likely have to either to patrol their walls every day (which is hard) or have to face the siege. Moreover, the walls will fall completely if the siege will succeed. Waste of weeks of work, imho.
However, there is a danger of the border cheirns being walled inside of several shields. But we have it nowadays anyways. The devs should probably resolve this by clearly marking each border cheirn borders on the map and letting people to challenge the area, rather than the border cheirns itself.

I am not against the idea of relics. Even suggested the meteor showers and fights for the metal carved from the star boulders. But dislike the return of stat hard caps, since it hurts the industry and trades. After some point you'll have nothing to do and won't need your farms.
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Re: Kingdoms Idea: Regions

Postby Kaios » Mon Sep 19, 2016 11:39 pm

Regarding cairns, it seems to me if someone wants to protect an area the best way possible in terms of preventing challenges to take over a spot is it intentional that one could easily build a large amount of cairns in close proximity so that it requires multiple challenges just to get rid of the overlapping claims? I'm not really sure this is how it is meant to be.
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Re: Kingdoms Idea: Regions

Postby LadyGoo » Mon Sep 19, 2016 11:58 pm

The cheirns authority drain rate and stacking the cheirns should definitely be addressed. Perhaps, the best logical way of doing it would be challenging the territory instead.
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Re: Kingdoms Idea: Regions

Postby maze » Tue Sep 20, 2016 12:57 am

LadyGoo wrote: But dislike the return of stat hard caps, since it hurts the industry and trades. After some point you'll have nothing to do and won't need your farms.


without stat caps~ bonus from any other means are meaningless.
Sure you can make the argument of once you hit 1000 its hard to level.
but back in the days when we did have players hitting 1000+ super factions would rule forever on.
and w/e player died in the 1000+ zone~ they would quit 90% of the time.

with a stat cap. it would make it necessary to fight to go over and get higher stats. if you gave zone or relic or structure or w/e bonus.
This would drive the players who would want to compete in the trade and industry to rely more on each other- and top that off with traders looking to suppy fighters of their nations.

now yes farms would go dormant. unless farms and food had a small overhaul.
if you think of changing the game so that everything gives a bonus to stats- even food.
so let say foods have its normal style of stat gain till you hit statcap.
then once you hit stat cap foods have buffs-
But this is a system that should be added or detailed out after we've worked on end game for hardcores. and working on the community.
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Re: Kingdoms Idea: Regions

Postby ekzarh » Tue Sep 20, 2016 7:03 am

[quote="LadyGoo" But it is a crucial detail! Kingdoms cannot dictate the places of power generation and have to adjust to the world.[/quote]

Further down that thread 2 types or relics were suggested. Un-movable ones - the ones you are describing here. And movable ones, which can be worn.
It is logical that big un-movable ones should give significant bonus while wearable ones may give significant bonus to wearer while giving small bonus to Realm.

Anyway - I upvote both. They provide endgame content, PVP motivation and things to do after insane stats (or cap) are reached.
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