Ysh wrote:I think kingdom system must have setup where, for 100km x 100km plot of lands, it is more efficient for multiple kingdom to control this land than single giant kingdom for systems to promote goal of conflict.
dafels wrote:I think the cost of the menhir/grotesque statues and the auth drain should not be linear, it should increase with every object built to limit the large kingdoms somehow.
Kaios wrote:Ysh wrote:I think kingdom system must have setup where, for 100km x 100km plot of lands, it is more efficient for multiple kingdom to control this land than single giant kingdom for systems to promote goal of conflict.
Similar claim extension as how it works for personal claims could be a possibility, rather than allowing a Kingdom to extend a line anywhere across the map there should be some limit in that regard, forcing Kingdoms to extend in a more circular manner.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
ven wrote:We need some way to customize kingdoms. Targeted stats instead of the broad bonuses we have at the moment would be nice, but that's still just numbers. Is "more numbers" all that a kingdom can offer as a game mechanic when compared to a village claim?
Seriously, kingdoms are a complicated political system, they need to be open to customization. What if a certain kingdom wants to encourage farming for some weeks? Or if it wants to improve crafting, and pushes a law that allows every citizen to craft a unique item for a month? Or if it wants to let everyone build structures faster, chop trees faster, receive more meat when butchering, and so on? Or increase LP gain at the expense of lower EXP income? There's so much potential to this mechanic, but it's being used as just another claim.
Erm, that is your speculations again, based on how you would like the things to be. For now, the reality doesn't fit what you'd like to believe in. You can join the trade conference at any time and ask people around by yourself. It is not rare that the people sell me stuff in big batches:I'd like you to guess how many of the people you've claimed over likely have a cave organ, it's probably like 1% and you may not even be trading with people you've claimed.
Facts based on what evidence? I've also pointed out to Zebratul's kingdom that is smaller than your, yet does much better since it trades. Your reports are inaccurate at least in that sense, based from a perspective of a kingdom that doesn't socialize, trade and etc.Not bragging about anything, just stating the facts.
That is your own perception. Am I not allowed to disagree with you?Act like this objective and not as if my word is attack on your in particular.
Actually, not always the case. There was W3 where all minor player conflicts would be stomped by larger factions. And the larger factions were too afraid to start the actual war between each other. So everything was rotating around shady political games.Player conflict is primary source of repeatable/endgame content
Yeah, but the way the kingdoms are designed atm. doesn't lead to much conflicts around them. The only time there were conflicts is when AD was killing the people that were breaking their cheirns. In a faction vs faction situation, the cheirn-defending party won't go to the place, since they'll suspect the enemy to come with 10+ people and gank them. PvP happens along urgent matters, normally. Like sieging, making traps and etc.Kingdom system is design to be the primary driver of player conflict
You are undermining the human factor. And the human factor says that there will always be unhappy people ready to hop to the opposition side. People would prefer to make their own kingdoms at some point sooner or later anyways. Yeah, rationally, everyone would benefit from it. But right now, trader-rulers are buying the resources from the noobs. Whoever gives the best price has the advantage.As I say right now, it is most efficient in this current system for all player to create single superkingdom and all share in benefit.
The current system is designed in a way, that it is better to not to go defend the challenged cheirn. Or challenge them in downtime of the enemy kingdom. To actually have a conflict, there should be static nodes (I've written about it previously as well) that are worth to fight for. And it would be an urgent matter if you wouldn't do so. Only in that wat the PvP may happen.. If the system is design to promote conflict, and the only way conflict will be promoted is if player does act irrationally, this is not a good system for promote conflict.
They can build their own kingdom and challenge the cheirns around them. On the other hand, why kingdoms that do not negotiate or do not have enough manpower (even the third of the opponent's kingdom size is enough) should be able to compete? Why not to work on recruiting and making noobs camps around, settle and actual civilization locally?Furthermore, how a player can compete? If larger kingdom has larger bonus and more men, how is some smaller group going to take their land? They are more numerous and more powerful as individuals.
zebratul wrote:Great patch as always, keep it up.
RIP our willow exp farm
LadyGoo wrote:@Ysh,That is your own perception. Am I not allowed to disagree with you?Act like this objective and not as if my word is attack on your in particular.
LadyGoo wrote:Actually, not always the case. There was W3 where all minor player conflicts would be stomped by larger factions. And the larger factions were too afraid to start the actual war between each other. So everything was rotating around shady political games.Player conflict is primary source of repeatable/endgame content
LadyGoo wrote:Yeah, but the way the kingdoms are designed atm. doesn't lead to much conflicts around them. The only time there were conflicts is when AD was killing the people that were breaking their cheirns. In a faction vs faction situation, the cheirn-defending party won't go to the place, since they'll suspect the enemy to come with 10+ people and gank them. PvP happens along urgent matters, normally. Like sieging, making traps and etc.Kingdom system is design to be the primary driver of player conflict
LadyGoo wrote:You are undermining the human factor. And the human factor says that there will always be unhappy people ready to hop to the opposition side. People would prefer to make their own kingdoms at some point sooner or later anyways. Yeah, rationally, everyone would benefit from it. But right now, trader-rulers are buying the resources from the noobs. Whoever gives the best price has the advantage.As I say right now, it is most efficient in this current system for all player to create single superkingdom and all share in benefit.
LadyGoo wrote:The current system is designed in a way, that it is better to not to go defend the challenged cheirn. Or challenge them in downtime of the enemy kingdom. To actually have a conflict, there should be static nodes (I've written about it previously as well) that are worth to fight for. And it would be an urgent matter if you wouldn't do so. Only in that wat the PvP may happen.. If the system is design to promote conflict, and the only way conflict will be promoted is if player does act irrationally, this is not a good system for promote conflict.
LadyGoo wrote:They can build their own kingdom and challenge the cheirns around them. On the other hand, why kingdoms that do not negotiate or do not have enough manpower (even the third of the opponent's kingdom size is enough) should be able to compete?Furthermore, how a player can compete? If larger kingdom has larger bonus and more men, how is some smaller group going to take their land? They are more numerous and more powerful as individuals.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
LadyGoo wrote:Maybe, the island-vaults should also be addressed?
Of course you can disagree with my point. But I say some thing like ''this is some thing that can happen'' and your reply is ''this does not happen to me.'' This statement has no thing to do with my own.
What was your solution? I think I've missed it.This is a possible solution. Why is it better than solution I propose?
As I've told you, if you got 1/3 of the population of the opposing kingdom, you can compete if you want to. But, why? Put it in other way: competition over what? You want some competition, but what for is it? What is the in-game mechanics to enhance the competition? Right now the world is too big for the current playercount. Any kingdom can have its own place and grow gradually, look after their lands and etc. My faction won't lose anything bc some other kingdoms are existing somewhere. There would be competition if there would be regional super-objects or the smaller map with higher playercount.If the biggest group is only allow to compete, there will never be competition.
LadyGoo wrote:Well, you keep telling me that I didn't buy the majority of the mats for the statues. I am providing the proof that you are wrong in your assumptions, if a single person can bring that many bat guanos.
It is not like he is botting it, but got the set-up that allows him to have some of the exp triggers nearby in 1 place. Hehe, funny how you see botting and abusing when it doesn't fit your stance.
Zebratul has been trading and working hard enough for his kingdom. He hasn't received any help from us either.
I can also show the logs of him trading rock crystals for silver bars, or him asking to exchange foul notes for bat guanos and etc.
You've got to face it, that the kingdoms that communicate most get the advantage over the people that do not invest in trades.
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