Realm: More uses for Authority

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

Re: Realm: More uses for Authority

Postby Granger » Thu Nov 24, 2016 4:19 pm

Kaios wrote:
jordancoles wrote:I'm against literally everything that alters movement speed


Why? I'm not blind to the abusability of such an implementation but as long as the buff is costly, timed and not stackable I think it can be managed in a fair way.

I get his point though, in case the buff wouldn't be applied to every character the abuse of this would be plentiful.
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Re: Realm: More uses for Authority

Postby Kaios » Thu Nov 24, 2016 4:26 pm

Granger wrote:I get his point though, in case the buff wouldn't be applied to every character the abuse of this would be plentiful.


I honestly don't see how it wouldn't be fair unless it was only applied to those simply living on the realm. In other words, if you are on the claim you get it. End of story.

More suggestions plz I've already thought about the pros and cons of the few I gave.
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Re: Realm: More uses for Authority

Postby jordancoles » Fri Nov 25, 2016 1:49 am

Kaios wrote:
jordancoles wrote:I'm against literally everything that alters movement speed


Why? I'm not blind to the abusability of such an implementation but as long as the buff is costly, timed and not stackable I think it can be managed in a fair way. State your reasoning peasant!

Movement speed increases buff ganking

Movement speed decreases buff ganking
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Re: Realm: More uses for Authority

Postby Kaios » Fri Nov 25, 2016 1:55 am

By that same line of reasoning I'd say horses and knarrs buff ganking, which they do (except raw hide now which also kind of buffs ganking too).
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Re: Realm: More uses for Authority

Postby ekzarh » Fri Nov 25, 2016 10:20 am

I dislike a bit that all realm buffs have only upside.
I am in more favor of systems where for each +1 in something you get -1 in something else.
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Re: Realm: More uses for Authority

Postby dafels » Fri Nov 25, 2016 1:01 pm

It only takes that 1 time when you get helplessly raped because of enemies having a speed advantage over you to understand that any kind of speed buffs + It being limited to realm elite members makes it twice as retarded, since, people without realms or not being a elite member that can't use the realm magic are just going to get fucked over.
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Re: Realm: More uses for Authority

Postby Kaios » Fri Nov 25, 2016 3:00 pm

ekzarh wrote:I dislike a bit that all realm buffs have only upside.
I am in more favor of systems where for each +1 in something you get -1 in something else.


I'm in agreement I do think it would make the choices a bit more meaningful and certainly it would be beneficial towards adding more variety when you have to consider not only the positives but the negatives and what you or your subjects want or don't want.

dafels wrote:It only takes that 1 time when you get helplessly raped because of enemies having a speed advantage over you to understand that any kind of speed buffs + It being limited to realm elite members makes it twice as retarded, since, people without realms or not being a elite member that can't use the realm magic are just going to get fucked over.


True but I don't think something like that should be limited to oathed/hearthfire only for example but rather available to anyone on the claim. Perhaps since knarrs are already fast the speed buff could apply to rowboats and wagons only and I haven't tried it but I assume raw hide works on a cow too so wagons could be stoppable in that fashion if they weren't pulling with a horse.
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Re: Realm: More uses for Authority

Postby ven » Fri Nov 25, 2016 11:04 pm

ekzarh wrote:I dislike a bit that all realm buffs have only upside.
I am in more favor of systems where for each +1 in something you get -1 in something else.

I don't disagree, but I think there are more elegant solutions than that.

One would be creating edicts based on the old belief system, but working in a mutually exclusive manner and counting only their positive sides: if you want a realm-wide +7.5% crop grow, you can't also push another edict that gives +7.5% ore yield.

That's also true for kingdom edicts that give all citizens a unique crafting or building recipe: if you choose one, you can't choose another at the same time. So either everyone can craft a new curio, or they can build windmills.

To be honest, though, what I really want to see are edicts that encourage formation of different political systems. Like giving more autonomy to villages, forming a council of lawspeakers to access additional edicts, enforcing despotic rule (for example, by peacemaking edicts like preventing citizens from crafting weapons), special edicts for rebel kingdoms and villages, unique centralizing altars that citizens can sacrifice XP to the 12 belief bars for minor personal bonuses, and so on.
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Re: Realm: More uses for Authority

Postby DaniAngione » Tue Nov 29, 2016 6:34 am

I really like those ideas and I think the Realm system has added a lot of possibilities to the game.

Adding more mechanisms and resources to be used (and more reasons for Authority other than upkeep of structures) could really improve the experience and allow a lot of new and interesting gameplay situations and events.

Something that I think it's nice to point out - something that we even talked about in-game - is that I'd also love to see benefits (like a buff of sorts) "irradiated" from the king, that way encouraging players to have actual characters as kings and queens (and not just vault alts as many of the kings and queens out there are).

It's just silly that this is a thing but unfortunately there's no benefit in having the king being an actual character. Having this kind of benefit would encourage more awesomeness, with kings taking to the battlefield and all that. And that benefit could be "scaled" with the kingdom's authority as well. Just an idea.
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Re: Realm: More uses for Authority

Postby Kaios2 » Wed Dec 07, 2016 5:01 pm

Have to use an alt account for this post because mods/jorb are useless idiots. Ok so:

DaniAngione wrote:Something that I think it's nice to point out - something that we even talked about in-game - is that I'd also love to see benefits (like a buff of sorts) "irradiated" from the king, that way encouraging players to have actual characters as kings and queens (and not just vault alts as many of the kings and queens out there are).


Was thinking about this a little more and it could be quite the interesting implementation but I'd like to expand on it a bit more:

Nobility Buffs

Indeed the King should radiate some buffs as well as being able to have the ability to designate a Queen who does the same (though perhaps different buffs) and wearing the crown and other royal clothing could increase this amount. Eventually a realm could expand to the point where you may even want to designate Kings for certain lands while the old King becomes the "King of Kings" or "High King" creating some further political intrigue and another opportunity for interesting buffs.

Of course there would be a need for lower rank designations as well such as prince, princess, duke/baron/count, nobles, peasants and maybe some religious designations too like a Pope. Each of these should have their own benefit (and downside) and it's likely there would need to be some restrictions set in place for example the ability to only designate one queen, one prince and princess, a few dukes, etc.

Terrain Designation

What's the point in putting in the effort towards creating something like an Inn if there's no actual benefit to it other than the convenience of a bed you can reduce weariness in somewhere in the world should you need it. My suggestion in this regard would be to allow for terrain designation similar to how the realm influence already works but on a smaller scale.

The way this might work would be to allow for kingdom members to build field cairns exactly like you can with a village but rather than these being used to set permissions you would use them to designate the tiles that will have you receive the buff while you're on them. Depending on the type of buff this could be relatively cheap or very expensive in terms of authority cost.

So back to the Inn example, say you designate a 25x25 area as an "Inn" players on these tiles would receive the buff/bonus associated with the Inn which would be something like increased hp regen, passive weariness reduction, faster weariness reduction when sleeping, maybe some FEP and hunger reduction bonuses, stuff like that.

King of My Castle

We don't have many structures in this game built specifically for the purpose of player interaction, I'd like to see that change. The castle should be huge, it should be costly and it should take many people coming together to complete its construction. Inside the castle would be rooms ready to be used for whatever tools you'd like to build in them. In essence, the castle should be a place where all members of the Kingdom can come to for safety and security, a place to work and maybe even a place to live.

I couldn't really think of many ways to relate this to authority but it is something I'd like to see, simply having the castle though could be an auth drain itself, maybe it could radiate some sort of buff too.

Offerings

A Kingdom should only be as strong as its subjects. Buffs should start off significantly useless and through offerings from yourself and your subjects you buffs would increase in strength over time. If people stop giving offerings, they reduce again. This should be something that would be difficult to maintain for any players wishing to deny their buffs to their subjects so that people under the realm influence actually have some power to make an impact.

Political Warfare

Admittedly this idea came from the A Song of Ice and Fire roleplaying game and in particular the Intrigue aspect of it. Essentially I’d like to see a similar system implemented in to this game allowing for a form of warfare that is not strictly limited to physical confrontations. Example: Your subjects give you enough offerings strengthening the reputation and influence of the Kingdom, allowing for certain political actions such as reducing the buff effect of rival Kingdoms and increasing your own.


Might add more later but that’s the bulk of my ideas for the time being.

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