Realm combat buffs

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

Re: Realm combat buffs

Postby ven » Mon Apr 17, 2017 9:22 pm

dafels wrote:eh, what does my suggestion has to do with kaios suggestion???

It's also a buff that helps defend against a larger kingdom. Both suggestions could be implemented together.

Sevenless wrote:Part of the point of realms is to give incentive for players to group naturally.

Do they succeed in that? I have the impression it works the other way around - kingdoms expand to cover already established settlements.
Another point of kingdoms was to expand interfaction competition by letting powerful groups offer different sets of benefits to external players in return for using their XP as fuel. Giving more power to villages (as in unique LS hearth magics) is a just as valid incentive as giving stat buffs to individual players.

Sevenless wrote:I'm not sure I'd support anything that goes against that concept. The costs of moving base in haven are massive, so it's not like easy migration is possible ingame if a kingdom decides to go stingy on the buffs.

That is the price to pay for living in a kingdom whose king you don't know or shouldn't trust. The centralization focus, mind you, was presented in the linked thread as a policy that could encourage people to migrate closer to the central village for the bonuses, instead of being too spread out. And any dramatic change from one extreme to another can be easily discouraged by adding a large authority cost or temporary stat debuff to it.
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Re: Realm combat buffs

Postby Sevenless » Mon Apr 17, 2017 11:18 pm

ven wrote:Do they succeed in that? I have the impression it works the other way around - kingdoms expand to cover already established settlements.
Another point of kingdoms was to expand interfaction competition by letting powerful groups offer different sets of benefits to external players in return for using their XP as fuel. Giving more power to villages (as in unique LS hearth magics) is a just as valid incentive as giving stat buffs to individual players.


They do in my experience. Word spreads amongst players of kingdoms that are peaceful, and it guided me to my current settling location. At the very least it's talked about from one noob to another.

ven wrote:That is the price to pay for living in a kingdom whose king you don't know or shouldn't trust. The centralization focus, mind you, was presented in the linked thread as a policy that could encourage people to migrate closer to the central village for the bonuses, instead of being too spread out. And any dramatic change from one extreme to another can be easily discouraged by adding a large authority cost or temporary stat debuff to it.


Migration is horrendously expensive from a player point of view. People would just stay and kind of be pissed off about things. People almost never move in haven, they sit in one spot until they die of bordom or a b12 to the head. At least the way I interpretted your suggestion, it's something that kingdoms could change fairly readily. This would mean you could make settlement decisions that would be changeable factor at the whims of a kingdom. I'm not comfortable supporting that.
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