Scale realm bonuses based on player's stats

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

Re: Scale realm bonuses based on player's stats

Postby hektor96643 » Wed Sep 30, 2020 1:26 am

Shubla has a point. As it is originaly proposed, it would make powerfullplayer even more powerfull. A possible midle ground could be:

Realm bonuses should be proportional to the player's contribution to it not a plain bonus proportional to it own stats. Devs could add a monument stone, or sacrifice stone player would donate stuff to gain more bonuses (capped for max realm bonus). The aforementioned "donation station" could be a personal one like fealty stones or even like the realm foundations stone only accessible in realm's capital. The last opion would incentive playr to build roads and travel more outside.

This way, if you want to have acess to realm bonuses you need to work for it. (similar to credo or quests)
The player would be invested in one realm, since it would be too much time to invest in more than one. Therefore the player would care about realm wars and such if he is interested in keeping his bonuses at the level they are.
It would, possible, make realm leaders care for their subjects more.

Ty for open your idea, don't get sad or too much annoyed by the ppl that don't know how to brainstorm and just go for: "no, cos no!"
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Re: Scale realm bonuses based on player's stats

Postby AriZona » Wed Sep 30, 2020 8:01 pm

Just to clarify, bc many dont read in full but comment:

My original proposition suggests to relate realm bonuses with char's skills, because a realm received bonuses to their authority scaled by CHAR and INT (or just CHA) of that character. My point is instead of flat bonus rate bonuses should be scaled same as authority generation, for example by CHA*INT*PSY of a char. It would make all the mechanics more sane: the better skills u have - the better bonuses u get from realm - the better authority collection that real collects. I would increase realm top bonuses chars can get, but I would make them scaled to their own progress to approach their max at the mid-game. No one would get unlimited bonuses (like somebody is screaming).

Furthermore, I believe such a scheme could be the right mechanics affecting also realm challenge costs. In this case, realms would have to depend (and care!) more on players of that realm and less on the bots sustaining realms.
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Re: Scale realm bonuses based on player's stats

Postby hektor96643 » Thu Oct 01, 2020 1:49 am

AriZona wrote:Just to clarify, bc many dont read in full but comment:

My original proposition suggests to relate realm bonuses with char's skills, because a realm received bonuses to their authority scaled by CHAR and INT (or just CHA) of that character. My point is instead of flat bonus rate bonuses should be scaled same as authority generation, for example by CHA*INT*PSY of a char. It would make all the mechanics more sane: the better skills u have - the better bonuses u get from realm - the better authority collection that real collects. I would increase realm top bonuses chars can get, but I would make them scaled to their own progress to approach their max at the mid-game. No one would get unlimited bonuses (like somebody is screaming).

Furthermore, I believe such a scheme could be the right mechanics affecting also realm challenge costs. In this case, realms would have to depend (and care!) more on players of that realm and less on the bots sustaining realms.



So we agree in the overall idea: "the more one dedicate their time to the realm, more bonuses one can get from it" we seem to desagree in how get it done. I think if you came up with a numerical example it would help in the "how to" part of it. =)
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Re: Scale realm bonuses based on player's stats

Postby AriZona » Thu Oct 01, 2020 2:22 pm

hektor96643 wrote: So we agree in the overall idea: "the more one dedicate their time to the realm, more bonuses one can get from it" we seem to desagree in how get it done. I think if you came up with a numerical example it would help in the "how to" part of it. =)


LOL ... Hold on. The principal/ideas was already suggested. The actual argue on the mechanics is meaningless bc it is up to devs and they dont give a shit about our ideas on implemetations.
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Re: Scale realm bonuses based on player's stats

Postby SnuggleSnail » Thu Oct 01, 2020 2:51 pm

hektor96643 wrote:the more one dedicate their time to the realm, more bonuses one can get from it


If this were the guiding principal of realms, nobody outside of my group and whichever villages in Pride contributed to their realms should get any significant realm bonuses at all. I'd be willing to bet a lot of money nobody who has replied to this thread other than me has ever done anything significant for a realm.

Industry and character development shouldn't be tied to realms at all.
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Re: Scale realm bonuses based on player's stats

Postby AriZona » Thu Oct 01, 2020 3:47 pm

SnuggleSnail wrote: Industry and character development shouldn't be tied to realms at all.


Too late - it is already implemented and it is in actions for many worlds... and I'm surprised with your comment tbh. You, more than anybody, should remember that a realm provides modifiers to skills/attributes promoting character development and industries :) A realm de facto cease to exist if it has zero input to other chars; nobody just would care about your realm existence and your effort to make it :)
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Re: Scale realm bonuses based on player's stats

Postby AriZona » Thu Oct 01, 2020 4:44 pm

SnuggleSnail wrote:If this were the guiding principal of realms, nobody outside of my group and whichever villages in Pride contributed to their realms should get any significant realm bonuses at all.


Fine, I see your point. But then to make the situation fair, devs should grant villages with an option (for example, at their village idol) to prevent sharing any authority with the covering realm which is generated on the village territory.
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