LadyGoo wrote: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.
So, you're saying that me saying that "there were no precedents" for your "this might happen" is treating you like you're attacking me? Oo
This is just misunderstanding and is not useful. Do note that I do not talk about you or any specific event that happen in game when I am talk generally like this one. I hope we can drop this now.
LadyGoo wrote:What was your solution? I think I've missed it.This is a possible solution. Why is it better than solution I propose?
Making control of lands more efficient with multiple kingdom than with one giant kingdom. In other word, nonlinear upkeep cost for kingdom.
LadyGoo wrote:As I've told you, if you got 1/3 of the population of the opposing kingdom, you can compete if you want to.If the biggest group is only allow to compete, there will never be competition.
Right now this is the case:
- Large kingdom has more benefit for member than small kingdom
- Large kingdom is more powerful than small kingdom
- Large kingdom is equally as efficient as small kingdom
LadyGoo wrote: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?
Competition over land. Holding land should be valuable for the kingdom. If this is not currently true, it should be made true. Land has some property for making it a good choice for contested item in game:
- High granularity - land can be subdivided easily and it make sense to do it. Compare this to some ''artifact'' or ''point'' control system. Say you have 10 points/artifacts, now only 10 people can have some. With land, every body who want to compete can at least have a little bit and they feel they are engaged in this part of game.
- Frequent transfer - because of high granularity, player can lose or win a little bit at a time. Now a loss does not make player want to quit, and player can feel that they are progressing to win a little bit. Does not feel like an ''all or nothing'' type system (compare to how siege of village work currently)
- Zero sum system - one player must lose for another to gain. Obviously needed for competition of it.
- Intuitive - land is very valuable in real live and many people want to own it. People have compete for land throughout history. Player already control land in game and compete to control high value land, it is familiar system.
- Transparent - You can see claim on ground and know who owns it. You can easy compare size and visual see who is ''winning.''
LadyGoo wrote: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.
I am looking at how this system scales into future, not just how it work now. I agree that now there is not much competing needed. Though eventually all land will be owned by kingdom and all new acquisitions must be conquest, even with a large map/low player count.
LadyGoo wrote:Let's say you've nerfed the kingdom buffs. So what? Does it compensate the new players being unable to hunt, craft and etc. sooner? Does it compensate the trades and source of income for the people that travel a lot?
Taking away a privilege does not require compensation. But I do not know if nerf the kingdom buff is proper approach. I lean toward controlling land should have nonlinear upkeep currently.
LadyGoo wrote:Would it actually help other kingdoms to attract more players?
Indirectly, yes. It would make it more difficult for a single kingdom to monopolize players.