Realm: More uses for Authority

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

Re: Realm: More uses for Authority

Postby Kaios » Thu Dec 08, 2016 7:05 pm

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Hello people, no need to be concerned about the threatening red text in the previous post feel free to comment on my suggestions or give some of your own. Here's another thought:

Power Struggles

Current methods of cairn removal/claim contesting are not only boring but rather useless. It's not all that difficult to destroy cairns in a larger kingdom even with the two hour wait period. In fact, I would argue this two hour wait time works in favour of the attacker. Two hours is too short to be of any use should they be challenged while majority of members are offline and it's too long allowing people to challenge multiple cairns in one session. In theory, I could challenge several cairns a great distance from each other and while someone is going around trying to check them all you could easily take out one or more without much or any interference.

So, why don't you just give different realm claims some allowance to overlap with each other and contest them in this manner? At least this way a Kingdom actually has to be nearby your own kingdom in order to effect it in some way rather than maintaining some small thing way across the map and attacking other people far off from you.

As far as how the actual process of contesting a claim in that manner would work, I don't know. You could combine both the cairn destruction aspect with the overlapping claim aspect. Example, I overlap rival kingdom claim and this causes some drain of authority on their part until they destroy my cairn or I destroy theirs in order to continue expanding or the passive drain just remains if they do nothing about it.
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Re: Realm: More uses for Authority

Postby Ysh » Thu Dec 08, 2016 7:50 pm

Kaios wrote: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.

Not sure of detail, but I think this suggesting has some nice property. Kingdom is encourage to spend authority on buff this person and this person must leave walls for buff to have effect. Given the current (poor) state of siege, I think any idea which can encourage player to actually risk something of value is useful. Flavor of it makes some sense too. Obvious needs to be fleshed out (what buff does, what different title does, etc.), but core idea is good I think.
Kaios wrote: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.

In general I like idea that incentive player to do things player player ''should'' be doing. Makes the world seems more realistic or thing like this one. Though I am not sure about tying these to authority since this is highly centralize/strategic resource. I think many player can like an idea of ''oh I am player who runs inn for the people in this game.'' Some player do this one already even with no incentive just for roleplay purpose. But I think many of the player, especially many of the more casual/roleplaying player, do not have access to spend authority. Maybe there is some better implement method?
Kaios wrote: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.

I would like to see very big construction possible in game. But I think if more freeform building is on list of developer goal (and this is the case, as I am knowing), adding more prefab building is not useful. Especially if this prefab building is very large and complex, it will benefit much from player able to customize it to his liking with freeform build.
Kaios wrote: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.

Offerings are thing like different item? If subject must offer items to get buff, how is this ''making it harder to deny buff?'' I think I misunderstand this one.
Kaios wrote: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.

If idea is good, it should be include even if it is not strictly original I think. Though I think if some politics warfare is in the game, especially ASoIaF inspired, it should be for within a kingdom, not for rival kingdom. Some way for subjects to steal titles from the first suggesting maybe? I think rival kingdoms should fight with swords and economy if they fight directly. Maybe infiltrating the opponent and using some mechanics like this from within is ok though.
Kaios wrote:Power Struggles

Current methods of cairn removal/claim contesting are not only boring but rather useless. It's not all that difficult to destroy cairns in a larger kingdom even with the two hour wait period. In fact, I would argue this two hour wait time works in favour of the attacker. Two hours is too short to be of any use should they be challenged while majority of members are offline and it's too long allowing people to challenge multiple cairns in one session. In theory, I could challenge several cairns a great distance from each other and while someone is going around trying to check them all you could easily take out one or more without much or any interference.

So, why don't you just give different realm claims some allowance to overlap with each other and contest them in this manner? At least this way a Kingdom actually has to be nearby your own kingdom in order to effect it in some way rather than maintaining some small thing way across the map and attacking other people far off from you.

As far as how the actual process of contesting a claim in that manner would work, I don't know. You could combine both the cairn destruction aspect with the overlapping claim aspect. Example, I overlap rival kingdom claim and this causes some drain of authority on their part until they destroy my cairn or I destroy theirs in order to continue expanding or the passive drain just remains if they do nothing about it.

I think the original intent was for it to be easy to attack land. This will make it some more dynamic, since loss is not a great loss for the side. Defending can just attack to steal it back from attacker later on. Though I agree that it does not sense making for a kingdom to attack the territory of a kingdom that is not adjacent. Removing land from rival should happen only if you are taking land for yourself so it is real conflict and not just some annoyance.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
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Re: Realm: More uses for Authority

Postby Kaios » Thu Dec 08, 2016 8:02 pm

Ysh wrote:Offerings are thing like different item? If subject must offer items to get buff, how is this ''making it harder to deny buff?'' I think I misunderstand this one.


Could be something similar to how it worked when building numen points in legacy. You roll 3 random items and have to provide them to the altar. The point being that if I have 30 statues my buff would normally be +90 but if I have received no offerings from any subjects under the kingdom then the actual buff everyone would be receiving on the claim would only be a portion of the total.
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Re: Realm: More uses for Authority

Postby Ysh » Thu Dec 08, 2016 8:07 pm

Kaios wrote:
Ysh wrote:Offerings are thing like different item? If subject must offer items to get buff, how is this ''making it harder to deny buff?'' I think I misunderstand this one.


Could be something similar to how it worked when building numen points in legacy. You roll 3 random items and have to provide them to the altar. The point being that if I have 30 statues my buff would normally be +90 but if I have received no offerings from any subjects under the kingdom then the actual buff everyone would be receiving on the claim would only be a portion of the total.

Right. So I think this seems to be good for combat situation like this since I think to find these random item is easier for human player than robot. But I do not see how it makes it harder to deny buff. If getting buff requires more actions than it does now, does that not by definition make it easier to deny buff?
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
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Re: Realm: More uses for Authority

Postby Kaios » Thu Dec 08, 2016 8:09 pm

It's so if in the future there becomes a way for the ruler to deny buffs to the subjects this gives the subjects a method of recourse.
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Re: Realm: More uses for Authority

Postby Ysh » Thu Dec 08, 2016 8:18 pm

Kaios wrote:It's so if in the future there becomes a way for the ruler to deny buffs to the subjects this gives the subjects a method of recourse.

Ah, ok. Thank you for explaining. It would be nice if rule of kingdom is at least partially at mercy of subject, but I think care must be taken for balance it. Currently the kingdom demands nothing from the subject, and I think maybe it is not best for new player if tax collectors comes to knock on his door as soon as he starts to play. It should be flexible enough for subject to be able to actively deny/hurt kingdom, but some new/casual players are not demonize for not doing enough labors.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
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Re: Realm: More uses for Authority

Postby viznew » Sun Dec 11, 2016 9:30 am

what if a kingdome chould build a message board and it has a small radius that allows anyone init to chat on a "realm" type of chat (harder to abuse, and mabye make it so a "leader" or whatever can turn on and off boards throu some other "main" board)

(Edit) each open board consumes auth mabye or take certain amount to place more (10000= 1 main board , 2 message boards 20000= 1 more message board , and so on)
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Re: Realm: More uses for Authority

Postby Kaios » Thu Dec 15, 2016 6:57 pm

viznew wrote:what if a kingdome chould build a message board and it has a small radius that allows anyone init to chat on a "realm" type of chat (harder to abuse, and mabye make it so a "leader" or whatever can turn on and off boards throu some other "main" board)

(Edit) each open board consumes auth mabye or take certain amount to place more (10000= 1 main board , 2 message boards 20000= 1 more message board , and so on)


It's a nice idea but in my opinion not exactly necessary and may only lead to situations where players are setting up ganks at those locations either by chatting in the realm or wating for others to come by.

Oathing people in to the realm simply for the chat isn't a huge deal since you can set the permissions although I've noticed (and I don't know if this happens for anyone else) people who are oathed in are given my highest permission setting by default (green) which gives them access to all realm management options and this is quite annoying as the default given should most likely be white regardless of who is doing the oathing. Of course, I don't just oath anyone and neither should you, get to know the people you plan to oath first and only do it if they actually live in your realm somewhere.

That's not to say some type of message board feature wouldn't be nice because it would but I'd like to see something like that implemented in the way it's been suggested for village notice/message boards but on a larger scale for realms. More buildings/mechanics/stuff that can be utilized by or involve many people in a positive way is what this game needs more of, not methods that can be abused by shitters for ganking and the like.
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Re: Realm: More uses for Authority

Postby Kaios » Wed Dec 21, 2016 7:40 pm

Crime and Punishment

It might be interesting to allow for some alternative ways in which one could seek vengeance, retribution or what have you rather than the only two methods being leave the murder scent yourself or nidbanes and we all know how useful nidbanes actually are.

For something like this to work however I believe certain parameters would have to be met before one could say, jail a player or send them to the gallows. Those parameters would be something like, perpetrator left scents somewhere on the realm claim, the King or other duly appointed official must retrieve the scents or have them brought by someone to perform a new realm management option which would use a scent to designate the perpetrator as a "Wanted" individual for some amount of authority cost and in order to jail a player or send them to the gallows you must have access to their hearth fire meaning you'd likely have to siege a place for that option OR you can do so by finding the player and knocking them out.

Theft, vandal and battery would only be punishable by jail time and murder punishable by jail time or death sentence. The point is to hopefully add a little more variety in terms of death, maybe even decrease the chances of actually being killed since alternative form of punishment exists and to also give players that opportunity to be the "friendly ranger" and to not always be required to leave a murder scent of their own when you're just trying to help yourself or others.
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Re: Realm: More uses for Authority

Postby jorb » Mon Jan 02, 2017 3:18 pm

Will try to look at some of this, perhaps.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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