sabinati wrote:LadyGoo wrote:A village authority/territory size is not a proper measure.
why not?
If it'll make the difference, then people will stop living under single village claim.
sabinati wrote:LadyGoo wrote:A village authority/territory size is not a proper measure.
why not?
nytro wrote:Ysh wrote:Some confusion.
Some clarifications.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
Ysh wrote:nytro wrote:Ysh wrote:Some confusion.
Some clarifications.
Sorry, I think maybe the ideas you get from your words cannot be the ideas I get from your words. I have do some thinking with what you have been said, and want to see if these systems I describe is something like what you can suggest. I think if we can get some ideas concrete, maybe we can make some discussion around them.
Goal: Siege system that isn't promoting ''the bad practice.'' Namely, taking loot off site and to a hidden place after siege and also controlling multiple village idols.I think with this, raider can always get some valuable loots from the idol that the village cannot hide or take for themselves. Players want to have a single idol for getting the best bonus. Players want to keep their idols for a long time and defend them for the bonus.
- Idol requires the regular tribute of items instead of current authority systems.
- Each item in the game is worth some points. At the start of world, every item is worth the same at 10 quality (base points). Points scale with quality as usual sqrt(Q/10) multiplier base points.
- Item types given to claims are tracked globally for all claims and value of item base points is adjusted to how often those item are given to claims. This means that item valuation is dynamical based on how players do valuing of them.
- Items given to idols are stored until the idol is destroyed, then they can be looted (maybe some percent can be lost for stopping some inflation, or maybe not).
- Idol has a tier level, starting at 1.
- Idol gives a bonus (+LP% or maybe a +Q% for all in village, something valuable)
- Item tributes increase with each level.
- Idol bonus increases with each level.
- Advancing idol levels is optional.
- Idol must be at previous level for a week before going to next level (real time).
- If items for level cost are not met, it reverts to a level where the amount given is acceptable. If the threshold for tier 1 is not met, the idol is inactive.
- Destroying the idol takes a long time (to prevent people from just breaking their own when their wall gets broken or defeat is obvious), at least as long as it is taking for a hostile to get near to the idol.
Please have a tell to me if this is the sort of ideas you were having nytro. And everyone else can tell me why this is a shit idea now that there are some specifics if they please. Thanks to you for reading my long post.
Ysh wrote:nytro wrote:Ysh wrote:Some confusion.
Some clarifications.
Sorry, I think maybe the ideas you get from your words cannot be the ideas I get from your words. I have do some thinking with what you have been said, and want to see if these systems I describe is something like what you can suggest. I think if we can get some ideas concrete, maybe we can make some discussion around them.
Goal: Siege system that isn't promoting ''the bad practice.'' Namely, taking loot off site and to a hidden place after siege and also controlling multiple village idols.I think with this, raider can always get some valuable loots from the idol that the village cannot hide or take for themselves. Players want to have a single idol for getting the best bonus. Players want to keep their idols for a long time and defend them for the bonus.
- Idol requires the regular tribute of items instead of current authority systems.
- Each item in the game is worth some points. At the start of world, every item is worth the same at 10 quality (base points). Points scale with quality as usual sqrt(Q/10) multiplier base points.
- Item types given to claims are tracked globally for all claims and value of item base points is adjusted to how often those item are given to claims. This means that item valuation is dynamical based on how players do valuing of them.
- Items given to idols are stored until the idol is destroyed, then they can be looted (maybe some percent can be lost for stopping some inflation, or maybe not).
- Idol has a tier level, starting at 1.
- Idol gives a bonus (+LP% or maybe a +Q% for all in village, something valuable)
- Item tributes increase with each level.
- Idol bonus increases with each level.
- Advancing idol levels is optional.
- Idol must be at previous level for a week before going to next level (real time).
- If items for level cost are not met, it reverts to a level where the amount given is acceptable. If the threshold for tier 1 is not met, the idol is inactive.
- Destroying the idol takes a long time (to prevent people from just breaking their own when their wall gets broken or defeat is obvious), at least as long as it is taking for a hostile to get near to the idol.
Please have a tell to me if this is the sort of ideas you were having nytro. And everyone else can tell me why this is a shit idea now that there are some specifics if they please. Thanks to you for reading my long post.
Zeler wrote:Make ram drying time shorter for each person online from given village?
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
jorb wrote:We have no idea what it is we have implemented, and need feedback.
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