Hasta wrote:Yeah, a powerful group of dedicated players (I took it upon myself to stop using cuss words now) can claim small/hermit settlements by force and deny them any beneficial buffs, with little to no possibility for victims to ever fix their situation, lest they move far, far away.
It’s dumb but someone put the time and effort in to gathering the resources to create it and they are not cheap so why should it be so simple as the click of a button to deny experience to a realm when it’s what they hinge on to remain active, something which affects every realm including those that may have been created by smaller villages and hermits as well. I’m not saying there shouldn’t be opportunity for rebellion but why should it be easy.
Perhaps I’m a bit biased as I managed to create a relatively expansive kingdom with decent buffs through a majority of my own effort and being supplied and assisted mostly by a few other guys. What helped even more were the people I claimed over because I interacted with them and helped them and in return they helped me.
Building walls is not difficult especially when it’s at locations close to your own place and that is pretty much half the work required in order to get a siege going if the cairns are walled off. If they aren’t walled off then I don’t think siege machinery is even required to break the cairn after the challenge becomes active so the walls built will help to ensure a safe place to retreat to. Could probably shoot catapults since there’s no claim shield, I dunno. If they delay the challenge that’s more experience lost to them.
Obviously those hermits are valuable to someone if they were bothered to be claimed over at all and if there is another realm that wants them instead or that they would prefer to be under then I assume it would be beneficial to work together on that.
I'd say, "rebel against King" should be a toggle Spell, like criminal acts or swimming;
- it can be activated only on a territory of one kingdom, and have an internal cooldown of a week or more;
- it should put you in a state of "active rebel" for some time, maybe 12-24 hours (similar to "criminal", but only on the territory of said kingdom) - I feel the possibility to add some bonuses to destroying cairns, but with that comes a lot of exploitables, so this one needs a think tank;
- after "active rebel" wears off, you become a "passive rebel" (a partisan or whatever, a sleeper hunta cell member) for until the internal cooldown of "rebel against king" reaches zero (let's say, a week). Some limitations apply as well on the duration of this one - anything making your life inconvenient from increased travel weariness cost to inability to acquire/complete quests on the kingdom's territory.
- and finally you receive a permanent "denounced the King" buff that prevents you to receive ANY kingdom bonuses. All debuffs and limitations wear off. This can be removed by pledging allegiance to an active kingdom (lawspeakers or chiefs or whatever you guys who are not hermits have).
I’m not saying it’s a bad idea but I don’t see how that changes the need for someone to actually do something about the realm over them if they want to ever get decent buffs and don’t intend to move.
welp, then bend over and relax your sphincter
It’s not an inaccurate assessment of what is usually the most optimal method in this game when it comes to dealing with certain issues though