Potential kingdom changes suggestions

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

Potential kingdom changes suggestions

Postby MarcusXDead » Mon Feb 24, 2020 9:32 pm

So, Jorb asked for concrete ideas about possible connections between new siege system and kingdoms.
As I see it - different groups of people have different levels of power and therefore, are not equal when fighting each other. It may be difference in stats, in equipment and in amount of people fighting. And current pvp changes are aimed to make destruction of unmanned/manned with alts pclaims easier, as well as making siege process less time consuming and more pvp-oriented.
Keeping in mind all that, I assume that the scenario where the strong take advantage of the weak, instead of having oppotunity to contest other strong opponents bases will be quite common, and as a result - will end in massive online drop when first waves of high number organized raiders will go through all small villages looking a very bit promising, as if you not only die, but lose everything you've got catching up is very hard (and frustrating).
To oppose this, I suggest forcing people to interact with nearby groups of players, who can spend more time in the game, have more people, willing to fight, and are basically who we know as titans. Such people often found and run kingdoms.
Idea was - let casual players generate content for competitive players, for some kind of reward. And if you're not feeling social, you can just stay as a hermit.
Thus, I suggested the idea where village elder can swear an oath to the ruler of the kingdom, gaining bonuses but having to suffer a penalty such as new siege system, and casual players and hermits, who do not aim too high and just want to play without their stuff being wrecked for someones amusement can just live like they usually did, without swearing any oaths, gaining reduced buffs from kingdom claims and not suffering new siege mechanic with their village claim (pclaims still fall under it).
Why won't it work:
People at discord suggested a scenario where village swears oath to a kingdom, and just lives in hermit village to avoid siege penalty.
So, hermits should fall under same system as everyone to avoid people having buffs and living in neutral villages, therefore people shouldn't have separated buffs, like 1/3 for hermits and full for patrons.

But here are some other suggestions:

Villages that are near kingdom cairn can pledge loyalty to the kingdom, thus serving the ruler and getting thier blessing. Every hearthling who lives in a village becomes a peasant of the kingdom.
Villages serve as claim borders. (radius around village, say 4 cairns). Old cairn can be used just like before, to claim space w/o villages.
Authority gain is collected from kingdom villagers is tripled, collected from non-patrons is halved. (Have to be ajusted to force rulers actually recruit people instead of just putting piles of stones everywhere) To avoid getting bot-farms generating authority I suggest some minimum stats/total LP requirements. Gaining kingdom authority will be hard this way, for you have to recruit people. Sure, people in discord were claiming that it's possible and even easy to feed 50 bots to avoid accepting oaths to keep people from having bonuses, tho, but such people don't deserve others to follow them.

Villages who joined kingdom can build "capital charterstone". It should't be expensive to build and should not require camping nearby mountain for weeks in a hope to snatch that crystal from camping alts.
Capital charterstone gives guest debuff upon using, allowing people of the kingdom to visit capital (village that must be built near a village with kingdom Coronation Stone) and every avalible village who sets it two-way for "guests".
Traveling from village to the capital is free and won't wear you down (travel wearness), has unlimited bandwidth. Cannot be used by members of the village that is sieged! (can still be used to transport loot with other hearthlings, but well, it can be done without using it was well)
Traveling from the capital to village is limited through, allowing only (let's say 6?) people per 4 hours, resetting every 4 hours. To avoid people getting griefed, I'd suggest making a capital charterstone 3x3 (4x4?) structure with a portal taking middle tile, where all the guests who enter the portal from capital are imune to damage and can't be pushed by force from that 3x3 (4x4?) space (still can be pushed around inside it). guests cannot be exiled while standing on those tiles to prevent instant K.O. abuse, and nothing can be built/placed on those tiles. Villagers generally can build a pali around it with a visitor gate to be safe.
Capital charterstone allows 1 travel per 2 hours (for every person), with minimal travel wearness. Traveling back to capital for non-village residents is free.
This is a very debatable moment. The main idea is to let the ruler organize militia in short periods of time (unlike last worlds you can not be able to make it in time if someone siges you, because of 20 min timer) and send help in a village that is under attack. If aim of the patch was to live up pvp content and force people going outside of their palicades, I see such options fit. Otherwise, it's a quick way to make weak majority of people who have jobs and real live in general to abadon the game after being unable to fend off large squads of bullies and losing everything without a chance to survive. Some people were strongly against it, through. You can guess to which party they belong.
Other suggestion was to "fix already existing mechanic, roads". To be honest I highly doubt that people will make it in time, not even counting oceans and rivers, that make it completly impossible in general.
Third idea was to let such "charterstones" fuction ONLY when the village is under siege. Either that, or allow people always travel from village to capital and allowing traveling from capital to village only if village is sieged, read below.

When the siege starts (siege structure is placed during vulnerable window), event is triggered, where village residents who are online recieve an event "we're under siege!".
If siege structure is destroyed, defenders (residents of kingdom in a radius) will gain exp and lp. (rams are not free, must be reasonable amount so it won't be abused but worth helping people).

The general idea behind it is to help people socializing and give competitive players a reason to protect their weaker neighbours. Otherwise, if you don't live close enough to any strong large village you're basically screwed, for people said that in such scenarion it's most likely not worth their time to travel to sieged villages.
̶R̶u̶l̶e̶r̶s̶ ̶o̶f̶ ̶t̶h̶e̶ ̶k̶i̶n̶g̶d̶o̶m̶ ̶p̶o̶w̶e̶r̶ ̶i̶s̶ ̶a̶b̶s̶o̶l̶u̶t̶e̶,̶ ̶t̶h̶e̶y̶ ̶c̶a̶n̶ ̶c̶o̶m̶m̶i̶t̶ ̶c̶r̶i̶m̶e̶ ̶a̶c̶t̶i̶o̶n̶s̶ ̶a̶n̶d̶ ̶h̶a̶v̶e̶ ̶a̶c̶e̶s̶s̶ ̶t̶o̶ ̶e̶v̶e̶r̶y̶ ̶o̶b̶j̶e̶c̶t̶ ̶o̶n̶ ̶t̶h̶e̶i̶r̶ ̶r̶e̶a̶l̶m̶ ̶c̶l̶a̶i̶m̶.̶ ̶I̶f̶ ̶y̶o̶u̶ ̶p̶l̶e̶g̶d̶e̶ ̶y̶o̶u̶r̶ ̶l̶o̶y̶a̶l̶t̶y̶,̶ ̶h̶a̶v̶e̶ ̶f̶a̶i̶t̶h̶ ̶i̶n̶ ̶y̶o̶u̶r̶ ̶r̶u̶l̶e̶r̶ ̶t̶o̶ ̶s̶o̶l̶v̶e̶ ̶a̶n̶y̶ ̶c̶o̶n̶f̶l̶i̶c̶t̶s̶ ̶i̶n̶s̶i̶d̶e̶ ̶k̶i̶n̶g̶d̶o̶m̶.̶ Needs further thinking, as I don't really like the idea of rulers being able to just take valuable stuff of their people.

I have several other suggestions on how to help endorse people interracting with a kingdom they're living in:
Kingdom ruler gains access to special objects, that can be placed in capital for everyone to use.
Ideas:
̶R̶o̶y̶a̶l̶ ̶f̶o̶r̶g̶e̶/̶w̶o̶r̶k̶s̶h̶o̶p̶:̶ ̶T̶h̶e̶y̶ ̶c̶a̶n̶ ̶h̶a̶v̶e̶ ̶s̶l̶i̶g̶h̶t̶ ̶q̶ ̶b̶o̶n̶u̶s̶ ̶t̶o̶ ̶i̶t̶e̶m̶s̶ ̶t̶h̶e̶y̶ ̶p̶r̶o̶d̶u̶c̶e̶ People were strongly against this idea.
Well that is upgraded by people donating xp to it, as much as they write in pop-up rather than 1 time donation of fixed exp.
Relics giving temporary stat buffs for several hours. (For example, a monument of dryad: gives +10 lore bonus for 3 hours, cooldown 2 days, cost 750 exp to activate. Similar monuments for most atributes)
Any suggestions? Some objects worth visiting capital, taking collective effort to build/maintain.

Overall, people think that with new siege mechanic protecting CF will be quite hard and unruly. Instead, I suggest replacing them with such "capitals", that will be immune to sieges until coronation stone in the kings village nearby won't be destroyed. If this happens, entire capital gets 0 power level and can be plumbered for good. Capital village claim can't be built far away from coronation stone and has higher upkeep cost. It'd be perfect place for trading, playing mini games, showing your art and generally socializing (hopefully without a need to travel for half a day to reach it, using capital charterstone instead). Note, that capital gates can be closed to avoid guests going outside and therefore annoy the king by draining land from recources and building nearby.

I wanted to separate realm buffs into two, for partons (2/3) and for patrons + hermits/guests AND patrons (1/3), so patrons will have 100% buffs in total, but since my idea of leaving hermits with old siege mechanic as a reward for not joining kingdom failed, this idea becomes unfair as well.


Most people said that such changes aren't needed, but I decided posting this anyway. They're not perfect, but maybe someone will suggest something better based on it.
^The wall of text^
MarcusXDead
 
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