Drain kingdom authority from knocks

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

Re: Drain kingdom authority from knocks

Postby Agrik » Thu Sep 24, 2020 2:44 pm

SnuggleSnail wrote:
Agrik wrote:well, if healing stones wasn't a good idea, maybe healing crystals?
I'm sorry you feel so offended that you make fake quotes. I didn't mean to.

SnuggleSnail wrote:Maybe if you and Zunzon are so concerned with being valued by your rulers, instead of demanding Jorb rework the entire realm system to be even more cancer you could just... Ingratiate yourself with them, and provide some value through conventional means...
Why so much assumptions? I'm not that concerned with being valued, they are not my rulers but the game's, and I didn't demand thus can't do something instead of it. Maybe my English is too bad if what I wrote looked like a demand, but it wasn't intended as such.

A conventional mean for me is to think and provide ideas on possible solutions of problems.
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Re: Drain kingdom authority from knocks

Postby kirillius98 » Mon Jan 04, 2021 2:40 am

Agrik wrote:
SnuggleSnail wrote:ok so, consider that the point of the citizen class is that they're randoms the realm otherwise wouldn't give a shit about. So they're people the realm doesn't know or trust.
So you get to know them before you sign a contract. The citizenship isn't supposed to be given to everyone at random (it's a white list, after all), but to chosen people.

SnuggleSnail wrote:PRESUMABLY, if this is the case it would be easy as frick to get one
You've got a point here. There is a need for a way to find the source of the drain, hierarchically (who is a vassal to whom) or territorially (in the region of which cairn it happened) or probably both. Then hierarchy may help to "switch off" a whole group of citizens temporarily for a check without destroying all the connections.

Summarizing these two aspects... you aren't likely to know and invite each hermit personally, yep, because that's not how kingdoms work. But I suppose you know some people you can relatively trust, so you can appoint them as "regional governors" to count as citizens the people they appointed, as long as the governor keeps his position. Then governors are likely would get to know and negotiate with villages, passing the right to appoint further to the lawspeakers they find reasonable. Or the king/queen may choose to contact villages directly, depending on the size of the ream. The lawspeakers then choose a subgroup from the village and any hermits they feel being more useful than harmful.

SnuggleSnail wrote:If them KOing these characters all day every day, or whenever the cooldown ends
A limit would be reasonable. I can think of diminishing returns or a plain limit somehow based on the authority the character already gave the realm. At the very least, nobody would take more than they gave, but as most of it would likely be spent already, it may be better to set only a fraction.

SnuggleSnail wrote:there would be a pretty big incentive to go fuck up random hermits in each other's realm, which is a great side effect.
At least there would be a way for them. On the other side, the realm would be interested in granting citizenships too, to raise authority income, as long as hermit aren't going to fall every now and then.

SnuggleSnail wrote:If you have cancer and a doctor tells you that you've to take some medicine, but your aunt who dropped out of high school tells you to ignore the doctor and you need to buy healing stones... It's a waste of the doctor's time for him to have to fully explain the results of using healing stones, and how you'll die.
It depends on what is the doctor's purpose, to sit proud of his knowledge or to achieve results. If the doctor has other patients to save by actions, it's perfectly fine to spend time so. If not, I'm not sure what's the reason to deny explanations.

Though the example compares quite an arguable matter of a game design to an exaggerated case of established truth and untruth.

SnuggleSnail wrote:Me saying your ideas are garbage, and you're not helping if you've never been involved in a realm at all is not elitist gatekeeping.
I may be wrong about H&H realms because of no experience, so I do value your opinion on that matter, but please take no offence, I don't see you being experienced in designing the H&H to judge who is to have a say about it. There are loftar and jorb for that. Even if they're inexperienced in the matter of realms, it's their game project and their decision how it should look like.

Your idea is very good, but there are moments, that need to be corrected.
1. Citizens are good, but should be splited in different groups of trust (8 levels: King, Prince, Noble, Citizen, Lawspeaker, Villager, Hearthlander, Outlaw) and, depending on the level of trust, they give different effects on realm and gain different levels of belssings
2. There should be people able to grant citizenship, yes. But King should only able to appoint Princes and not be able to grant any status lower than citizen, and won't be able to revoke titles of Lawspeaker, Villager and Hearthlander.
3. Lawspeaker should be able to stop their village to stop giving authority to realm and stop getting it's blessing (the village will become outlawed). Also, if anyone of Noble title and higher KO's the Lawspeaker, the village will pay authority again and won't be able to refuse for at least 7 days.
4. Outlaws are people, who refused to pay taxes for Kingdom. They can't use Realm chat and don't get blessings. King can make a person an outlaw at the cost, that depends on it's status and taxed authority (the cost can't be lower than 25000 authority or 75% of authority given to realm by the subject). The person can became outlawed on it's own by KO'ing member of King's court.
5. The Realm authority should drop, if one of the Noble's or higher is KO'd by a player. The higher title is - the higher is authority drop.
6. At the same time, authority generated by king is higher by five times than the others. Princes generate authority three times more than citizen, noble by two times, and current taxation is applied to citizen. Lawspeaker is not a citizen of a realm, but he pays taxes equal to noble. Villages pay taxes depending on their village authority (Twice the amount of authority drain).
7. Hearthlanders doesn't pay taxes, but grant all the blessings of the realm they live in. They can be appointed to any title by King's court.
8. King can apppoint Princes, Nobles and Citizens, while Princes can appoint Nobles and Citizens, and Nobles can appoint Citizens.
9. Kingdoms shouldn't declare challanges over Cairns before War Declaration. If War was declared, it will make possible to challange cairns as usual. If King's are tired of war, they can stop it by Offering Peace action. When one of Kings offers this to the other, the second one can confirm this offer. Everyone who lives on the territory of one of the Kingdoms will lose ability to attack opposive faction for one hour, and cost of war declaration between these two Kingdoms will increase notably (by the number of cairns destroyed and people killed/KO'd). This will make a truce between two Kingdoms for a days/weeks.
10. Cost of declaring war should increase if you are in a war with another Kingdom. Base cost of declaring is 75000 authority, and increases on that amount for each active war. Ongoing wars drain authority, and everyone in a Kingdom knows about war.
11. If you are a King and you are afraid of war, you cn try to offer non-agression pact to another King. If he will agree, you will lose a lot of authority, but this King and you won't be able to declare war on each other, as if you have just ended war.
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Re: Drain kingdom authority from knocks

Postby maze » Wed Jan 06, 2021 7:43 pm

I'm not sure why complicated systems that would require a scholar to understand should be put in place.

Realms are abused and easily keep by a single village by the use of bots or active players.
Realms are currently only needed for blessing and dick swaying powers.

all current blessing are gained by exploiting reginal resources with gathering bots.
Realm expansion are simple to abuse by throwing down ceirns daily.

If you wants to gut the root of the problem a full rework needs to be made for kingdoms.

I've come up with serval idea's myself and each one has different ways to be exploited.

I do think one of the main things that need to change is blessings, blessing should not be based on needing reginal resources unless the system is changed so bots can't just camp them.
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Re: Drain kingdom authority from knocks

Postby SnuggleSnail » Wed Jan 06, 2021 7:53 pm

lmao who the fuck is botting bat guano are you retarded
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Re: Drain kingdom authority from knocks

Postby MagicManICT » Thu Jan 07, 2021 1:29 am

maze wrote:I'm not sure why complicated systems that would require a scholar to understand should be put in place.

Some very popular games are built around such systems. Complicated has never stopped people from engaging with a game if the rest of the game is good or the complications have meaningful additions to the overall game quality.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Drain kingdom authority from knocks

Postby Sevenless » Fri Jan 08, 2021 6:08 am

Weren't realms as a concept created with the intention of making players valuable to alpha villages so they don't just go around killing them constantly? Arguing that they shouldn't do that is akin to asking to delete the feature as far as I'm aware. Buffs and such were added as incentives to have more people helping generate authority to fund them beyond the base village.
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