Reworking realm buffs to be village centered

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Reworking realm buffs to be village centered

Postby Sevenless » Tue Sep 20, 2022 12:45 am

Right now realm buffs have been nerfed to the point that they aren't really worth much, especially not for the investment. The biggest benefit for realm owners is the XP pool the kingdom can draw on. The community doesn't really participate much in creation of realm items, and mostly watches/sometimes sells ingredients. "Realm griefing" is possible, with realm owners intentionally turning off buffs, and players in the realm don't really have any say over this system. Overall, this system isn't in a healthy place and needs to be reworked somehow. Just nerfing realm buffs out of existence kind of knocks on the only real "identity" pillar realms have.

What if realm buffs were village centered instead? Instead of draining authority from the kingdom, they drain authority from the village where they are constructed. The structures would be much smaller, thinking totems rather than grand statues, and would give a fraction of the realm benefit. The realm buff would be the sum of all the village's buffs combined. Ideally, each buff type would have its own totem so that each village individually gets to decide what buffs they want to contribute towards, making villages have a bit more agency over realms. Since the contributions are much smaller, even hermitages with a simple Vclaim could possibly save up to contribute 1 or 2 totems.

Example:
Village A has 5 mineral totems
Village B has 2 wildlife, 3 crop totems
Realm covering both would give 5 mineral, 2 wildlife, 3 crop totems worth of buffs to everyone inside.

This would make provinces with large villages especially worth fighting over because the village would carry buffs over with it when the province is conquered. The village being conquered though always gets to bring its buff totems with it, so has at least a bit of say in what buffs the kingdom it's in provides. All buffs provided to the realm are still being funded by player activity.

Thoughts?
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Re: Reworking realm buffs to be village centered

Postby Grobble » Tue Sep 20, 2022 5:28 am

+1
I love it
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Re: Reworking realm buffs to be village centered

Postby Liss12 » Tue Sep 20, 2022 12:29 pm

Sevenless wrote:Right now realm buffs have been nerfed to the point that they aren't really worth much, especially not for the investment. The biggest benefit for realm owners is the XP pool the kingdom can draw on. The community doesn't really participate much in creation of realm items, and mostly watches/sometimes sells ingredients. "Realm griefing" is possible, with realm owners intentionally turning off buffs, and players in the realm don't really have any say over this system. Overall, this system isn't in a healthy place and needs to be reworked somehow. Just nerfing realm buffs out of existence kind of knocks on the only real "identity" pillar realms have.

What if realm buffs were village centered instead? Instead of draining authority from the kingdom, they drain authority from the village where they are constructed. The structures would be much smaller, thinking totems rather than grand statues, and would give a fraction of the realm benefit. The realm buff would be the sum of all the village's buffs combined. Ideally, each buff type would have its own totem so that each village individually gets to decide what buffs they want to contribute towards, making villages have a bit more agency over realms. Since the contributions are much smaller, even hermitages with a simple Vclaim could possibly save up to contribute 1 or 2 totems.

Example:
Village A has 5 mineral totems
Village B has 2 wildlife, 3 crop totems
Realm covering both would give 5 mineral, 2 wildlife, 3 crop totems worth of buffs to everyone inside.

This would make provinces with large villages especially worth fighting over because the village would carry buffs over with it when the province is conquered. The village being conquered though always gets to bring its buff totems with it, so has at least a bit of say in what buffs the kingdom it's in provides. All buffs provided to the realm are still being funded by player activity.

Thoughts?

+1
I recall suggesting roughly the same in w13, can't remember if jorb commented on this.
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Re: Reworking realm buffs to be village centered

Postby NeiroShop » Tue Sep 20, 2022 12:48 pm

+1 I love the idea. Would also make having more friendly villages around your realm be worth it. (Maybe slightly less hermit slaughter for the people that care).

Consider also making the realm get something more useful than just XP? Some kind of numen like system where they get something with REAL value depending on how much tithe/tax they gain from the realm. (Thinking sub status for the realm owner, Meteorite stuff, other rare stuff at a lottery kind of thing like asking the ancestors for stuff).

This would make realm owners maybe recruit friendly hermits around rather than just seeing them as "lootboxes".
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Re: Reworking realm buffs to be village centered

Postby lordgrunt » Tue Sep 20, 2022 2:14 pm

I like this idea. Mostly the fact that anyone can actively help realm development.
But there would have to be some diminishing returns bc huge realms would get +1000 minerał bonus, kinda out there.
Maybe a bit of local boost to villages creating realm buff items, small percentage really, in 2-3 minimaps radius just so people can feel their input more directly.
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Re: Reworking realm buffs to be village centered

Postby dorag » Sun Oct 09, 2022 9:45 am

Sevenless wrote:Right now realm buffs have been nerfed to the point that they aren't really worth much, especially not for the investment. The biggest benefit for realm owners is the XP pool the kingdom can draw on. The community doesn't really participate much in creation of realm items, and mostly watches/sometimes sells ingredients. "Realm griefing" is possible, with realm owners intentionally turning off buffs, and players in the realm don't really have any say over this system. Overall, this system isn't in a healthy place and needs to be reworked somehow. Just nerfing realm buffs out of existence kind of knocks on the only real "identity" pillar realms have.

What if realm buffs were village centered instead? Instead of draining authority from the kingdom, they drain authority from the village where they are constructed. The structures would be much smaller, thinking totems rather than grand statues, and would give a fraction of the realm benefit. The realm buff would be the sum of all the village's buffs combined. Ideally, each buff type would have its own totem so that each village individually gets to decide what buffs they want to contribute towards, making villages have a bit more agency over realms. Since the contributions are much smaller, even hermitages with a simple Vclaim could possibly save up to contribute 1 or 2 totems.

Example:
Village A has 5 mineral totems
Village B has 2 wildlife, 3 crop totems
Realm covering both would give 5 mineral, 2 wildlife, 3 crop totems worth of buffs to everyone inside.

This would make provinces with large villages especially worth fighting over because the village would carry buffs over with it when the province is conquered. The village being conquered though always gets to bring its buff totems with it, so has at least a bit of say in what buffs the kingdom it's in provides. All buffs provided to the realm are still being funded by player activity.

Thoughts?

reallly cool +1
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Re: Reworking realm buffs to be village centered

Postby ctopolon4 » Sun Oct 09, 2022 1:33 pm

just dont sell silver & guano to kingdom... ask perms & put cairn into your village = profit (communications + protection)
kingdom are still switch buffs & do most part of job to maintain itself (questing & fights)
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Re: Reworking realm buffs to be village centered

Postby Sevenless » Sun Oct 09, 2022 2:32 pm

ctopolon4 wrote:just dont sell silver & guano to kingdom... ask perms & put cairn into your village = profit (communications + protection)
kingdom are still switch buffs & do most part of job to maintain itself (questing & fights)


Gathering a huge amount of resources for a small village, and then having to ask the kingdom leaders nicely to do something they might not want to do isn't the same.
Lucky: haven is so quirky
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Re: Reworking realm buffs to be village centered

Postby DonVelD » Sun Oct 09, 2022 3:39 pm

ctopolon4 wrote:just dont sell silver & guano to kingdom... ask perms & put cairn into your village = profit (communications + protection)
kingdom are still switch buffs & do most part of job to maintain itself (questing & fights)

"hey i won't give you any guano and silver lol lmao please siege me for my worthless shit instead of giving me perms"
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Re: Reworking realm buffs to be village centered

Postby ctopolon4 » Tue Oct 11, 2022 2:21 pm

Sevenless wrote: huge amount
20 silver or 5 notes+guano, LOL :lol:
DonVelD wrote:please siege me
5d+ siege for fun only (fun from harsh)

ontopic: reduce authority drain is nice idea, questing 4hrs\day to maintain buffs for nabs sucks
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