loftar wrote:This is a contentious, large and highly abstract point and could be discussed (and has been, multiple times) at length in itself. You can't just say "village management tools" and think that's a good idea, because it could mean almost anything.
Well, the main thing is village alliances. Verbal alliances are a fun part of H&H, but we're forced to keep our doors closed. Think about it like a province/state: several villages and cities united under the same principles, rules, etc. (with small deviations here and there). With tools to officially declare an alliance, we could visit and interact with allied villages without needing a land claim over the whole village to override it.
Give us more things to spend authority on, such as increased paving and rock chipping speeds. To prevent abuse, you can make it only work if the paved path has roots within the village boundaries and the connected area is at least 2x2. This leads to my next point, making alliances more viable. Two villages can use the paving bonus to build a proper road between their villages. Another thing to spend authority on could be a village maintenance fee, e.g. the idol drains 20k LP daily and then nothing within the village decays. Then people can manage their villages better, like everyone claiming their own home individually instead of hearthblocking or otherwise going to unnecessary lengths to maintain their privacy.
- Give us allied bonuses, such as 5x move speed when following milestones on a paved road that connects two villages (doesn't work if engaged in combat).
- Keys are meaningless for village gates and key alts will never stop, let us spend a large sum of authority once to create keyless entry for village members.
- Give us an additional chat channel for all villages within an alliance, or even merge it in with the existing village chat to encourage more unity.
For all of the above, your chief or lawspeaker should be able to set permissions for your allies. Permission to speed down the highway, permission to interact with the village, permission to keyless entry, etc. For some options, you could also toggle permission for your own villagers to unlock certain features. For example, the chief and lawspeaker are barely ever online, but the ambitious villagers want to pave some roads. A villager walks over to the idol, enables the paving/chipping bonus, it drains 20k LP, and they enjoy playing the game instead of wasting what adds up to hours of time literally sitting there watching the hourglass.
More roads, more travel, more interaction, less tedious gameplay, more fun overall. Village management tools. It'd be easy to think of many more bonuses that could apply within the village and between allied villages. Not competitive bonuses, per se, mainly just things to make building and maintaining villages less tedious - and making alliances not only work better, but encouraging players to make true alliances in the first place.
If teleportation is more restricted and if resources are more localized (e.g. crop growth viability)
jorb wrote:Potjeh wrote:To reiterate, player skill is a central element of any game.
Of any good game, at least, yes, and every combat system we have ever designed have been designed precisely with this ambition in mind that skill should matter at least as much as preparation and luck.
What you can perhaps argue is that the character value difference span in which skill matters is too narrow. What you cannot argue is that skill doesn't matter, because it certainly does.
Isn't that what he's been arguing the whole time? The combat system is clever and does require skill when your UA is similar to your opponent's, but the stats override the skill requirement. If you had 49 UA and I had 400 UA, do you think you'd be able to win the fight? It wouldn't matter if you knew the combat system like the back of your hand, I'd steamroll you as long as I have some basic understanding of the combat system. If you had 49 UA and my max delta advantage was limiting my UA to 100, I'd still have an advantage from all my grinding (which you guys seem to want), but I'd lose the fight because you know the system a lot more thoroughly and have more experience.
Why is this being considered inferior to the current system?
To make combat fair, you just need to limit the stat advantages players can have, be it UA, agility, or armour quality. It should be that if two men are armed with swords, they are both at danger, but the more skillful swordsman will win.
Kaios wrote:Why is it when someone suggests an idea they react as if the idea being suggested is set in stone?
I agree entirely with this. Suggestions shouldn't be taken so literally, they should mainly just serve as inspiration for a better system. The curiosity system not only made the grind problem far less tedious, but it also made the game more fun overall; I maintain my faith that Jorb/Loftar want this game to be fun and will make it more fun as long as they aren't dead set on traditional RPG grinding.