Hw should i take it if not personally. mechanics for a competitive multiplayer game are being shared selectively. it's a psychological thing okay. no one enjoys feeling like a third grade person not worthy of the "big league".jordancoles wrote: Don't take it too personally Mr. 1 post on the forums, jorb still takes your critique threads with a grain of salt regardless of having an inner party
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yesitsanalt
- Posts: 3
- Joined: Wed Nov 11, 2015 2:56 am
Re: Kingdoms
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
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Re: Kingdoms
Not particularly. I was inner party for salem. To my knowledge this is the first patch they've ever directly asked input about, and I can only assume it was leaked for that reason. Usually it's just a C&I thing where they talk among themselves.yesitsanalt wrote:Hw should i take it if not personally. mechanics for a competitive multiplayer game are being shared selectively. it's a psychological thing okay. no one enjoys feeling like a third grade person not worthy of the "big league".jordancoles wrote: Don't take it too personally Mr. 1 post on the forums, jorb still takes your critique threads with a grain of salt regardless of having an inner party
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Kingdoms
EVERY game has an inner circle of testers and people who's opinions the developers value. If you don't know this, you haven't been around game development long (or at all for that matter). Fun fact: you can see the groups in your User Control Panel.yesitsanalt wrote:so lemme understand there is a private forum only for select few??!!
welp isn't it splendid
too bad no one in our village knew about it before getting year subs...
I can understand whistleblowing this if jorb had came out in the post and said this was for next weeks patch, and I may have been the one to do it in that case, but looks to me like he just wants player input on some of the matters for now. It could turn out to be a poor concept that just can't fit the game or has too many potential pitfalls to be worth the time to fully develop beyond a concept.
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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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Kingdoms
Off the note of Jorb being allowed to have friends:
I heartily approve. I can see the argument for battery/assault being allowed, but at the same time with the current wounding mechanics that doesn't make sense. You can deal so much damage to someone that attacking them at all can get pretty close to murder with 100+ HHP wretched gores. Sufficed to say if we want hooligans able to rob people combat mechanics with regards to wounding would need changing.
I heartily approve. I can see the argument for battery/assault being allowed, but at the same time with the current wounding mechanics that doesn't make sense. You can deal so much damage to someone that attacking them at all can get pretty close to murder with 100+ HHP wretched gores. Sufficed to say if we want hooligans able to rob people combat mechanics with regards to wounding would need changing.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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LadyGoo
- Posts: 2767
- Joined: Sat Jul 09, 2011 9:06 am
Re: Kingdoms
Problem №1: Noobs losing their XP as a tax. I think it should be replaced by experience points earned by a noob, but not taken away from him. As experience is harder to obtain than learning points, that would make more sense and give a better motivation to not to touch noobs + they would not feel "enslaved".
Problem №2: No-one else but the citizens can commit crimes. This might lead to a big faction pillaging everything within their boundaries. I think it should be done as 'anyone can pick up a scent and kill you using it even on the kingdom's claim'. So let's say the foreigner can attack you if they got your theft/vandalism/murder scent. Alternatively, you lose the protection of the kingdom if you have active scents. So anyone can attack you.
Problem №3: How to extend the boundaries? Obviously everyone will get annoyed by extending banners towards the village you do not like + noone wants to roll the siege machine through few SG. Why not to introduce the system of regions? You can occupy and annex enemy region, claiming the resources it has and etc. So we will have wars over the regions, rather than dedicated to destroying the enemy's village. You will get 'taking over trade routes, resources, population' as an objective. An enemy village without proper regions will be deprived as the time goes and etc.
Problem №2: No-one else but the citizens can commit crimes. This might lead to a big faction pillaging everything within their boundaries. I think it should be done as 'anyone can pick up a scent and kill you using it even on the kingdom's claim'. So let's say the foreigner can attack you if they got your theft/vandalism/murder scent. Alternatively, you lose the protection of the kingdom if you have active scents. So anyone can attack you.
Problem №3: How to extend the boundaries? Obviously everyone will get annoyed by extending banners towards the village you do not like + noone wants to roll the siege machine through few SG. Why not to introduce the system of regions? You can occupy and annex enemy region, claiming the resources it has and etc. So we will have wars over the regions, rather than dedicated to destroying the enemy's village. You will get 'taking over trade routes, resources, population' as an objective. An enemy village without proper regions will be deprived as the time goes and etc.
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Справочная Конференция [Ru]: https://join.skype.com/fnAcsc0srDBN
Trade Conference [Eng-Ru]: https://join.skype.com/gNT6Rs92PTtM
W10 Queen of Dis fiancée of Leanne69 (Lolo)
W9 Hive [Ruler]
W8 Dis [Chieftain]
W7 Ofir [Lawspeaker]
W6 Dis [Chieftain] & Disneyland
W5 Vitterstad [Lawspeaker]
W4 A.D. [Fighter]
W3 Garden of Metallurgists [LS]
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Amanda44
- Posts: 6485
- Joined: Wed Sep 28, 2011 12:13 pm
Re: Kingdoms
Moving on with that, I was just about to go to bed when I saw this thread and am too tired to comment on it fully now but as most of you can guess there is absolutely no way in hell that I am ever going to be 'adsorbed' into a kingdom -MagicManICT wrote:
I can understand whistleblowing this if jorb had came out in the post and said this was for next weeks patch, and I may have been the one to do it in that case, but looks to me like he just wants player input on some of the matters for now. It could turn out to be a poor concept that just can't fit the game or has too many potential pitfalls to be worth the time to fully develop beyond a concept.
It's not a guarantee anyway that moving far away will prevent being absorbed, a group of players may also move your way and set up a kingdom. The idea of kingdoms might sound fun and will appeal to a lot of people I dare say but forcing people to interact socially or have their playstyle determined for them is not a good thing for all.Archiplex wrote: And really, forcing people to move far away and losing their territory just isn't a viable solution to not being wanting to be absorbed by a kingdom.
Anyway tired, so I'll just leave it here for now.
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
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It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254
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yesitsanalt
- Posts: 3
- Joined: Wed Nov 11, 2015 2:56 am
Re: Kingdoms
Welp I just spend a good half of an hour formulating long ass reply why it does or rather should matter only to realize that my opinion on the subject most likely won't change anything. Clearly a lot of old players find this situation acceptable so I leave that at it.
Apologies for the offtopic. the issue was important to us and I didn't want to start new thread just for this.
All the best to yall old timers and the new players.
Cheers.
Apologies for the offtopic. the issue was important to us and I didn't want to start new thread just for this.
All the best to yall old timers and the new players.
Cheers.
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_Gunnar
- Posts: 1430
- Joined: Thu Dec 22, 2011 1:15 pm
Re: Kingdoms
1. If I'm vassalized against my will, how do I rebel? A lot of the mechanics like this don't seem to have been thought about.
2. It all seems quite artificial to me :/, restrictions on where I can commit crimes and stuff seems odd in this game.
3. Exp is totally abuseable, as people have already said.
I like the idea of social organization above the village level, that gives some benefit, like info about scary siege engines within the region of your "kingdom" claim, and the capability to build them, but I don't like the restrictions that are put on players in the post. I don't know what a good way of imposing a cost on the kingdom claim would be, but Exp is not it, imo. Perhaps the kingdom authority should be replenished by taking some significant amount of LP from players - that is an actual cost, and how to levy it is a problem that involves setting up some sort of acceptable contract between the state and subjects. If you take too much from the vassals, they should be able to just decide to leave the kingdom, in which case you're screwed. In that scheme kingdom auth probably shouldnt go down unless you're at war (internal rebellion or external war), so a tax isnt a normal thing.
(LP is also abuseable, but at least you have to consume something (curios) to abuse it ^^)
2. It all seems quite artificial to me :/, restrictions on where I can commit crimes and stuff seems odd in this game.
3. Exp is totally abuseable, as people have already said.
I like the idea of social organization above the village level, that gives some benefit, like info about scary siege engines within the region of your "kingdom" claim, and the capability to build them, but I don't like the restrictions that are put on players in the post. I don't know what a good way of imposing a cost on the kingdom claim would be, but Exp is not it, imo. Perhaps the kingdom authority should be replenished by taking some significant amount of LP from players - that is an actual cost, and how to levy it is a problem that involves setting up some sort of acceptable contract between the state and subjects. If you take too much from the vassals, they should be able to just decide to leave the kingdom, in which case you're screwed. In that scheme kingdom auth probably shouldnt go down unless you're at war (internal rebellion or external war), so a tax isnt a normal thing.
(LP is also abuseable, but at least you have to consume something (curios) to abuse it ^^)

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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Kingdoms
I meant the interaction structure being defined.venatorvenator wrote:For me interaction was always forced. With full pvp you can't choose not to interact with assholes stealing your stuff, attacking your nodes, or killing your char. But this idea gives us othes options, formalizes alliances, and also gives us new village management tools.DDDsDD999 wrote:In general, the sentiment seems nice, it's just that it feels like forced social interaction, rather than that of a sandbox.
I also think to an extent, game mechanics already do this, just not to such an extent as previously explored.





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venatorvenator
- Posts: 1066
- Joined: Fri Mar 07, 2014 5:59 pm
Re: Kingdoms
If you are hermitting, it's unlikely that you would be annexed. I assume the effort for making banners or whatever expands royal claims is too high for a single new vassal, and in the end, after all that work, the kingdom could just see you moving away to another area - they can't imprision you or force you to stay in your location. In those conditions it would not be a clever decision to gamble so many resources to annex distant hermits.Amanda44 wrote:there is absolutely no way in hell that I am ever going to be 'adsorbed' into a kingdom
The chances of being annexed should be even lower if you live away from the central grids. Holding a royal claim up should be costly and that would only be possible with a lot of vassals, and the map borders don't have that many people.
It's less abuseable than learning points, and I don't think there's an auto XP script. Even if there were, you probably wouldn't be able to leave an alt logged on just ot gain XP, as happens with LP._Gunnar wrote:3. Exp is totally abuseable, as people have already said.
I think there is a misunderstanding. You can still commit crimes, and you can do it: 1. against your fellow citizens, 2. against independent hermits and villages, and 3. against other kingdoms' citizens. The only difference is that for (3) your kingdom has to be at war against them. There would be no absolute limitation, no peace grid, and no no-pvp zone._Gunnar wrote:2. It all seems quite artificial to me :/, restrictions on where I can commit crimes and stuff seems odd in this game.
Xcom wrote:Most good things last only a short time