mammoths might be a challenge now with the new combat same as trolls. zones like darkness is one of the few good ideas of endgame in salem
we need world events that would repeat every month or so (something like the event of world 8 end, but not for ending the world lol), new items that would be real expensive and hard to craft and rewarding that would use rock crystals or some other non-bottable resource
new strong animals(for example a pack of wolves once you aggro one of them - all of them would attack, swamp monsters, etc...), they would be dangerous and would require teamwork to kill them, but they would be rewarding once you kill them
resources should spawn corresponding to the server's population
jorb pls
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dzielny_wojownik
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Re: End-Game Content & Analysis of the Current World
There was a wise soviet conscript that was surrounded by the enemy on the battle of Stalingrad. A mortar shot teared his pants apart causing a big hole in his pants right on his right butt cheek. He felt a glorious cold ass breeze of wind on his butt cheek, like it would be sent by stalin himself, he said - hide your butts
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Jesus_Smith_Nandez
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Re: End-Game Content & Analysis of the Current World
Lot's of work went into this thread so I hope the devs see it
good job and good work my man
good job and good work my man
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MadNomad
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Re: End-Game Content & Analysis of the Current World
something else please because 50 shit q bears is just a bag of shitdzielny_wojownik wrote:we need world events that would repeat every month or so (something like the event of world 8 end, but not for ending the world lol)
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LadyGoo
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Re: End-Game Content & Analysis of the Current World
Thanks guys.
Apxe and some other of my guys had a little discussion over the kingdoms idea yesterday. It would make much more sense if the kingdoms would have territory, rather than just boosts. This will create more areas for a conflict. So, I've written some ideas on how the kingdoms could work.

Apxe and some other of my guys had a little discussion over the kingdoms idea yesterday. It would make much more sense if the kingdoms would have territory, rather than just boosts. This will create more areas for a conflict. So, I've written some ideas on how the kingdoms could work.

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Jesus_Smith_Nandez
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Re: End-Game Content & Analysis of the Current World
I always perceived that the way settlements work in H&H was more based off of Germanic clan-based society, rather than the proper kingdoms which came later.
My opinion is that a mechanic involving large-scale kingdoms and empires would not really work, but that's just me.
I think the way settlements work right now is perfectly fine, there just needs to be more in the way of small-scale combat between small local bands for local gain and less in the way of large-scale faction PvP being the only PvP and everyone else bites their dust.
My opinion is that a mechanic involving large-scale kingdoms and empires would not really work, but that's just me.
I think the way settlements work right now is perfectly fine, there just needs to be more in the way of small-scale combat between small local bands for local gain and less in the way of large-scale faction PvP being the only PvP and everyone else bites their dust.
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LadyGoo
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Re: End-Game Content & Analysis of the Current World
They are fine for the people who do not get involved in bigger things imho. Larger factions need the motivation to do diplomacy, politics, not killing noobs, vengeance and etc.
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boreial
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Re: End-Game Content & Analysis of the Current World
I'm liking the direction your going with Kingdoms, though I still think that it will be abuseable with alts somehow. I almost would like to see free play gone but that is really just MY opinion and not a very popular one at that. (shrug) Anyway keep up the ideas, I know Jorb reads almost all posts sooo... maybe he or Loftar will give some feedback on how they feel about all this. Then again maybe they have their own ideas and are waiting to spring them on us in the near future.
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Jesus_Smith_Nandez
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Re: End-Game Content & Analysis of the Current World
I think the way you put it with the learning ability and crafting speed for all members of the kingdom doesn't really work at all, because it would be botted, and there is less reason to defend a single noob with negligible stats and negligible effects the rest of the kingdom.LadyGoo wrote:They are fine for the people who do not get involved in bigger things imho. Larger factions need the motivation to do diplomacy, politics, not killing noobs, vengeance and etc.
I would think something more of a trickle-up system with a small percent of every member's LP going upwards to the leader(s) of the kingdom. This would be similar to a "tax" in real life, but with LP instead of money. This would give a kingdom's leaders a more valid reason to defend their serfs because they would receive more LP, and a valid reason to help them develop as they would again get more LP.
This idea is of course slaughtered by stat caps sadly. Maybe the LP gain could be spread across the king's entire account to split between multiple characters? Maybe the kingdom could be owned by multiple people (including alts) and split between them evenly? Idk.
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dzielny_wojownik
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Re: End-Game Content & Analysis of the Current World
you should be able to "sense" scents that are left within your kingdom
it would give the peasfools more protection and a feel they are safe
it would give the peasfools more protection and a feel they are safe
There was a wise soviet conscript that was surrounded by the enemy on the battle of Stalingrad. A mortar shot teared his pants apart causing a big hole in his pants right on his right butt cheek. He felt a glorious cold ass breeze of wind on his butt cheek, like it would be sent by stalin himself, he said - hide your butts
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LadyGoo
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Re: End-Game Content & Analysis of the Current World
Well, in my point of view the factions will have enough characters to not to use alts in the late game, and struggle to feed themselves in the early-game. The LA boost is seductive because the new players could catch up with the factions faster as well. We could have LA boost limitation, so once you have enough people boosting it, you do not need to use more alts. Or, simply, the LA boost should rely on how much experience your kingdom citizens have. That way hermits will be more attractive for the faction leaders.boreial wrote:I'm liking the direction your going with Kingdoms, though I still think that it will be abuseable with alts somehow. I almost would like to see free play gone but that is really just MY opinion and not a very popular one at that. (shrug) Anyway keep up the ideas, I know Jorb reads almost all posts sooo... maybe he or Loftar will give some feedback on how they feel about all this. Then again maybe they have their own ideas and are waiting to spring them on us in the near future.
I think Jorb will open the thread, and be like "I'll read it later, after shorter threads". Then he forgets about it, and repeats the same process next day and the day after
Using experience as a LA booster will cut the botting significantly then + use the gained experience as an authority source for the large kingdom influence claims.Jesus_Smith_Nandez wrote: I think the way you put it with the learning ability and crafting speed for all members of the kingdom doesn't really work at all, because it would be botted, and there is less reason to defend a single noob with negligible stats and negligible effects the rest of the kingdom.
I think using the experience gained by the members should be enough as a tax, since the big kingdom claim would need a lot of authority as well.I would think something more of a trickle-up system with a small percent of every member's LP going upwards to the leader(s) of the kingdom.
My key idea for the kingdoms is that they would let their members to catch up with the strongest of the world more quickly.This idea is of course slaughtered by stat caps sadly.
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