Yeah, just settle right next to the people that will punch you in the face and loot you dry the moment you set foot outside of your palisade.The_Lich_King wrote:Also this thread, i do not understand. Literally every single person in that factions borders gets those bonuses so just settle on Faction land if you want, or wait for factions to catch up to you.
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VDZ
- Posts: 2766
- Joined: Sun Jul 17, 2011 2:27 am
Re: Do 'factions' really need all these crazy bonuses?
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Zampfeo
- Posts: 652
- Joined: Sun Apr 25, 2010 8:30 pm
- Location: USA
Re: Do 'factions' really need all these crazy bonuses?
Realms shouldn't be forced to share the buffs they alone worked for.MightySheep wrote:everyone gets the bonus and the realm owners has to pay all the cost to make them, not sure how thats somehow unfair
But also, win more mechanics are pretty bad game design.
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ogey
- Posts: 156
- Joined: Sat Apr 03, 2021 12:39 am
Re: Do 'factions' really need all these crazy bonuses?
I think the idea was that the buffs would attract people to your realm which would in turn provide you with more experience to get more buffs and thus also give you an incentive to defend the villages within your borders. In practice, people get bored of prosperity and go on murder sprees.Zampfeo wrote:Realms shouldn't be forced to share the buffs they alone worked for.MightySheep wrote:everyone gets the bonus and the realm owners has to pay all the cost to make them, not sure how thats somehow unfair
But also, win more mechanics are pretty bad game design.
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Zampfeo
- Posts: 652
- Joined: Sun Apr 25, 2010 8:30 pm
- Location: USA
Re: Do 'factions' really need all these crazy bonuses?
It's a fine idea, but implementing it in a non-exploitable way is difficult. Consider a faction realm likely has 30+ members generating XP. That's a lot of XP alone. So, the amount of XP generated by a hermit in the realm is relatively low and there's no real point in keeping them around. It's better to instead murder said hermit so either a) they leave and don't get in the way of faction plans or b) give you a fancy merchant robe as loot.ogey wrote:I think the idea was that the buffs would attract people to your realm which would in turn provide you with more experience to get more buffs and thus also give you an incentive to defend the villages within your borders. In practice, people get bored of prosperity and go on murder sprees.Zampfeo wrote:Realms shouldn't be forced to share the buffs they alone worked for.MightySheep wrote:everyone gets the bonus and the realm owners has to pay all the cost to make them, not sure how thats somehow unfair
But also, win more mechanics are pretty bad game design.
You may suggest that the main faction village not count towards realm XP, but then the realm would just be created under a zombie village and the main faction village would be a separate entity.
This is all assuming XP generated via realms is a significant reward, which it is not at the moment AFAIK.
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Nightdawg
- Posts: 2637
- Joined: Fri Feb 28, 2020 12:31 am
Re: Do 'factions' really need all these crazy bonuses?

"Our primary development direction is toward object-controlled-objects"jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Do 'factions' really need all these crazy bonuses?
Yup. Neat concept, admirable intentions, didn't work. I don't think it really ruined the game or anything. It definitely organized faction pvp a bit. But it didn't change how factions interact with normal players more or less at all.Zampfeo wrote: It's a fine idea, but implementing it in a non-exploitable way is difficult. Consider a faction realm likely has 30+ members generating XP. That's a lot of XP alone. So, the amount of XP generated by a hermit in the realm is relatively low and there's no real point in keeping them around. It's better to instead murder said hermit so either a) they leave and don't get in the way of faction plans or b) give you a fancy merchant robe as loot.
You may suggest that the main faction village not count towards realm XP, but then the realm would just be created under a zombie village and the main faction village would be a separate entity.
This is all assuming XP generated via realms is a significant reward, which it is not at the moment AFAIK.
Shame, I had an idea more or less like this and clearly didn't see the impending "competitive haven players manage to ruin everything for themselves" effect of it.
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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Noogia
- Posts: 223
- Joined: Sat Jan 23, 2010 6:28 am
Re: Do 'factions' really need all these crazy bonuses?
The only problem I have is with the injuries you get from players, annoying blade kiss and having to use stitch patch and wait months for a full healed character. Ugh
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The_Lich_King
- Posts: 1507
- Joined: Fri Jun 20, 2014 5:24 pm
- Location: Another Island as per usual.
Re: Do 'factions' really need all these crazy bonuses?
why not use gauze for blade kiss?Noogia wrote:The only problem I have is with the injuries you get from players, annoying blade kiss and having to use stitch patch and wait months for a full healed character. Ugh
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.
Onep wrote: If I had to choose between drowning you and savoring every moment as your face desperately gasps for air beneath the brine or saving the planet, I'd choose you everytime.
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Codemanny
- Posts: 23
- Joined: Mon Jan 06, 2014 12:01 am
Re: Do 'factions' really need all these crazy bonuses?
I quit after the first death each world too but not salty. I just realize every world I’m playing for a good time not a long time. If the long time happens then that’s great!
I’ve never even had a developed hearthling murdered by another player. I always end up dying to tougher animals... W12 death was wolves in the woods when I let my attention drift for a little too long while foraging. Lol. You should’ve seen my face.
I think the realm bonuses are fair. This game requires an immense amount of time effort and teamwork to make it happen. It should be rewarded appropriately.
I’ve never even had a developed hearthling murdered by another player. I always end up dying to tougher animals... W12 death was wolves in the woods when I let my attention drift for a little too long while foraging. Lol. You should’ve seen my face.
I think the realm bonuses are fair. This game requires an immense amount of time effort and teamwork to make it happen. It should be rewarded appropriately.
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WowGain
- Posts: 1097
- Joined: Fri Mar 07, 2014 2:09 am
Re: Do 'factions' really need all these crazy bonuses?
bruhCodemanny wrote:I quit after the first death each world
W7 Hermit, Honorary Ruskie
W8 Hermit - W10 Hermit - W12 Hermit
W13 Oppidian, Lawspeaker of Duckshead Bay, Straumfjord
W14 Oppidian, Aldermann of Aldorice Reodcomba, Duke of Eirinsk, Count of Sasheim
W15 Oppidian, Vanguard of the Wowgangers
W16 Oppidian, Sheriff of Yurhaven
discord: wowgain
W8 Hermit - W10 Hermit - W12 Hermit
W13 Oppidian, Lawspeaker of Duckshead Bay, Straumfjord
W14 Oppidian, Aldermann of Aldorice Reodcomba, Duke of Eirinsk, Count of Sasheim
W15 Oppidian, Vanguard of the Wowgangers
W16 Oppidian, Sheriff of Yurhaven
discord: wowgain