They would be in the realm chat and could communicate with all the other members of the realm which is kinda good for hermits that want to talk to other people, do trades, report of scents or any bad activity and organise alot of other things through communication, etc...Ysh wrote:Why you want to oath them?dafels wrote:We need permissions, so we could oath random persons into the realm that are living under it, without permissions, it kinda disables that.loftar wrote: Do you really need to invite the people who wouldn't have these permissions to begin with? What are the scenarios for choosing one of these permissions but not another?
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dafels
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Re: Game Development: Thy Kingdom Come
Click to read Developer's thoughts on PvP
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Ysh
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Re: Game Development: Thy Kingdom Come
Sounds like good reason I think.dafels wrote:They would be in the realm chat and could communicate with all the other members of the realm which is kinda good for hermits that want to talk to other people, do trades, report of scents or any bad activity and organise alot of other things through communication, etc...Ysh wrote:Why you want to oath them?dafels wrote:
We need permissions, so we could oath random persons into the realm that are living under it, without permissions, it kinda disables that.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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Gensokyo
- Posts: 286
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Re: Game Development: Thy Kingdom Come
Yeah, pretty much my main hope for kingdoms was that it could allow more advanced players to protect and help out newer players, to both satisfy the PVP lust they so much desire and allow for a more social experience in haven all around.dafels wrote: They would be in the realm chat and could communicate with all the other members of the realm which is kinda good for hermits that want to talk to other people, do trades, report of scents or any bad activity and organise alot of other things through communication, etc...
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Potjeh
- Posts: 11825
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Re: Game Development: Thy Kingdom Come
There should be a public realm channel, where anyone within realm borders can chat in it (subject to moderation by realm authorities).
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VDZ
- Posts: 2766
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Re: Game Development: Thy Kingdom Come
Why not base it on where the player's hearth fire is (i.e., if you gain XP, the realm where your hearth fire is located gains authority)? It would make more sense for a realm to gain authority from the people living there, rather than from whoever just happens to be in the area.Kaios wrote:Doesn't that defeat the purpose of requiring the claim over them? I think that if you claim over some newbs that don't want to be a member they might not like it or not realize the benign effect of the claim on them and move but if you're allowed to invite them to be a member and the exp they gain goes towards your authority without a claim over them why bother claiming over any village at all.LadyGoo wrote: Also, the realm members' EXP gain should feed into the royal claim whenever the realm member is (outside the realm). Encourages inviting the noobs to the kingdom more and lowering the amount of killspree.
When the realm system has been fleshed out a bit more, hopefully. I'd love to play a new world with all the recent updates.dZark wrote:World 10 when?
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LadyGoo
- Posts: 2767
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Re: Game Development: Thy Kingdom Come
Let's look at the reasons why to have some noobs invited to your realm (you do not want to drain the authority though):loftar wrote:Do you really need to invite the people who wouldn't have these permissions to begin with? What are the scenarios for choosing one of these permissions but not another?LadyGoo wrote:Like, allowing:
vandalism (so kingdom member's wouldn't destroy the royal claim)
accepting alliance (so the realm member couldn't oath anyone to drain the royal authority)
using the royal authority for spells
1. All Kingdom chat. This means trading, sociolizing, teaching others, sharing information and so on.
2. You can see whether someone belongs to the kingdom. Let's say you have an allied village, who's LS got the rights to oath. He might oath his people, but other villages won't necessarily have them kinned. You meet each other in the wilderness and find out that both of you are subjects of the same kingdom. A life is saved.
I might restrict using the royal authority to the people who are trusted enough to be invited, but not trusted enough to not to waste the authority.
I also do not want the lesser members to oath just anyone, to control who belongs to the kingdom and avoid misjudgement of one's friendliness.
Just in case, I wouldn't like anyone but the king to be able to destroy the royal claim. Maybe give the right to someone else once a kingdom cheirn was placed in a wrong place to replace it.
Hafen Helpdesk Skype Conference [Eng]: https://join.skype.com/mxo3yVNbrCK9
Справочная Конференция [Ru]: https://join.skype.com/fnAcsc0srDBN
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W10 Queen of Dis fiancée of Leanne69 (Lolo)
W9 Hive [Ruler]
W8 Dis [Chieftain]
W7 Ofir [Lawspeaker]
W6 Dis [Chieftain] & Disneyland
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W4 A.D. [Fighter]
W3 Garden of Metallurgists [LS]
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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Kaios
- Posts: 9268
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Re: Game Development: Thy Kingdom Come
That makes way more sense to me than having it only be when someone is on the claim.VDZ wrote: Why not base it on where the player's hearth fire is (i.e., if you gain XP, the realm where your hearth fire is located gains authority)? It would make more sense for a realm to gain authority from the people living there, rather than from whoever just happens to be in the area.
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MagicManICT
- Posts: 18435
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Re: Game Development: Thy Kingdom Come
jorb posted earlier that there was a bug that prevented hedgehogs and mandrakes from spawning properly in some biomes. You should find more of the latter now, too.Myrgard wrote:Looks like hedgehogs became much more common, just found my first one after 2 months. I think they now spawn on more bioms
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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loftar
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Re: Game Development: Thy Kingdom Come
I'm not saying it was the right decision, but one of the main reasons I did it the current way instead of using the hearthfire position was to encourage claiming more empty area, instead of just claiming in straight lines to wherever there are hearth fires.VDZ wrote:Why not base it on where the player's hearth fire is (i.e., if you gain XP, the realm where your hearth fire is located gains authority)? It would make more sense for a realm to gain authority from the people living there, rather than from whoever just happens to be in the area.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Potjeh
- Posts: 11825
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Re: Game Development: Thy Kingdom Come
I'm with Loftar, this update should be about encouraging socialization, and being physically in the same area is a big step towards that.
Anyway, as far as combat is concerned, IMO it can never be common enough to be the bulk of the endgame, no matter how good the combat system is. It takes a lot of time to develop combat characters and very little to lose them, so it's just not sustainable - vast majority of your average player's time will be spent doing repetitive chores rather than combat. And a two dev team just can't make content fast enough to give the players enough options to do something fun and new every day to break up the monotony of farming and mining. So yeah, player-driven endgame is a must, but it must be something less fatal than combat - politics. This update is a great step towards more interesting local politics, and it should be expanded on a lot more to really encourage players to form more complex societies. And IMO for those the most important thing is automation of bureaucracy, because nobody is going to role-play a clerk. For example, an auto-taxation system, where you pay a certain amount of currency (selected by the king) to subscribe to government services, ie realm-wide buffs. You don't pay, you don't get the buffs and that's it, and now there's a "plot hook" for the king to interact with you and maybe try to convince you to pay or even evict you, depending on what kind of a realm it is.
Anyway, as far as combat is concerned, IMO it can never be common enough to be the bulk of the endgame, no matter how good the combat system is. It takes a lot of time to develop combat characters and very little to lose them, so it's just not sustainable - vast majority of your average player's time will be spent doing repetitive chores rather than combat. And a two dev team just can't make content fast enough to give the players enough options to do something fun and new every day to break up the monotony of farming and mining. So yeah, player-driven endgame is a must, but it must be something less fatal than combat - politics. This update is a great step towards more interesting local politics, and it should be expanded on a lot more to really encourage players to form more complex societies. And IMO for those the most important thing is automation of bureaucracy, because nobody is going to role-play a clerk. For example, an auto-taxation system, where you pay a certain amount of currency (selected by the king) to subscribe to government services, ie realm-wide buffs. You don't pay, you don't get the buffs and that's it, and now there's a "plot hook" for the king to interact with you and maybe try to convince you to pay or even evict you, depending on what kind of a realm it is.