If you read the bottom part of the buff text you'll notice that everyone within the claim benefit from this which makes it quite fair imo.nyaanyaa wrote: ... I was wondering why do the strongest people need buffs to become stronger? Yes, you can say I'm complaining that life is unfair but why is there a game element to further the gap between the haves and have-nots? This is absurd.
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HasseKebab
- Posts: 1782
- Joined: Sun Mar 06, 2011 8:59 pm
Re: Do 'factions' really need all these crazy bonuses?
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Apocoreo
- Posts: 908
- Joined: Wed Feb 02, 2011 4:33 pm
Re: Do 'factions' really need all these crazy bonuses?
I think the issue is realms are already have the ability to obtain the resources needed for buffs as the strongest, then the buffs make them even stronger. I don't see how the people around them getting the buff matters, it doesn't mean they're able to compete with them.
Realms will not give a shit about the little guys around them, unless there is a powergaming incentive to do so. Snail make it abundantly clear last world that basic ass bots are worth more to them than the average player.
I suggest realms be tied further to authority, or more to the point xp. They could be infinitely increasing like everything else in this damnable game, so even hermits are slowly contributing to their realm growing in strength. We may see realms competing over populations, trying to win players over, convince them to move to their realm to improve their buffs and get an edge on the foe.
Realms will not give a shit about the little guys around them, unless there is a powergaming incentive to do so. Snail make it abundantly clear last world that basic ass bots are worth more to them than the average player.
I suggest realms be tied further to authority, or more to the point xp. They could be infinitely increasing like everything else in this damnable game, so even hermits are slowly contributing to their realm growing in strength. We may see realms competing over populations, trying to win players over, convince them to move to their realm to improve their buffs and get an edge on the foe.
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Do 'factions' really need all these crazy bonuses?
realms bad, game would be better without them
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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?
I think that was already part of the idea behind realms. It's just villages take hundreds upon hundreds of manhours to build. Hermitages dozens, but hermits tend to have more restricted playtimes anyway. It's so expensive to move most people will quit/wait for next world if they're forced to for some reason once midgame sets in.Apocoreo wrote:convince them to move to their realm to improve their buffs and get an edge on the foe.
I don't think it's a good idea to make a mechanic with the expectation that players will move home base to take advantage of it. It's too counter to the sedentary life haven encourages atm.
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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Apocoreo
- Posts: 908
- Joined: Wed Feb 02, 2011 4:33 pm
Re: Do 'factions' really need all these crazy bonuses?
Agreed. Perhaps in addition, if more Thingwalls are allowed to be challenged at once. Heathlings could participate more in changing or maintaining the realm that controls their province.Sevenless wrote:It's too counter to the sedentary life haven encourages atm.
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
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ogey
- Posts: 156
- Joined: Sat Apr 03, 2021 12:39 am
Re: Do 'factions' really need all these crazy bonuses?
Rather than encourage people to move to a realm, it could encourage factions to expand their borders over big villages in order to receive the EXP/Authority/whatever from them and obtain even better buffs. The problem that might arise from making contributions from non-faction members relevant to factions will be that continuously raiding and murdering poor saps not involved in wars but living within a rival realm's borders could become legit strategy and not just occasional dickassery.Sevenless wrote:I think that was already part of the idea behind realms. It's just villages take hundreds upon hundreds of manhours to build. Hermitages dozens, but hermits tend to have more restricted playtimes anyway. It's so expensive to move most people will quit/wait for next world if they're forced to for some reason once midgame sets in.Apocoreo wrote:convince them to move to their realm to improve their buffs and get an edge on the foe.
I don't think it's a good idea to make a mechanic with the expectation that players will move home base to take advantage of it. It's too counter to the sedentary life haven encourages atm.
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Apocoreo
- Posts: 908
- Joined: Wed Feb 02, 2011 4:33 pm
Re: Do 'factions' really need all these crazy bonuses?
I think the balance lies in making thing walls easier to take than a wall.ogey wrote: The problem that might arise from making contributions from non-faction members relevant to factions will be that continuously raiding and murdering poor saps not involved in wars but living within a rival realm's borders could become legit strategy and not just occasional dickassery.
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
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Reiber
- Posts: 1003
- Joined: Thu Aug 14, 2014 7:24 pm
Re: Do 'factions' really need all these crazy bonuses?
well if that creates an reason for realmowners to actually care about nurture,protect and exploit there peons that would benefit the intention behind realms aswell as more closely would mirror real world "balancing" ,ogey wrote:Rather than encourage people to move to a realm, it could encourage factions to expand their borders over big villages in order to receive the EXP/Authority/whatever from them and obtain even better buffs. The problem that might arise from making contributions from non-faction members relevant to factions will be that continuously raiding and murdering poor saps not involved in wars but living within a rival realm's borders could become legit strategy and not just occasional dickassery.Sevenless wrote:I think that was already part of the idea behind realms. It's just villages take hundreds upon hundreds of manhours to build. Hermitages dozens, but hermits tend to have more restricted playtimes anyway. It's so expensive to move most people will quit/wait for next world if they're forced to for some reason once midgame sets in.Apocoreo wrote:convince them to move to their realm to improve their buffs and get an edge on the foe.
I don't think it's a good idea to make a mechanic with the expectation that players will move home base to take advantage of it. It's too counter to the sedentary life haven encourages atm.
but i fear any system trying to achieve that will inevitably end in masses of dead spuces , and some authoroty botfarms
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Do 'factions' really need all these crazy bonuses?
Been there, done that: http://www.havenandhearth.com/forum/vie ... 39&t=51156Reiber wrote:some authoroty botfarms
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.

