As I always palyed HnH without alts for over 6 years now, and I always was annoyed by that it is almost impossible to compete with ones who use alts, I was thinking on how alt problem can be solved. Here are my thoughts:
- Make claims a guild-like thing, where people should join even PClaims
And only if a person has joined the claim (be it a PClaim or VClaim) - he can get rights higher than trespassing. If the person is not a member of a claim - he can't do anything on that claim without criminal acts. There should be a cooldown that would restrict you randomly changing claim whenever you need to "switch" them for alting purposes.
- Divide all LP gain among members of claim.
In that way if you have more undeveloped characters (eg. slave alts) - they will drag down the developed ones. I.e. if there are 4 members of a claim, they would get 25% each of total LP of the claim. If there are 20, they will get 5% each.
- LP gain from claims on a char is based on int.
That means the more int your char have - the more LP he gets from the claim. It does not affect the % division, but rather is your personal multiplier. i.e. +1% LP gain of your portion of LP per 10 int.
- Move studying curios from a character to a claim.
Not completely, but limit character studying capacity to the level where it would be insufficient to go without being a member of claim or owning one. (i.e. 2x2 study window that is removed when character joins or owns a claim)
- Claim LP output power is based on artifact items and their quality.
You would need to install some kind of artifact items that are hard to craft and get. They will develop the claim, making the progress of characters within the claim depend on the items installed. When uninstalled, items are destroyed, or loose their quality. Therefore making it hard to make separate claims for alt development. Also, these items or some of them might deteriorate over time, so you will need to make actions to support the claim.
- Different possibilities for PClaim and VClaim
Thus, personal and village claims can have different items and formulas to calculate and output LP.. Or VClaims can be just modifiers for PClaims within it. And kingdoms could add another layer of modifiers, making you to want to develop your kingdom with actual actions, like crafting an artifact for it.
Why I think this is kinda of a good idea? It promotes teamwork, trade and wars for the "artifact items", as well as makes character progression of a group more of an equal pace. You will not want inactive players, alts or lazy slackers be members of your claim. Optionally there can also be some kind of claim LP modifier that is determined by the activities of the players perform within it.
This is more of a discussion I want to start rather than saying how to save the world ) What do you guys think of such idea?
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ErdTod
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Partial solution for alts
Last edited by ErdTod on Mon Feb 06, 2017 8:13 pm, edited 1 time in total.
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Aceb
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Re: Partial solution for alts
I don't see it being different from what we have here, eventually slowing down progress of those who plays "fair".
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xdragonlord18
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Re: Partial solution for alts
y wouldnt i just make a claim for each of my alts
Ysh wrote:You all forget that bucket is include. I think with bucket it is fair price.
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Ysh
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Re: Partial solution for alts
Step 1. Concede alt is not problem.ErdTod wrote:how alt problem can be solved.
There is no further steps.
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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ErdTod
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Re: Partial solution for alts
You can, but well-minded system of artifacts will make your alt progression way too slow to catch up with your main. Also, you will have to "trade" between claims, as your alt wouldn't be able to use facilities of your main claim.xdragonlord18 wrote:y wouldnt i just make a claim for each of my alts
That reminds me that there should also be a cooldown for changing membership of a claim.
This is how it is now. But obviously none of new players that are considering playing with alts, and they start to explore the world with just 1 char as it is intended. And after loosing the char to someone's warrior alt, for whom didn't even matter if you killed two of attackers before they outnumbered you, most people would leave the game untill the world restart or forever. You lost everything, alt-user lost one of many alts. While alts are an investment of your time and effort, they are not "everything" like it is for the most of relatively fresh players. That what will make possible steam release get tons of negative reviews.Ysh wrote:Step 1. Concede alt is not problem.
Also, alting defeates the permadeath part of the game, which is just an annoyance rather than a good game mechanic with alts.
I disagree that we should concede, we should develop a good enough idea to make alting nonexistent or too much of a headache.
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Ysh
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Re: Partial solution for alts
1. I play with alt as soon as I start play this game. It is very obvious strategy.ErdTod wrote:This is how it is now. But obviously none of new players that are considering playing with alts, and they start to explore the world with just 1 char as it is intended. And after loosing the char to someone's warrior alt, for whom didn't even matter if you killed two of attackers before they outnumbered you, most people would leave the game untill the world restart or forever. You lost everything, alt-user lost one of many alts. While alts are an investment of your time and effort, they are not "everything" like it is for the most of relatively fresh players.Ysh wrote:Step 1. Concede alt is not problem.
2. You argument is ''bad player is punish for play badly.'' This will be true with alt or no.
3. If you are so new to the game, you are not killing anybody.
My alt dies if it is alt or not. Plus inheritance already defeat permadeath. Player is going to mitigate drawback as much as possible.ErdTod wrote: Also, alting defeates the permadeath part of the game, which is just an annoyance rather than a good game mechanic with alts.
I do not believe that there exists an idea to change alt being effective. I have never seen an online game where using alt was not an advantage.ErdTod wrote: I disagree that we should concede, we should develop a good enough idea to make alting nonexistent or too much of a headache.
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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Potjeh
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Aceb
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Re: Partial solution for alts
Also, having few alts is not bad.
Having an entire army of alts, that's something I would call a "problem".
Having an entire army of alts, that's something I would call a "problem".
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ErdTod
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Re: Partial solution for alts
This game is a survival crafting MMO - one the most trending genre of games nowadays, and it is like 10 years old. Why did it beat a 1k player barrier just the last world reset? Because you are very eager to stop playing it. And alting, in my opinion, is one of the core gamebreakers.Ysh wrote:1. I play with alt as soon as I start play this game. It is very obvious strategy.
I guess?Ysh wrote:2. You argument is ''bad player is punish for play badly.'' This will be true with alt or no.
However, you are very prone to be killed. While without alts this will still be a case, if people do not have spare alts to kill random dudes in the woods - there will be less of casualties. Because attacker can loose evertyhing as well.Ysh wrote:3. If you are so new to the game, you are not killing anybody.
Yes, your warrior alt dies. But you still have your farmer alt to feed new warrior alt, and your miner alt to equip it. While if I die, I'll loose everything and will have to start from a 30% scratch.Ysh wrote:My alt dies if it is alt or not.
Thus the name of the topic is "partial" - alting can't be solved as a phenomenon, but right now alting is kinda not a choice but the "correct" way of playing the game. Which is bad, which is a sign of some broken game mechanics...Ysh wrote: I have never seen an online game where using alt was not an advantage.
Or devs should just rename accounts to "families" and enforce peopel to start playing with many chars from the very beginning, IMO
While it's not, but the game shouldn't make you want to have any unless you are a korean mmo-maniac that wants to spend 18 hrs per day playing the game )Aceb wrote:Also, having few alts is not bad.
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Aceb
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Re: Partial solution for alts
I'm spending 6hours maximum at best, usually two hours. Assuming I'm playing alone, I have always 3 chars: explorer, crafter and hunter (not a warrior cuz I suck at PvP)
Crafter is something I create my hermitage and later as name implies, craft stuff.
Explorer collects stuff.
Hunter provides me with fresh delicious meat.
Losing hunter is always a big lost for me.
I can live with lose of explorer, as my crafter is this before I settle in.
Losing my crafter is a big hit and I often risk that after losing my explorer.
Death still means a lot to me. Probably for many players too.
Problem begins when "losing another alt is not a problem, cuz I've got plenty of'em", which is basically like having XXX accounts with XXX warriors/explorers etc., because as I assume, current meta doesn't require more crafters are they're usually shared and never leave pali.
Crafter is something I create my hermitage and later as name implies, craft stuff.
Explorer collects stuff.
Hunter provides me with fresh delicious meat.
Losing hunter is always a big lost for me.
I can live with lose of explorer, as my crafter is this before I settle in.
Losing my crafter is a big hit and I often risk that after losing my explorer.
Death still means a lot to me. Probably for many players too.
Problem begins when "losing another alt is not a problem, cuz I've got plenty of'em", which is basically like having XXX accounts with XXX warriors/explorers etc., because as I assume, current meta doesn't require more crafters are they're usually shared and never leave pali.
