Game Development: King's Bounty

Announcements about major changes in Haven & Hearth.

Re: Game Development: King's Bounty

Postby APXEOLOG » Wed Aug 31, 2016 6:01 pm

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Re: Game Development: King's Bounty

Postby sabinati » Wed Aug 31, 2016 6:52 pm

Granger wrote:
jorb wrote:Each realm building ups the realm buff by +1 each to three different stats, quite simply. Any character on the realm claim gets the buff.

So invaders get it too? Don't know if that is a good idea...

this was my thought as well
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Re: Game Development: King's Bounty

Postby Kaios » Wed Aug 31, 2016 9:13 pm

sabinati wrote:
Granger wrote:So invaders get it too? Don't know if that is a good idea...

this was my thought as well


You'd think there would be an advantage to battling raiders in your own Kingdom but I don't see how it benefits anyone if both defender and attacker receive the same bonuses. There needs to be a way to differentiate players who are living/traveling your realm peacefully and those who intend to do harm, I'm not really sure how but I'd assume this would have to be linked to whether or not said person is already in a Kingdom and if that Kingdom happened to be in some sort of war state, for example.
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Re: Game Development: King's Bounty

Postby Jesus_Smith_Nandez » Wed Aug 31, 2016 9:25 pm

jorb wrote:
Jesus_Smith_Nandez wrote:but the bonuses are based off of how many people there are in the realm, so more alts = more buffs, right?


Not at all. Where did you get that idea? (Edit: Eh, okay, "for anyone"... reformulated a bit in OP).

Each realm building ups the realm buff by +1 each to three different stats, quite simply. Any character on the realm claim gets the buff.

Oh my english reading comprehension must be a bit off sry

Kaios wrote:
sabinati wrote:
Granger wrote:So invaders get it too? Don't know if that is a good idea...

this was my thought as well


You'd think there would be an advantage to battling raiders in your own Kingdom but I don't see how it benefits anyone if both defender and attacker receive the same bonuses. There needs to be a way to differentiate players who are living/traveling your realm peacefully and those who intend to do harm, I'm not really sure how but I'd assume this would have to be linked to whether or not said person is already in a Kingdom and if that Kingdom happened to be in some sort of war state, for example.

If you're outlawed you get no buffs from a foreign realm?
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Re: Game Development: King's Bounty

Postby Kaios » Wed Aug 31, 2016 9:34 pm

Jesus_Smith_Nandez wrote:If you're outlawed you get no buffs from a foreign realm?


No I don't think so, I'm all about fuck the raiders etc. but they already get punished enough by that I think Kingdoms should be required to declare themselves in a state of war before they are able to challenge any border cairns of other kingdoms and when they are in this state members of that kingdom no longer receive any buffs from foreign claims.
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Re: Game Development: King's Bounty

Postby Potjeh » Wed Aug 31, 2016 10:50 pm

Hearths should take a couple of days of being within a realm to attune to it, to avoid silly stuff like invaders getting combat bonuses.

Anyway, I think these bonuses are a step in the right direction, IMO it'd be best if they completely replaced single-target spells (especially state burial, that shit is broken). But I think that linear stacking isn't the way to go about it, it's too much in favor of snowballing realms, ie the bigger the bonuses you give to peasants the more peasants you get until one realm ultimately gets everyone. A better way would be diminishing returns, where each new statue gives less of a bonus while keeping the same drain.

Also, I think these stat bonuses are too general and so might be OP. I'd rather see very specific bonuses, like for example increased yield on barley, or faster growth for sheep, or increased chances of getting copper when smelting. Basically, a lot of different bonuses that are all useful, but you can't really get them all because it'd drain too much authority. So naturally realms would want to specialize, and this would be great for trade and also present a much more meaningful choice when deciding in which realm to settle.
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Re: Game Development: King's Bounty

Postby Ysh » Wed Aug 31, 2016 10:57 pm

Potjeh wrote:But I think that linear stacking isn't the way to go about it, it's too much in favor of snowballing realms, ie the bigger the bonuses you give to peasants the more peasants you get until one realm ultimately gets everyone. A better way would be diminishing returns, where each new statue gives less of a bonus while keeping the same drain.

You think better to balance by diminish return to the reward as suggest here?

Alternative is to diminish return on control land e.g. each cairn costs more upkeep than last.
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Re: Game Development: King's Bounty

Postby ven » Wed Aug 31, 2016 11:22 pm

Potjeh wrote:So naturally realms would want to specialize, and this would be great for trade and also present a much more meaningful choice when deciding in which realm to settle.
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Re: Game Development: King's Bounty

Postby Darruin » Thu Sep 01, 2016 1:06 am

All the updates are great. I know it's likely that I'll have to wait a while, but I'm looking forward to playing again in the new world.
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Re: Game Development: King's Bounty

Postby Onep » Thu Sep 01, 2016 2:11 am

I really like the last two updates! Perhaps the statues instead of giving a flat +1 skill which seems kind of weak, they could give like +.5% per statue? Or some other value, you could even make it have diminishing returns.
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