Kingdoms

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Re: Kingdoms

Postby _Gunnar » Wed Nov 11, 2015 5:04 pm

burgingham wrote:Well apologies for the somewhat short comment on it. Was just a replique on the old quote you always throw at me whenever we talk

I think this is the first time I mentioned it :S... (also the first time we have "talked" since you threw that at me ;) )

What I meant is that ganks of random folks who try to engage in social interaction come with absolutely no cost in this game. Thus people are abusing that. If your area is peaceful and neighbours actually meet outside their walls to sit and have a cup of tea then they were just lucky they did not encounter such ganks yet. It is outright dangerous to do such things. Which is why I called your neighbourhood larpers.

You also called me "naive", which was the part I found insulting; I'm well aware of the risks involved since I have been killed in ganks several times in previous worlds. Its easier to get away now if someone does try to gank you since water q doesn't matter so much. Generally in this world I find it very worthwhile to socially interact, we have collaborated with neighbours on several projects, and it is fun, I am 95% a larper. Being called a larper is not my issue with what you said :).
I totally agree it would be nice if there was a cost to trying to kill me beyond me being able to kill you.
I even admire their actions I guess, because I would love for this to become a reality in game. There was no insult in my words even if you took it as such. This is also why I love the kingdom idea so much and it actually fixes some major flaws with current gameplay. Probably the biggest one. So it is the fix the devs should focus on the most. In case you didn't think the idea through: This fixes travelling and trade too. There will be barter stands again with this and safe road zones. It fixes combat too allowing it to take place at even levels only now.

Sure, if it is all implemented at the same time.
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Re: Kingdoms

Postby Amanda44 » Wed Nov 11, 2015 5:05 pm

After having slept on it, I still hate the idea, but that was to be expected, I am an independent type of person who likes to be in control of her own destiny as much as is humanly possible, so it goes directly against my nature and can't be helped, I am not ever going to come around to this idea. I'd like to stress this is not because I am anti-social, lol, I think you can all see during my time here that is not the case, I have a char that now lives in a village and I have spent time in ones all through my time here, I just like to be in charge of my own game and do things my way which this game has always allowed me to do without having to be excluded completely from the rest of the community.

However, that being said, I am aware as Jackard once pointed out, that I am probably not the average player, though I do wonder sometimes as we only get to hear from the most vocal of the community.

Anyway, to be fair to everyone I think if this was to be implemented at some point that kingdoms should only be able to be set up in certain grids, for example all the central grids of the map, leaving the outer edges for people like me who still want to do their own thing and play their own game. At the very least initially, this would also give the devs a much greater indication of how the majority of the player base really feels and not just the pvp/faction set. If the idea is a success then the majority of the player base will be in the kingdoms and the others, well, me, lol, would be alone on the outskirts of the map. (Actually that sounds idyllic.) :D

And that's basically all I have to say on the matter. :)
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Re: Kingdoms

Postby Robben_DuMarsch » Wed Nov 11, 2015 5:16 pm

I'm okay with this, but the siege system still requires some sort of notice that extends to at least a day in advance for the defenders.
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Re: Kingdoms

Postby Potjeh » Wed Nov 11, 2015 5:32 pm

The people who are concerned about one big faction dominating the whole world should note that the big scary siege machine moves very slowly, and the other kingdoms get info on their movement. So the range at which you can use it is limited, because when your guys go to bed the other side will come and destroy your machine. Unless you can maintain an overwhelming force 24 hours a day for how ever many days it takes to get to your target, and no faction thus far has come even close to that.
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Re: Kingdoms

Postby venatorvenator » Wed Nov 11, 2015 5:42 pm

_Gunnar wrote:It has been pointed out to me by one of my villagers that a lot of people would rather that the devs focused on fixing problems with combat, farming, trading, travelling with wagons, etc, before they reinvent the game like this.


Oh yeah the old debate where conservatives want to remain endlessly solving impossible problems while progressives prefer to risk creating a new environment and seeing how that changes things :D
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Re: Kingdoms

Postby _Gunnar » Wed Nov 11, 2015 5:52 pm

venatorvenator wrote:
_Gunnar wrote:It has been pointed out to me by one of my villagers that a lot of people would rather that the devs focused on fixing problems with combat, farming, trading, travelling with wagons, etc, before they reinvent the game like this.


Oh yeah the old debate where conservatives want to remain endlessly solving impossible problems while progressives prefer to risk creating a new environment and seeing how that changes things :D


Well I have no problem creating the new environment if it also solves the old problems, personally. But since me and the person who raised that have no access to the IP we didn't know if these things had been considered.
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Re: Kingdoms

Postby Kaios » Wed Nov 11, 2015 5:59 pm

_Gunnar wrote:Well I have no problem creating the new environment if it also solves the old problems, personally. But since me and the person who raised that have no access to the IP we didn't know if these things had been considered.


This world is already fucked dude, no rollback whiners made sure of that. Might as well go all the way now and try something different. I think we can all agree that the current status quo is never going to change if the mechanics themselves don't either, as for your concern regarding combat, farming, trading, travelling with wagons, etc. I feel like such an implementation, especially if the no crime or limited crime factor is involved, would certainly help out with those issues except perhaps excluding farming from that list.
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Re: Kingdoms

Postby _Gunnar » Wed Nov 11, 2015 6:05 pm

Well sure, actually I don't mind experimenting with mechanics, I just want a stable foundation by the time that next world comes around. I agree that this could solve some aspects of some of the problems, but i don't think its a panacea according to the limited information I have :)
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Re: Kingdoms

Postby fecal » Wed Nov 11, 2015 6:23 pm

Don't break persistance by "You cant do X in Y unless Z" It doesn't matter who I am, and how I am affiliated to anyone, I still have the ability to punch someone in the face and steal his wallet. Preventing this limits smaller scale politics, and overall gives the game less actions, and makes finding action more difficult. IF I manage to get inside an enemy kingdom without a declaration of war. (Spy? Mole? Come on these are real things that have existed in warring kingdoms throughout history) I should still be able to do some damage without that declaration.

I would love to see the Idea of kingsdoms give us more opportunity for action, not less. And by US I mean everyone, not tight nit well formed already existing factions.
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Re: Kingdoms

Postby Sevenless » Wed Nov 11, 2015 6:34 pm

fecal wrote:Don't break persistance by "You cant do X in Y unless Z" It doesn't matter who I am, and how I am affiliated to anyone, I still have the ability to punch someone in the face and steal his wallet. Preventing this limits smaller scale politics, and overall gives the game less actions, and makes finding action more difficult. IF I manage to get inside an enemy kingdom without a declaration of war. (Spy? Mole? Come on these are real things that have existed in warring kingdoms throughout history) I should still be able to do some damage without that declaration.

I would love to see the Idea of kingsdoms give us more opportunity for action, not less. And by US I mean everyone, not tight nit well formed already existing factions.


Considering everyone walls up in impenetrable fortresses short of a bug jump being found, hermits too, I don't see how this would reduce overall action. There will still be unclaimed areas of the world, and more importantly there would actually be winnable objectives to fight over. As it is right now, it's very difficult to do anything other than annoy people and catch the odd person outside the walls.

Some kind of violatable restriction needs to be placed on criminal actions if we want to see the game grow in complexity beyond the small towns we have. Players cannot be like IRL police in a video game, the resources spent to protect things just costs too much. This restriction on crime outside warring kingdoms, along with an empowered ability for kings to enforce laws (if they so choose) is needed to help non-communicating cooperation in game. The ability to still exists though.

I agree with burg though. This thread should be locked until the devs make an official announcement. We're quibbling over an idea they haven't even started code implementation of. Too many what ifs.
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