Brodgar! - Mankind's Last Hope

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Re: Brodgar! - Mankind's Last Hope

Postby Eemerald » Tue Sep 24, 2013 9:38 am

I enjoyed living in brodgar last world, it made late game a little more interesting, since I could interact with a lot of people etc. and I spent first part of my time there trying to do things without going back to EC, but after having people bringing random animals into town constantly and getting ko'd multiple times and killed, not just by animals but other people who find fun in downing a newb alt, it got pretty old fast. and I can't see any fun in being a big target, since anyone can live there, ppl had cr to the place, location was publicized etc. What brodgar ultimately does is everything you try to avoid when setting up a town .

People are the most important thing within a town. If you have players who are genuinely new and want the place to work, then you are secure. My villagers are what makes my town. Allowing anyone in is a bad idea.

expecting people will develop when the area is dominanted by a large number of people is naïve. If I can't find a tree without having to get on a boat and searching further afield just to build a plow then the game experience becomes dull very quickly (hence building a mansion last world..no trees!)

the plots are small. You seriously can't do much in there, unless you set up communal areas or open areas that people can use to plant their own things and harvest it. but again..heavily based on trust.

Ramones idea on having smelters/kilns/ovens etc setup is important, it saves on space people would need inside their plots, and adds to the community aspect, which is what should be focused on in brodgar

and yes the allowing people to live as part of a group would be a great idea. although u got people walking around etc, and some chatter, you did feel like you were on your own a little. if different groups of people were able to create their own mini town inside brodgar, would be a great idea

yolan and snacky, I think you guys did a great job. the brodgar idea is awesome, a great experiment. sadly, not everyone allows good ideas to develop without feeling the need to squash it.
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Re: Brodgar! - Mankind's Last Hope

Postby Amanda44 » Tue Sep 24, 2013 10:05 am

Nicely put Emerald.

I hadn't realised that Brodgar didn't have communal areas, all bigger towns i've visited have had communal areas for ovens and kilns at least.
I can see how people would get bored with such small plots and no proper community activities to give them a sense of working together to achieve something. If you are going to hermit you need space to grow and develop.

It is a shame though as the overall idea of Brodgar is a lovely one for a game like hnh, esp for newcomers.
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Re: Brodgar! - Mankind's Last Hope

Postby Yolan » Tue Sep 24, 2013 10:08 am

W7 Brodgar is quite unique in that it does have a central walled communal area, now with some a Qish tree farm, but also a farm for straw collection, and an area for stalls. But yes, it should have been used for manufacturing from the beginning as well.
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Re: Brodgar! - Mankind's Last Hope

Postby mvgulik » Tue Sep 24, 2013 10:35 am

Yolan wrote:People keep their individual plots, but they are kept at a much smaller size of 10x10.

Doh. 10x10 ? That's mighty small if you ask me.
... Might as well just rent out walled houses. ;)

PS: Just a general idea that passed by ones in my head.
With the current layout of Brodgar, with wide boulevards and streets. Area's with only lanes (2x2 ... 3x3 plots)* could be used by small groups of players that work together(common goal(s)). (With less players than plots, so some plots can be used as work area by that group.)
With a plot size of 25x25, a 3x3 plot's area might be a little big. But the general idea here it also that player's have more contact with other players. Kinda braking up the general Hermit collection result.

*) I still would use the general 25x25(or other size) max p-claim rule, to maintain/enforce the general city layout-design.

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Re: Brodgar! - Mankind's Last Hope

Postby haelmut » Tue Sep 24, 2013 5:58 pm

I think Brodgar is OK it just need ittybitty changes.

IMO:
1. Plots must be 40*40 tiles.
2. Keep must contain: a) pclaimed treefarm b) pclaimed ovens\kilns\smelters c) pclaimed hq crop place and maybe public flax for banners (or just make statues) b) pclaimed feasting grounds with symbel items e) barterstands
3. Brodgar must be divided to player tires. Closest ring to keep - most active and diehard players wich Yolan should personally choise, then 25 tiles of road and OUTER BRICKWALL. After brickwall all other players - free imigration zone + OTER BRICKWALL after each 2-3 lines of plots, imigrants build this wall themself if they want to be safe.
4. Yolan keep keys from all of "first tire" players plots.

5. Underground streets and plots. (just for fun)

Most valuable imo is creating "first tire" players they must be assigned to help with all brodgar stuff (building, making symbel items for keep, making hq kilns etc in keep etcetc), they form "brodgar counsil" and choise together what to do in situations and they actually form all economic and military might of Brodgar. If someone from them become innactive he gets moved from plot and free place of someone else.

Something like common village but everyone have large personal plots (~40*40 tiles) and free imigration beside "main" cyrcle of town. Without expecting anything stronk from newbs outside of "main" cyrcle.

AND IT CAN BE DONE TO EXISTING BRODGAR. :!: well maybe, need to look ¦]
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Re: Brodgar! - Mankind's Last Hope

Postby NOOBY93 » Wed Sep 25, 2013 11:41 am

The counsil idea makes no sense because, if being active implies you're in the counsil, then even the non-diplomatic, submissive active players would be part of the counsil,which would make really bad decisions.
The Yolan+Snacky version was better, but they just need to make it less 'public spawn points' and more 'outer wall, very loose simple recruit system'.
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Re: Brodgar! - Mankind's Last Hope

Postby haelmut » Wed Sep 25, 2013 12:11 pm

haelmut wrote:
3. Brodgar must be divided to player tires. Closest ring to keep - most active and diehard players wich Yolan should personally choise, then 25 tiles of road and OUTER BRICKWALL. After brickwall all other players - free imigration zone + OTER BRICKWALL after each 2-3 lines of plots, imigrants build this wall themself if they want to be safe.


Not just simply active players and main word lasts after Yolan anyway his authoritate is absolute, he can just listen to what "first tire" players say if they say something at all. Brodgar is peacefull in general so questions about any war actions can be only about vengence. Counsil can just deside together how do build something or organise things etc. Anyway everything will be done by few persons as always.

Idea of counsil is not about voting to do something, its about forming reliable footing of village from players that are not going to quit in few days, can fight, can produce hq things and compete in quality race. If keep will be surrounded by plots of active members + bwal withoin 25 tiles from keep wall - keep will be safe from snipers, and it will be not possible to instantly ram it. So newbs can actually use facilities there without geting shot each few days and fear that theres somewhere hole in wall.

If those "first tire" players will even make rbow archers special to stay in walls and guard keep - raiding close to "inner ring" can even become somewhat annoying or even dangerous.
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Re: Brodgar! - Mankind's Last Hope

Postby haelmut » Wed Sep 25, 2013 12:43 pm

Like this :lol: :lol: :lol:

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Re: Brodgar! - Mankind's Last Hope

Postby NOOBY93 » Wed Sep 25, 2013 1:12 pm

I understand your idea, BUT:
1. How do you think people who CAN make, say, rbow archers and chars which can fight Ainran, will move to BRODGAR? Why?
2. Again, the inner plots can be accessed if people from the immigrational outer plots make a ram in their palisaded plot.
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Re: Brodgar! - Mankind's Last Hope

Postby haelmut » Wed Sep 25, 2013 2:46 pm

NOOBY93 wrote:I understand your idea, BUT:
1. How do you think people who CAN make, say, rbow archers and chars which can fight Ainran, will move to BRODGAR? Why?
2. Again, the inner plots can be accessed if people from the immigrational outer plots make a ram in their palisaded plot.


1. I guess Brodgar is not about figting Ainrun i dont even dream about it be possible to kill Ainran raiders in group fights. Its all about turtle up. Rbow archers are just superluxurious semi-useless fun idea.

2. a) Ram will require to repear and left in inner ring where it will be spoted by active players from inner ring. b) If absolutely paranoic there can be 25 tiles from inner ring bwall to first plots from free zone. + If immigrants will build oter bwall it will become super annoying to get to Keep.
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