venatorvenator wrote:_Gunnar wrote:3. Exp is totally abuseable, as people have already said.
It's less abuseable than learning points, and I don't think there's an auto XP script. Even if there were, you probably wouldn't be able to leave an alt logged on just ot gain XP, as happens with LP.
At least LP requires consumption of resources. My idea is to make kingdom auth actually CONSUME large amounts of LP, rather than passively rising as you gain LP like village auth, so you have to consume resources to go to "war" (which I don't like as a concept, too hard-coded for me).
Just because you havent seen an XP obstacle course doesn't mean they don't exist.
_Gunnar wrote:2. It all seems quite artificial to me :/, restrictions on where I can commit crimes and stuff seems odd in this game.
I think there is a misunderstanding. You can still commit crimes, and you can do it: 1. against your fellow citizens, 2. against independent hermits and villages, and 3. against other kingdoms' citizens. The only difference is that for (3) your kingdom has to be at war against them. There would be no absolute limitation, no peace grid, and no no-pvp zone.
It just seems to be a real break with the open nature of the game. I'd rather that committing crimes on an enemy kingdom claim (or even just anywhere off of your kingdom claim! but to a greater extent on other kingdoms) just drained kingdom authority, to gently discourage people from doing so. At the moment once you have all the skills the only restrictions on your actions are, essentially, "physical" ones, this restriction is a weird imposition of some form of social code onto the hearthlings.
Not to mention it is totally abuseable as Jordancoles and Arvin (and others, probably) have said.
I'm really against hard-coding any restrictions to a particular social system into the game. The new village mechanics are a big improvement to those in previous worlds, for example.
Kaios wrote:_Gunnar wrote:1. If I'm vassalized against my will, how do I rebel? A lot of the mechanics like this don't seem to have been thought about.
I believe and hopefully some dev will correct me if I am wrong but being vassalized (with or without your consent) makes you a subject of that Kingdom, meaning you can commit crimes on the claim. So if you don't like being vassalized you can do something more easily about it than any non-subject of that Kingdom or even help non-subjects against them.
From what the post says it seems like the kingdom's stormtroopers can then just summon you beside your claim whenever they want (although this is, of course, possible to get around by making a suitable vault consisting of a small bricked pclaim surrounded by bricked vclaim and having the vaulted chars not members of the village but living on the pclaim). Can I leave the kingdom whenever I want? I don't want to live as a vassal, how do I force the king to sign the Magna Carta, or destroy the kingdom from within? Do rebelling vassals have a cost associated with them in terms of the authority of the kingdom? I understand its still very early to be worrying about this stuff but I hope that all of these things are thought about long and hard before it is implemented. Some newbs might be happy to have the opportunity to be a vassal but for newbs like me I would hate it if the game forced me to be a slave and didn't let me just leave.
Maybe it seems like I'm very negative about the idea, I actually really really like the general idea of super-village organization tied to scarysiege, I am just a little worried about some of the specifics of the implementation, because one of the things I love about this game is about how open and free it is compared to the real world, for me I get quite a lot of pleasure from the escapism of that.