IMHO if you're dead set on using this the LP requirements should be symbolic. A village should die if all it's members go inactive for a week or more, not if two of them go away for a day.
Oh, and you really really should've included some kind of authority objects that has a huge area, very low drain and no crime protection, so we can expand the village claim over important points in our local area. I understand that we're not supposed to have everything, but being unable to claim a mine and a clay spot 3 area maps away is just too god damn frustrating. I guess I'll just make alts in remote villages, feed them with emmentaler and put them on a macro 24/7. This'll be the first time I macro in my 10 months of playing, I hope you're happy.
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Jaroslave
- Posts: 1
- Joined: Fri Mar 05, 2010 8:58 am
Re: Game Development: Villages
Just made a strongbox, it is 5x5 and lockable.
Seems a bit pricey for the amount of space you get, but the fact that you can lock it is pretty nice.
Maybe change it to require wrought iron instead of steel?
Seems a bit pricey for the amount of space you get, but the fact that you can lock it is pretty nice.
Maybe change it to require wrought iron instead of steel?
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RayvenQ
- Posts: 88
- Joined: Tue Jan 26, 2010 6:16 pm
Re: Game Development: Villages
Hate to tell you this, but it isn't working.jorb wrote:The idea has not been to make villages impossible to maintain, quite the opposite. As always, numbers are hard to set initially, but I'm sure we'll find a good balance eventually.
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Ethan
- Posts: 163
- Joined: Sat Apr 03, 2010 11:14 am
Re: Game Development: Villages
Yeah, the drain is way too fast at the moment.
It should be atleast 1/4, what it is now.
It should be atleast 1/4, what it is now.
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Lothaudus
- Posts: 641
- Joined: Fri Oct 23, 2009 12:32 pm
- Location: Adelaide, Australia
Re: Game Development: Villages
OH GOD IT'S HUNGER ALL OVER AGAIN.
jorb and loftar, learn to math ffs.
Nice idea though, having villages declaim after a while. Makes all the old abandoned villages disappear after time.
jorb and loftar, learn to math ffs.
Nice idea though, having villages declaim after a while. Makes all the old abandoned villages disappear after time.
Barry Fletcher Norwin
Lawspeaker of Crossroads - Leader of Codexia - Keeper of the Cheese
http://www.rpgcodex.net
Lawspeaker of Crossroads - Leader of Codexia - Keeper of the Cheese
http://www.rpgcodex.net
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Game Development: Villages
Got 7 people playing at the moment, and we're barely breaking even, although we only have the idol right now.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Game Development: Villages
Having the exact opposite here: only i am online, idling away the time... but authority is slowly rising (idol only).Potjeh wrote:Got 7 people playing at the moment, and we're barely breaking even, although we only have the idol right now.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Villages
That was the intention; it's just that we tried to offset it with the points that 1) it should be hard for one man alone to maintain a village, and 2) expanding the village a lot with many authority objects should be at least a bit costly, so that the area a village is able to claim is reasonably well related to how many active players it has.Potjeh wrote:IMHO if you're dead set on using this the LP requirements should be symbolic. A village should die if all it's members go inactive for a week or more, not if two of them go away for a day.
I guess we hit a point too close to the other side of the spectrum right now. To begin with, the general LP-to-authority conversion ratio is probably quite a bit too low, and it's quite possible that the individual authority objects have too high a drain, too. I'll change it soon.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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martinuzz
- Posts: 381
- Joined: Sat Dec 19, 2009 12:41 pm
Re: Game Development: Villages
This update saddens me beyond measure.
Okay, square village claims, that's great.
But seriously. Authority objects drain village authority at a rate now, that it has become impossible to build any decent city. 8 of us online, and we can't keep a village idol maintained even.
We need about 20 statues and banners to expand our village as nescessary. How on earth is that going to be possible now?
It seems the only thing left to do now, is that we all create some macro-alts. I have never macro'd, dislike it, but this seems to leave us no other option.
Keeping a dummy village on a precious rescource seems to have become impossible now too. C'mon!
Please, if you really want to keep the concept of authority drain, reduce it to reasonable levels. I'm thinking at least a factor 10 less.
You made it possible for 1 person to found a village. Then make it possible for 1 person to maintain it too, please.
EDIT: ninja'd by Loftar. Your comment yet gives me hope
Okay, square village claims, that's great.
But seriously. Authority objects drain village authority at a rate now, that it has become impossible to build any decent city. 8 of us online, and we can't keep a village idol maintained even.
We need about 20 statues and banners to expand our village as nescessary. How on earth is that going to be possible now?
It seems the only thing left to do now, is that we all create some macro-alts. I have never macro'd, dislike it, but this seems to leave us no other option.
Keeping a dummy village on a precious rescource seems to have become impossible now too. C'mon!
Please, if you really want to keep the concept of authority drain, reduce it to reasonable levels. I'm thinking at least a factor 10 less.
You made it possible for 1 person to found a village. Then make it possible for 1 person to maintain it too, please.
EDIT: ninja'd by Loftar. Your comment yet gives me hope
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villagepeople
- Posts: 12
- Joined: Wed Feb 10, 2010 11:47 pm
Re: Game Development: Villages
So are horses definitely in now? If yes are they on grrass or forest terrain?