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General Discussion / Re: What is an Artifact worth? (In Credits)
« Last post by Andrew on October 22, 2017, 01:25:47 PM »

Not a massive fan, I would personally like to see artefacts kept rare. But perhaps another rank of item, something not quite as legendary as an artefact, but well above the normal?

As a purchasable or subscription reward?

One of these days, I'll get around to adding in artifact boosters that modify battle stats.
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General Discussion / Re: What is an Artifact worth? (In Credits)
« Last post by De-Legro on October 22, 2017, 12:40:24 PM »
Sort of, yes. I'm also debating them as a subscription bonus. So after so long you're given another to play with.


Not a massive fan, I would personally like to see artefacts kept rare. But perhaps another rank of item, something not quite as legendary as an artefact, but well above the normal?
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General Discussion / Re: Import Replacement and Population Self-Sufficiency
« Last post by Cipheron on October 22, 2017, 05:43:59 AM »
Oh okay. I thought there was a one-to-one relationship of food to peasant.
And this figure is unique to each settlement? Or do two settlements of equal square mileage and identical land type have the same base amount of food production?

Each additional farmer grows a little less food than the one before. The very first peasant grows quite a bit of food, but it declines per-peasant, so at some point you have a peasant eating 1 food and growing 1 food, but you still have an excess of food at that point because all the previous peasants created a surplus. So after the "break even" point, the surplus is eaten away quicker and quicker per peasant (however never more than 1 per peasant). However this isn't all bad because each peasant also produces other types of resources.

Also, when you transfer food it will have an inflated effect. e.g. 50 food feeds another 50 peasants, and those 50 peasants might grow 25 food, feeding another 25 peasants, who then grow 10 food, etc etc. So you might get an additional 80 peasants in your new town, instead of just 50. However it will have the exact opposite effect in the original town since 50 peasant are no longer fed and they now lose the additional food production of those 50 guys, which has further knock-on effects. The takeaway message is not to transfer too much food at once.
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General Discussion / Re: What is an Artifact worth? (In Credits)
« Last post by Andrew on October 21, 2017, 05:24:56 PM »
Context? Are we talking about allowing for as many artefacts as you want to spend credit on? Part of the great part of artefacts as they stand is that they are reasonably self limiting.

Sort of, yes. I'm also debating them as a subscription bonus. So after so long you're given another to play with.
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Realms Chat / Re: Major Cultures of the Game
« Last post by De-Legro on October 21, 2017, 12:05:35 PM »
Yes cultures would be nice if properly supported in the game, though we would end up with hundred of them.


As for families, the Eirenikos family is and has always been a single member. While there is background about other members of the family, I am pretty sure that background is so far known only to me. The Symmachus family had a second character, but he died while trying to make a name for himself, and honestly so far as I am concerned Taticus is still just some guy in the shadow of Alexios.
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General Discussion / Re: What is an Artifact worth? (In Credits)
« Last post by De-Legro on October 21, 2017, 11:51:02 AM »
Context? Are we talking about allowing for as many artefacts as you want to spend credit on? Part of the great part of artefacts as they stand is that they are reasonably self limiting.
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General Discussion / Re: What is an Artifact worth? (In Credits)
« Last post by Andrew on October 21, 2017, 08:14:25 AM »
I'd have to sit down and run some math to decide whether or not I'd want to replace subscriptions outright. As it stands, subscribers are enough to keep the game running, but as for vanity items, not sure.

I'm more likely to reward subscribers, with discount vanity items or free vanity items, than I am to replace subscriptions though.
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Conduct & Design Discussion / Re: Activity & Activity Buildings
« Last post by willy on October 21, 2017, 01:10:24 AM »
One good thing about traits is that getting access to new traits could become a carrot-and-stick approach to encouraging players to intermarry more.
Letting people choose traits would be a quick way to balance it but I feel like it takes some of the proceduraly generated "neato" factor away. I think random traits are still enough carrot to intermarry on it's own...the how/why of genetics just needs a bit of work. Maybe a bit of both random chance and choice, let people choose a few 'dominant' traits for their account (that pop up at a higher rate). The stick would be useful to curb abuse (at least quickly). Something like "Oh, you're into the 20th character this IG year by killing/creating characters...your bloodline is now weak and only has one trait rather than that double duelist character you pushed for". Any advantage will be optimized by some, just make them do it over time. Then you can just call it FO-husbandry by the gods(players) and it's a mini-game.


As long as the traits aren't too powerful it won't be incentive for min-maxing to me. Say, a warrior trait is only the equivalent of 1.2k experience for the character rather than the 1k base xp. Fairly marginal but still desirable. I'm more worried about people becoming overly attached to their killable characters based soley on "oh, a good roll that I'll get salty over losing"... rather than being attached to characters because they've built a story they don't want to end.
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Stories to tell / Re: The Greenwardens
« Last post by willy on October 21, 2017, 12:29:36 AM »
It does seem to rub some the wrong way but I still enjoy my little band of odd-balls. I think the primer did help retention but only by a few weeks (rather than long-term). The end-goal is still the same: a mentor guild that gives knights a variety of options to pursue (rather than the de-facto 'you are mine, go do this'). Sadly, folks seem to default into "yeah, I'll just take the nearby slumberblighted estate under the Confederation". I'm still incubating ideas for now...and/or being lazy.

I did some IC stuff and the Wardens are back to just the west (Gillie is back to being daddy's little champion). I'll probably be trying again in the central north at some point....but damn it's hard to get people to take a vow of (sorta) poverty.

As to this:
All I have to say is NO..

I m already too bad at the game dont want to get even worse
Mind elaborating? If you want to 'git gud', all it really takes is overwhelming force (vassals/soldiers/allies) for tactics, brown-nosing for diplomacy, or just waiting for people to slumberblight/quit then nick their stuff. Personally, I count good at the game as just making robust characters that lead to interesting stories. I'm not a pro on either front but I have enough fun to not slumberblight...so that's something.



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Stories to tell / Re: The Orphan's Revenge
« Last post by Dystopian on October 20, 2017, 09:03:50 PM »
Lmao Constantine you got this?
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