Development News #53 - Guilds are Feudal!

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Ishamael
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Re: Development News #53 - Guilds are Feudal!

Post by Ishamael » 02 Jun 2017, 13:10

Why would you feel the need to do this? It does you no good, and it does the game no good. All it does is drive players away.


80% of the time, we are attacked first by a group that was good on an RP server. It becomes tiresome having to constantly show these people they are not on an RP server.

I think you are right when considering one large aggressive guild declaring war on another large aggressive guild. If, however, you are a large aggressive guild declaring war on a small peaceful guild, you are not really taking any risk.


Are you honestly saying a large aggressive guild should not be able to crush or subjugate a small peaceful guild that is sucking up local resources? What if they are acting as a staging and resupply point for a more aggressive guild that they are allied with? If they are not willing to pay tribute or join the war party then they need to move their base. They can have fun somewhere else in the game. It is a big map after all.

The game is called "Life is Feudal" not "Life is Tribal".

Google "feudal system" if you are curious what that means.
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Paulchatterton
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Re: Development News #53 - Guilds are Feudal!

Post by Paulchatterton » 02 Jun 2017, 16:53

Ishamael wrote:80% of the time, we are attacked first by a group that was good on an RP server. It becomes tiresome having to constantly show these people they are not on an RP server.


Fair enough if they attack you first. Roleplayers shouldn't be given an advantage in battle for being roleplayers. If roleplayers want to be fight, they need to makes sure they are just as good at it as hardcore PvPers. We don't attack first, though, and have been even attacked when we have done nothing aggressive, are not allied with any other guild, and do not control any rare resources.

Are you honestly saying a large aggressive guild should not be able to crush or subjugate a small peaceful guild that is sucking up local resources? What if they are acting as a staging and resupply point for a more aggressive guild that they are allied with? If they are not willing to pay tribute or join the war party then they need to move their base. They can have fun somewhere else in the game. It is a big map after all.

The game is called "Life is Feudal" not "Life is Tribal".

Google "feudal system" if you are curious what that means.


This is a fair point. Since I formed my guild, I did move twice because I discovered we were too close to an aggressive guild. We are now further away, and rarely have trouble from more than a couple of bandits at a time. All I ask is that you don't go roaming around the world far from home, and destroy small peaceful villages just because you can. If they are on your border it is legitimate expansion. If they are several servers away from your borders, it's banditry.

Perhaps this provides the answer. Perhaps there should be restrictions on when you can declare war. Some simple "Casus Belli" system might work. If one of the following applies, you may declare war on another guild:

1) Their borders are within 0.5 km of your borders
2) They are already at war with one of your allies

If not, you cannot declare war on them but may still attack them with the usual alignment penalty for doing so.

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Ishamael
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Re: Development News #53 - Guilds are Feudal!

Post by Ishamael » 02 Jun 2017, 18:51

We initially roamed around but quickly realized the 2 hour journey is simply not worth anything other than a large fight. Small groups should be fine if they stay in remote areas.
"Yes, Betrayer of Hope. They gave me the name to revile me, but I will yet make them kneel and worship it."
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Mawgan
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Re: Development News #53 - Guilds are Feudal!

Post by Mawgan » 03 Jun 2017, 14:07

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Azzerhoden
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Re: Development News #53 - Guilds are Feudal!

Post by Azzerhoden » 11 Jun 2017, 16:28

Meant to post this a while back.

I would love to see the same guild mechanics in both game, but the capacity of the monuments needs to be raised. As it is right now, a tier 3 guild won't last a day without being refilled. I shutter to think what a level 4 guild costs compared to the capacity of 300,000 points.

Really, the capacity should be tied to the level of the guild. 300,000 is a bit much for a level 1 guild, and about right for level 2. Make 500,000 the capacity for a level 3, and possibly 1,000,000 for level 4?
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Forresthunt
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Re: Development News #53 - Guilds are Feudal!

Post by Forresthunt » 17 Jun 2017, 05:44

Being part of a guild that has taken over 3 bases, destroyed several monuments, and forced several guilds to move location in the MMO, I can say the war system may need to be reworked more than the already reported changes. Most bases we destroy are too far away to loot and it becomes tiresome to manage multiple claims. What we end up doing is just leveling the place because there is no real incentive to keep it.

The novelty of showing a group of newbies they are not as cool as they thought when they were in an RP LiFYO server actually wears off very fast and it becomes more like a tedious job you have to constantly deal with.

I have heard ideas thrown around where you can conquer claims and a portion of their guild money goes to the victor. Something like this might give more meaning to taking over claims and offer an alternative to just wiping bases off the map.

Hopefully we can come up with some more ideas, but the current system often presents us with a situation where the easiest thing to do in order to control a region is to literally destroy everything in a claim if they refuse to join us or provide support in some way. I am fine with this if this is the intended design, but there could be a system that better feels like we are conquering land and creating an empire without having to wipe all assets.

Alternatively, if people better understood what they were risking when they went to war they may be able to be more open to diplomatic solutions. My experience, however, is that people would rather try their luck and be destroyed than they would accept terms of surrender or tribute. Then they get butt hurt and rage quit over their own inadequate abilities.


Im a PvE player and the kind that lives in constant fear of bandits or big aggressive Guilds. Yet, I cannot imagine this game without such possibilities. It all adds to the flavors.
What Ishamael said was well written and stated argument from aggressive Guild point of view. I like it, more, I agree with him.
-He should be able to kill me when I'm in his way.
-as it is now, I rather die or move away, than submit to his Guild.

he is absolutely right. the game should have some incentives for him to keep my ass alive and for me to become his vassal.

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