Factions / Kingdoms

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Arrakis
 
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Factions / Kingdoms

Post by Arrakis » 08 Nov 2013, 20:30

Hey people, what do you think of factions that should exist in the game? There should be some, at least two kingdoms or something since there will surely be people with keeps and castles at the beginning, if they pay...

Anyway, regardless if there will be or not, there should be factions, because if there won't be any, there will be just one big civil war when people will start to group and make tens and hundreds of their own factions and villages. Why not make some big villages at the beginning? Make leaders, warchiefs, kings and others? We could ourselves create a story then.

What do you think about it?


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Re: Factions / Kingdoms

Post by Siegbert » 08 Nov 2013, 21:10

I think it should be pretty much up to the player to form factions, no solid ones.

Mortal Online had a territory based guild war system in place which wasn't too obvious for the normal player sadly.

Playing Persistent Frontier for M&B Warband currently I think it's nice to have factions that are more or less static in the sense that players can easily join, vote their leaders and have fun waging wars against other factions or making alliances with each other.

How ever since life is supposed to be feudal (see what I did there?) I think feudal instituations should somehow be encouraged by the game, meaning that a faction has to have a king or leader of any sort, plus some high-ranking nobility to carry out certain roles, down to ordinary men who do the working or wars.

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Re: Factions / Kingdoms

Post by Arrakis » 08 Nov 2013, 21:18

But of course I meant players to take these positions. It would be nice to have some factions existing and players fighting for the position of a king or something. And of course people would have to be able vote for the leader they want, and overthrow him if needed.

I would gladly see some political and social wars, not only pvp.


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Re: Factions / Kingdoms

Post by Cian » 14 Nov 2013, 23:06

I'd rather see players of of the differing religious sects that Bobik is going to create be naturally at war with one another.
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Re: Factions / Kingdoms

Post by Telakh » 15 Nov 2013, 05:36

No matter who buys a castle, people will not stick to them just because they did. The answer to your question mostly depends on game mechanics. If castle/kingdom claim offers some sort of protection - people will gather around them. If castles will be breakable, some other faction will come and demolish/capture it.

No matter how it will be organised, the playerbase will split in to three major sections.

  1. Organised large PvP faction(s)
  2. Organised "farmertowns"
  3. Non-organised hermits

First oneswill consist of hardcore powergamers with high online. They fight each other very seldom and tend to pasture their own region, raiding newbies or collecting high taxes from them like mafia.

Second ones will be semi-organised peaceful players who are playing sandbox as if it is a tycoon of some sort. They are gathering around some leader who normally has relatively high online but poor organisational skills as they try to be protected from pvp factions. Normaly they either loose or decay from inside due to poor organisation while being owercrowded.

Third "faction" is a bunch of hermit players. They either stick close to safe town due to poor gaming skills or try to get deep in the wilds. No matter what they do, they are a basic furage for pvp factions since they are like plankton. No matter how many you kill, they are still many.
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Re: Factions / Kingdoms

Post by Jeric » 29 Nov 2013, 06:18

Well I do not know if you have given this a thought or not but I will be a part of a Role-playing faction. Whether if I have to start one or not. The possibilities seem to be endless with this great game to come.


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Re: Factions / Kingdoms

Post by Dailato » 29 Nov 2013, 08:36

Cian wrote:I'd rather see players of of the differing religious sects that Bobik is going to create be naturally at war with one another.


First I've ever heard of this. Every time I've heard talk about religion it has been said there will be but a single one.

Jeric wrote:Well I do not know if you have given this a thought or not but I will be a part of a Role-playing faction. Whether if I have to start one or not. The possibilities seem to be endless with this great game to come.


Well, the one true lord blessed be his name always welcomes new followers. Even those that only attend prayer for the wafers.

That being said I don't expect everyone to RP, especially the Swiss Guard (PvP faction within The Papal State), but I do expect them to respect people who do enjoy that activity (unless they are targets, in which case take the piss as you wish).

Mostly I intend us to become a major part of the worlds Lore and story, while providing our members with an enjoyable and memorable experience. An influential party in politics with more than just personal gain on it's mind (name your SOUUUUULS(and the lives of the people, or w/ever... i'ts meh)), and an affection for great works of architecture and art.

All are welcomed into the lords loving embrace, my child. Just not children into that of priests, cause that's kinda disturbing.

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Re: Factions / Kingdoms

Post by Jeric » 29 Nov 2013, 08:47

Well, the one true lord blessed be his name always welcomes new followers. Even those that only attend prayer for the wafers.

That being said I don't expect everyone to RP, especially the Swiss Guard (PvP faction within The Papal State), but I do expect them to respect people who do enjoy that activity (unless they are targets, in which case take the piss as you wish).

Mostly I intend us to become a major part of the worlds Lore and story, while providing our members with an enjoyable and memorable experience. An influential party in politics with more than just personal gain on it's mind (name your SOUUUUULS(and the lives of the people, or w/ever... i'ts meh)), and an affection for great works of architecture and art.

All are welcomed into the lords loving embrace, my child. Just not children into that of priests, cause that's kinda disturbing.

Yours truly -The Pope



Good to hear! Even if the Swiss Guard isn't a RP faction maybe we can have some good times! I plan on being in character pretty much all of the time so if you see a knight riding around whistling to himself I'm not crazy :crazy: Or am I??


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Re: Factions / Kingdoms

Post by Demonic » 29 Nov 2013, 09:25

Great to know me and Dailato aren't the only Roleplayers here :) But you probabaly misunderstand a little bit, Swis Guard is planned as one part of Papal State (or at least i think it is xD ) I guess there will be more "factions" in the planned Kingdom and there probably will be some more RP oriented and some less :)
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Re: Factions / Kingdoms

Post by Dailato » 29 Nov 2013, 21:56

Hmmm yes, The Papal State will be name of the kingdom (so probably also main guild name) with headquarters in New Vatican City. Swiss Guard will be seperate guild, part of kingdom, which is tasked with protecting members of the main guild, but is otherwise a pvp-oriented guild, as opposed to the political/architectural main guild, which will have mainly crafters and priests and such, to build up vatican city and maintain relations with other factions, promoting the way of god over senseless free for all slaughter.

If you want to be a knight that's fine ^^ we need all kinds in the papal state, and if you feel the swiss guard is too PvP oriented you can always RP a bit more in the main guild, playing as a bodyguard or city-watch kind of guy (or just some guy who loafs about alot lol)

I'm thinking about making a general recruitment threat in the guild forums but... eh, the game is still far away from alpha even, and I don't feel like recruiting a whole bunch of people before anyone has played the game. Too much effort with the amount of people that might just leave and never be heard of again later down the line. Rather recruit during alpha/beta for release.

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Re: Factions / Kingdoms

Post by Damis » 19 Dec 2013, 20:31

Hey people, what do you think of factions that should exist in the game?

No. I would prefer an open based pvp system instead of a faction based server. In any case, factions will be created with the formation of guild alliances.

I just hope that we can avoid the creation of mega alliances which cause more harm than good to the server population in the long run.

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Re: Factions / Kingdoms

Post by Arrakis » 19 Dec 2013, 20:45

Damis wrote:
Hey people, what do you think of factions that should exist in the game?

No. I would prefer an open based pvp system instead of a faction based server. In any case, factions will be created with the formation of guild alliances.

I just hope that we can avoid the creation of mega alliances which cause more harm than good to the server population in the long run.


We are talking about Lore here, not PvP.


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Re: Factions / Kingdoms

Post by Damis » 19 Dec 2013, 22:13

It sounded like you were talking about creating factions which would give players a reason to fight.

Arrakis09 wrote:But of course I meant players to take these positions. It would be nice to have some factions existing and players fighting for the position of a king or something. And of course people would have to be able vote for the leader they want, and overthrow him if needed.

I would gladly see some political and social wars, not only pvp.

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Re: Factions / Kingdoms

Post by Arrakis » 19 Dec 2013, 22:43

That's part of the lore too, it's all about background story, it's nice to have two different sides to pick.


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Re: Factions / Kingdoms

Post by John » 26 Dec 2013, 14:55

I like this, but it might not fit the create your own adventure sandbox type of game

I'll always go for nothing pre-built plus players arriving in the land as foreign travelers, spawning in the four corners of the world.

If we start with pre-built factions and conflicts we might as well add quest and trader NPCs and nothing will stop Life is Feudal from becoming your typical MMORPG



Factions, conflicts and stories should always be created by the players inside the game. And those are always more dynamic and livid than stories pre-conceived by developers or by a minority of the forum members

I'm sorry if this is not what you meant with this thread

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Re: Factions / Kingdoms

Post by Bobik » 26 Dec 2013, 15:15

All players are a refugees from that war and all of them from Acaelia, so they don't have grudges between them. But since their previous country is almost wiped, they start a new life in a new world. And everything can happen here ;)

All I want to say, that that lore explain you some background history of what you are and from where you are, but does not force you to be aggressive or friendly to some other races - it is all about you and your decisions.


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Re: Factions / Kingdoms

Post by Proximo » 01 Jan 2014, 01:00

Bobik wrote:All players are a refugees from that war and all of them from Acaelia, so they don't have grudges between them. But since their previous country is almost wiped, they start a new life in a new world. And everything can happen here ;)

All I want to say, that that lore explain you some background history of what you are and from where you are, but does not force you to be aggressive or friendly to some other races - it is all about you and your decisions.


Player driven lore is the best lore. The best gameplay comes from what events will occur once players come into contact and ultimately conflict. Look back at years of playing this game and everything that happened will have happened because of the players.

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Re: Factions / Kingdoms

Post by Arrakis » 01 Jan 2014, 01:02

And the best thing is, that even with this lore created players still have a lot of freedom with creating their own plots backwards.


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Re: Factions / Kingdoms

Post by BLAZINATOR » 28 Feb 2014, 15:54

I believe anything and everything is possible. You can't assume there's gonna be this and that and categorize people into cliche's this isn't high-school. xD There's so much that goes into what exactly can and will happen. every reaction to an action. That's whats going to make this game beyond anything that's ever been created. It can't be predicted what will happen. For all we know there's lots of guilds/groups/etc. forming in the shadows no one knows about. Just the people posting their groups stuff on the forums won't be the only ones forming big guilds and such.


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Re: Factions / Kingdoms

Post by Engellus » 05 Mar 2014, 07:44

Telakh wrote:No matter who buys a castle, people will not stick to them just because they did. The answer to your question mostly depends on game mechanics. If castle/kingdom claim offers some sort of protection - people will gather around them. If castles will be breakable, some other faction will come and demolish/capture it.

No matter how it will be organised, the playerbase will split in to three major sections.

  1. Organised large PvP faction(s)
  2. Organised "farmertowns"
  3. Non-organised hermits

First oneswill consist of hardcore powergamers with high online. They fight each other very seldom and tend to pasture their own region, raiding newbies or collecting high taxes from them like mafia.

Second ones will be semi-organised peaceful players who are playing sandbox as if it is a tycoon of some sort. They are gathering around some leader who normally has relatively high online but poor organisational skills as they try to be protected from pvp factions. Normaly they either loose or decay from inside due to poor organisation while being owercrowded.

Third "faction" is a bunch of hermit players. They either stick close to safe town due to poor gaming skills or try to get deep in the wilds. No matter what they do, they are a basic furage for pvp factions since they are like plankton. No matter how many you kill, they are still many.



Don't forget a 4th faction of raiders. Those who feed off the weakness of everyone that they can get their hands on. Attacking the hermits, the travellers and the castles when their guard is down. Opportunists.
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Re: Factions / Kingdoms

Post by Telakh » 05 Mar 2014, 07:53

It is not an option here since you can't just attack anyone due to karma losses. Well, technically you can but you will be killed soon after that and loose all your skills upon death.

So you have to attack either other factions by declaring the war or everything you have described using your twink characters that you can afford to be killed and re-trained. And thus you are becoming 1-st type of faction - pvp guild that raids noobs and some minor guilds.
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Re: Factions / Kingdoms

Post by Engellus » 07 Mar 2014, 06:50

Telakh wrote:It is not an option here since you can't just attack anyone due to karma losses. Well, technically you can but you will be killed soon after that and loose all your skills upon death.

So you have to attack either other factions by declaring the war or everything you have described using your twink characters that you can afford to be killed and re-trained. And thus you are becoming 1-st type of faction - pvp guild that raids noobs and some minor guilds.


Ruthless.
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Re: Factions / Kingdoms

Post by NiveusCornix » 30 Mar 2014, 23:20

I don't believe factions on the map should exist. The only kingdom/faction that should exist would be the one that controls the main hub city. It would be cool if people could attempt to join the hub city's faction early on and try to become the leader of that faction through the voting of a member of that faction.
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Re: Factions / Kingdoms

Post by Telakh » 31 Mar 2014, 04:46

I don't believe any voting should exist. One should unite friends and followers in to a Faction, fight other factions for resources and territory and punish all those peasants who avoid joining a faction or paying taxes.
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Re: Factions / Kingdoms

Post by Engellus » 31 Mar 2014, 06:48

Telakh wrote:I don't believe any voting should exist. One should unite friends and followers in to a Faction, fight other factions for resources and territory and punish all those peasants who avoid joining a faction or paying taxes.


I really am starting to enjoy you and how ruthless you are.
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Re: Factions / Kingdoms

Post by Telakh » 31 Mar 2014, 07:21

Engellus wrote:I really am starting to enjoy you and how ruthless you are.

Relax, I am just trolling :D
It is kind of funny to see someone coming to the project with first words like "Hey, lets make it a themepark FPS with RTS elements instead of Sandbox RPG 'cause it sux! Me an my mates wanna vote for president, and build their own castle which will be completely safe! I tried to do that in Skyrim but it is not so beautiful! And make a plasmagun 'easter egg' in the alien crushsite. And a gunpowder slingshot!"

But I seriously think that hermit players will be forced to join factions as it is a feature of this game. No matter how good you are at pvp, this game does not allow a single to stand against a dozen. So small pvp factions will fail for the large zerg. I like it and I realy hope we will have a great gameplay all together.
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Re: Factions / Kingdoms

Post by Zathurus » 15 Apr 2014, 11:13

Arrakis09 wrote:Hey people, what do you think of factions that should exist in the game?
What do you think about it?



I agree, if there are no 'factions' there will be alliances and clans that form for pvp

The purpose of factions is for the 'game administrators to keep play balance'. With only clans and alliances that is difficult, unless there is a heavy price on bigger clans inspiring them to split up, and even then often they form alliances of clans.

Then the game becomes a continual farming of new players not in some clan or the smaller clans, and the game usually goes bad at that point.

With factions, the direction of hostilities can be mitigated a bit, and balanced avoiding that possibility.

Although if people are building villages and castles, the idea of hiring NPC guards, and having to protect NPC villagers, and NPCs migrating to there towns to set up shops, and many other things all become possible. And with that, protecting those villages becomes important (or people wont stay)

Raids on farms and peoples castles, and there settings, and seige storage really becomes important. Is the castle large enough to hold the entire village in a raid? Are there enough guards to keep wandering crime under control, does the player clean out a local area of PVE that is raiding his village keeping the NPCs unhappy.

And of coarse, other factions raiding farms and villages.

Best way to do that, is have a rear area pvp safer village you can build but still some responsibilities and possible infighting(rare theiving like actions), then also building 'front line fortresses' in a pvp area where factions encounter each other.

And have 'zones of control' or 'map lines' that are held by hired guards between towns, that form the 'line of protection for rear areas.



So a player makes a home castle or town, and and many players near each other hire guards that make a perimeter, and that is a faction. And to be 'part of the faction, the game would have some control over that by some mechanism of balance that could be altered. Some types would be more likely to set up in some area, or some types would not be allowed to 'set up' to close to some other 'types' creating 'city states'. And each city state is a faction.

And it can grow or shrink with success. With mutual rewards to players that build in that perimeter, and avoid to much infighting, and limitations to 'raids and thievery' that could have 'consequences' if done within ones own members.

So a faction becomes a group of people that build farms close enough together to have guards set a 'zone of control' that keeps other PVP people from crossing into there 'area' in force

And a player can also spend money to make 'Castle towns in the PVP area that has far less resources, and has to be 'supplied' by his rear shops and farms that are safer. Since forward Castles can be burnt to the ground or occupied if lost. (although would have to be easier to retake then lose for 'fun factor' (extended sieges for example). It would not be fun building towns and castles in PVP area only to always have them thrashed.)

Anyways, it is a good question, and factions allow for the administrators to have some influence on 'placement' of forces and players against each other, allowing for forms of lines, allowing for both a safe area village to run, and a forward heavy pvp castle area. While still making that the actions of the players.

Most alliances are spread all over the map, not realistic at all, and the size of the town, as it gets bigger, requires more guards around the perimeter, creating an equalization of size and cost to maintain.

And any player, that could hire guards and build some walls, could create a zone of control around his area, giving him a 'safer' area to gather resources, as long as he kept the NPCs paid and content, requirements of some 'walls' or hired NPC 'patrols' make sense then.

Note the NPCs could be as few as a merchant, and a few farmers, and a saw mill or Stone Cutting Mill, and could be inside there buildings most of the time, or there houses, if NPC limits on server was an issue. Or they could be many people, you could think of guards as Bouncers for the town, and would be capable of keeping PVP out of the area they protect. That area being the arc of the perimeter that some player in a faction has to supply guards to hold. If he doesn't the perimeter shrinks on his side.

They also could supply quests. And to move a town, the NPCs would go with the person carting there stuff for quicker start up at a new location, if someone moved to some other spot for more room to develop.

So you can actually have both 'factions' and 'alliances' by having a mechanism that adds a control, and a way for administrators to balance the factions.

Zathurus

Anyways, figured it is an idea, on the topic of how to 'form factions' without the usual Clan Traps and with it being more expensive as factions get bigger.

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Re: Factions / Kingdoms

Post by Saxxon » 15 Apr 2014, 11:37

Zathurus wrote:
Arrakis09 wrote:Hey people, what do you think of factions that should exist in the game?
What do you think about it?


Best way to do that, is have a rear area pvp safer village you can build but still some responsibilities and possible infighting(rare theiving like actions), then also building 'front line fortresses' in a pvp area where factions encounter each other.


There will be the NPC starter city where people will be able to rent protected lot sized claims for RMT.

The rest of the world will be sandbox and ruled by the fist. This will be controlled by several different sized claims from kingdoms on down and the rules based around those claims in regards to alignment based pvp mechanics (friendly, neutral, enemy) and seige rules.

Personal claims cannot be raided, but larger claims can absorb them and force them to pay taxes or other conditions or you can be ejected from your claim and it be destroyed or taken over.

There will be no quests except for the ones created by players and factions based on needs and will be only issued and controlled by players.

This is the way things are setup now, but adjustments "could" be made over the course of testing.


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Re: Factions / Kingdoms

Post by Protunia » 15 Apr 2014, 15:39

IMHO it should all be sandbox regarding Kingdoms, groups, etc...and the game should NOT have set sides at all. Everything should be up to the dynamics of the player base and what they do in game.

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Re: Factions / Kingdoms

Post by Flannery » 15 Apr 2014, 19:39

Protunia wrote:IMHO it should all be sandbox regarding Kingdoms, groups, etc...and the game should NOT have set sides at all. Everything should be up to the dynamics of the player base and what they do in game.


+1 :good: :beer:
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