So, real talk. Game design. Large scale edition.

General discussion about Life is Feudal MMO and Life is Feudal: Your Own, The main section and backbone of the forums.
User avatar
Frontal
Alpha Tester
 
Posts: 122
Joined: 13 Jan 2014, 21:49

So, real talk. Game design. Large scale edition.

Post by Frontal » 18 Jan 2018, 12:03

What's the plan here because I'm not seeing this.
This is how it goes from what I understand:
-Group A and B make bases and war each other.
-Group A does IBs on Group B until their claim is reduced to T1.
-Group A does SB on Group B and destroys their claim.
-Group B is defeated.... or is he?

The flaw I can see is at any point Group A or/and Group B can transport anything that matters to another claim making the whole process meaningless.
Group A just spent a lot of resources to destroy some walls and houses that belonged to Group B, while group B already made a new base and transported everything they owned there.
There is no point in building expensive castle walls and keeps and such because you might as well invest as little as possible in each base for a painless loss if it gets to that point.

So how do you beat an enemy? How do you break the meaningless cycle?

TL;DR: The whole claim system is flawed to its core and there is no way to beat an enemy. What is the plan?
AQ

User avatar
Frontal
Alpha Tester
 
Posts: 122
Joined: 13 Jan 2014, 21:49

Re: So, real talk. Game design. Large scale edition.

Post by Frontal » 18 Jan 2018, 12:20

Meta (even after sieges are implemented):
Instead of building 1 massive siege base make 3 different bases with stone/pallisade walls.
These 3 bases are much easier to build and with the IB/siege system they will be harder to destroy than the 1 mega base.
If you ever reach the point where you are getting sieged it means you lost dozens of IBs in a row. No amount of keeps/walls will save you if you're that much weaker.
Having these 3 bases also increases your 100% safe area total by 3x compared to building the massive base making every production line possible while 100% safe.
AQ


Peegee77
True Believer
 
Posts: 232
Joined: 30 Dec 2013, 11:33

Re: So, real talk. Game design. Large scale edition.

Post by Peegee77 » 18 Jan 2018, 16:33

So you don't think destroying their base and forcing them to relocate and rebuild is defeating them? What else do you want to do? Make them quit the game? Become a nun or a monk in real life? Go round and kick their puppy?

User avatar
BanditKing
 
Posts: 93
Joined: 29 Nov 2017, 17:14

Re: So, real talk. Game design. Large scale edition.

Post by BanditKing » 18 Jan 2018, 16:39

Got a point, its kinda carebear castle builder. However, what are the alternatives. Shit takes too long in this game compared to other games.

Big battles is the problem right now, not many reasons to fight, more reasons to have tea parties.

At least we have some chinese clans to fight at the moment...but activity is stale all around the board.
Revelation is recruiting | [NA] Buyan Server | Join us

User avatar
Frontal
Alpha Tester
 
Posts: 122
Joined: 13 Jan 2014, 21:49

Re: So, real talk. Game design. Large scale edition.

Post by Frontal » 18 Jan 2018, 17:08

Peegee77 wrote:So you don't think destroying their base and forcing them to relocate and rebuild is defeating them? What else do you want to do? Make them quit the game? Become a nun or a monk in real life? Go round and kick their puppy?

They can rebuild a stone wall, terraforming included in a day.
Everything that was of any worth was already transported to the new base. They lost nothing and the enemy took about a month of constant IBs and more to take down the old low cost base.
No risk high reward. You don't even need to relocate far. Just place claims every 100 tiles. Make sure you have at least 3 claims for different professions ready at all times at max radius.

You can never take what the enemy owns, all you can do is destroy their walls and watch as they transport all their goods to a new claim.
You can only lose anything of worth in this game if you let the enemy do it to yourself.
AQ


Peegee77
True Believer
 
Posts: 232
Joined: 30 Dec 2013, 11:33

Re: So, real talk. Game design. Large scale edition.

Post by Peegee77 » 18 Jan 2018, 17:34

I certainly agree the whole issue of claims needs looking at because it is a mess. If a guild loses its base in combat, it shouldn't be able to set up again nearby. Kicked right out onto the next server tile would be more like it.


Asimov
 
Posts: 209
Joined: 09 Sep 2015, 12:34

Re: So, real talk. Game design. Large scale edition.

Post by Asimov » 18 Jan 2018, 19:36

If people have spend month building a base. Nice castle keep etc. and they get sieged and lose the base, you think they just say out with a happy face: Lets build a new base, bc it was so fun the first time ?
I think when you lose a base (keep the loot) you lose a lot of your manpower as well. A thing like that can kill a guild


Amclaughlin01
 
Posts: 16
Joined: 29 Dec 2017, 13:22

Re: So, real talk. Game design. Large scale edition.

Post by Amclaughlin01 » 18 Jan 2018, 19:47

I have mxed feelings on this. At first, I was thinking if you destroyed another guild where they couldn't rebuild, eventually you would run out of people to destroy. Then where would the game go from there, since there is nothing to do outside of attacking other people.

Then someone mentioned that they get kicked to a neighboring tile. Almost like a Risk gaming style. Maybe turning the tile a certain color based on who controls it? This sounds more feasible and would be interesting to try to hold control over an entire tile. And would give others more reason to attack a neighboring tile. However, that neighboring tile might already have a controlling guild then what?

I am guessing that there are more guilds then there are tiles. If it were to ever come down to one guild to a tile, I think would limit in some ways the future outlook of the game for new players. But, would be fun to have a goal of controlling as many tiles as you could.

??

User avatar
Hodo
 
Posts: 649
Joined: 08 Dec 2017, 23:17

Re: So, real talk. Game design. Large scale edition.

Post by Hodo » 18 Jan 2018, 21:32

The biggest problem is the cost of making a claim, private or guild is cheaper than the cost of Instance Battle Totems and Siege Totems at the current costs.

Even if the cost was reduced by half it would still be MORE than any 5 guild totems combined and the cost of any 200 private claims.

IN any war, the cost of the objective must be achievable and not something that is more than the cost of the operation.

It is a failed war if it cost you more than it cost your enemy, even if you "won".

Great example of which let us look at WWII, Germany. The Allied Nations won the war, Germany lost the war, they didnt finish repaying the debt from the war till sometime in the 1980s. This means it was a complete victory for the allied nations. Now let us look at the Iran Iraq War. Both sides declared victory... but fact is both sides lost. It ended up weakening both nations due to financial stress of the war. Ultimately lead to Iraqs fall in the region. So it was far from a victory for them.

This game is no different. If it cost me MORE to win than it does for them to just lose, it isnt worth fighting.
Don't build what you can't defend- Rule number 1.


Falcion
True Believer
 
Posts: 124
Joined: 01 Nov 2014, 19:15

Re: So, real talk. Game design. Large scale edition.

Post by Falcion » 19 Jan 2018, 11:41

Maybe they will make something like "ruler of the server" style at some point (or maybe better "region ruler") and it could be beneficial to kick someone out. It might be decided by points that you agther during IB and sieges or maybe end with one collosal fight for all in region.

There are no sieges implemented yet and people are already guessing they will be a fail.

Two issues that ir ead here are not that logical for me with the moving bases.
1) Do you have 40-50 pack mules...I mean players that will love to becaome one? Because you will need to move a lot of resources, a lot of equipment that might be top tier. It will take hours to move and you are open to attack in the field.
2) Losing of good infrastructure that is expensive to construct. And land you have claimed as your land might be a real shock for some players, some might want to be nomands but a lot of people will question such a style of life as it's unstable.

Anyway we will see after they implement them and reduce the cost so it will be more balanced.

User avatar
Frontal
Alpha Tester
 
Posts: 122
Joined: 13 Jan 2014, 21:49

Re: So, real talk. Game design. Large scale edition.

Post by Frontal » 19 Jan 2018, 12:01

Everything we have is pretty much in a horse cart already all you need to do is saddle them up and move them. You can easily move all your shit in an hour tops with your clan.

If you aren't part of a big group plz don't try talking about something you don't have any experience on.
AQ


Ovi2745
 
Posts: 28
Joined: 23 Apr 2017, 18:17

Re: So, real talk. Game design. Large scale edition.

Post by Ovi2745 » 19 Jan 2018, 12:14

Think there are good to create big land claim where you have one capital claim (big town claim of kingdom (size of clime depend on kingdom pop)), and many vassal's small town's claims. Enemy's can invide in kingdom land and loot anytime, but can't loot capital and vassal's. If two separate kingdoms have a borders, they can build IB totem and fight for expansion. If enemy territory near vassal town, they can build siege totem and conquer new town for their kingdom...

It can solve town claim spaming, disregard of instant battles, personal claim exploiting, can give a reason to solo-player's and small guild's seek protection of powerfull kingdoms without entering the big guild, build road's, fight for fortresses, get more drama and etc.

And for vassal system: kingdom don't have any right's on vassal towns (without issued rights by vassals), but if vassal will kicked or sow rebellion they will have 0 terrytory and king must crush them, or vassal will create independance kingdom), like in feudal europe. =)

Also it's a more realistic, when Kingdom's have their lands, and land's have kingdom's feudal law.


Asimov
 
Posts: 209
Joined: 09 Sep 2015, 12:34

Re: So, real talk. Game design. Large scale edition.

Post by Asimov » 20 Jan 2018, 11:33

So many rules...
Kick to a different server, regional control over a server.
It is a player driven game. If anyone wants those "rules" they have to make them as a player. Kick people as far away as you like. Either by diplomacy or with pure might. Yes it is hard, but it is a long term game

About the loot people will hide from the claim before the siege: You really think a guild that has placed 20 totems, won all the battles and siege a claim need that loot ? If you have the might and resources to do anything like that, who cares about some stupid loot, you have made so much stuff down the road when you are in that stage of the game, that you start giving things away

Return to General Discussion