And a Free City will NOT Involve a Clan in Politics.
These Plots of Land can then be Given to a Peasant.
A Peasant will be able to Build a Personal Claim in the Land Claim of the City State.
And a Free City will NOT Involve a Clan in Politics.
SonofKitt wrote:I am really struggling to see the point of these City Claims.And a Free City will NOT Involve a Clan in Politics.
How would other guilds interact with them? Could they go to war with these City Claims? Or is it just a safe-haven that cant be attacked?
What you have described is basically just a claim that only needs 5 players, but will "accept" new players as peasants.
These peasants can;These Plots of Land can then be Given to a Peasant.A Peasant will be able to Build a Personal Claim in the Land Claim of the City State.
Which is it? because these comments say two different things.
If its the first, then its really know different than current as you would have to wait for permissions to use land.
(Aside from the automatic peasant status) what you are talking about, in terms of rights/permissions can pretty much be achieved within the current mechanics. I'm not 100% sure if you can already but you might be able to allow "Everyone" to access certain buildings/chests etc and enable "Everyone" to be able to erect a monument on your land. If they don't have that, maybe they should allow that flexibility.
However, the below can not possibly happen in this game. It would break it and you would be playing alone with three other people. A city state could work in LIF:YO, in in the MMO.And a Free City will NOT Involve a Clan in Politics.
I know you want this world to be 100% safe for some strange reason, maybe you have had bad experiences with 1-2 grieving players.
But all I see is a biggest exploit in the history of LiF that players would use to grief there enemies. They would make these "City Claims" surrounding there enemies and build walls and block access. They could probably do a lot worse!
The only City State should should exist is the current one in server 25.
There are so many holes in this post. I know you said its not finished but its not even covering half of what it should. You should really copy what you have already to a word spreadsheet and post once you have finished. As you keep banging on about, the "details are important".
(also its important, not importand - just help you with your grammar - its pretty good otherwise)
SonofKitt wrote:I will wait till you have finished the whole scope before I comment again because as I said, its full of holes.
In its current Form this suggestion is not acceptable and would break the game apart.
So I'll have to oppose it
Sunleader wrote:SonofKitt wrote:I will wait till you have finished the whole scope before I comment again because as I said, its full of holes.
In its current Form this suggestion is not acceptable and would break the game apart.
So I'll have to oppose it
What Suggestion ?
So Your Opposing me wanting Feedback on an Idea so I can make an Suggestion on it ??
Mate Seriously Read things properly before you comment.
The thing that got holes is your Reading. And here I was actually Expecting some Constructive Critics from you.
Or are you just trying to be a **** because I opposed your other Suggestion ? -.^
Well whatever.
Anyone else who got Toughts or Additions ?
(Pls someone actually bothering to Read the Suggestion and is not just trying to annoy me cause I didnt agree with him in another Topic)
Khroma wrote:Sunleader wrote:SonofKitt wrote:I will wait till you have finished the whole scope before I comment again because as I said, its full of holes.
In its current Form this suggestion is not acceptable and would break the game apart.
So I'll have to oppose it
What Suggestion ?
So Your Opposing me wanting Feedback on an Idea so I can make an Suggestion on it ??
Mate Seriously Read things properly before you comment.
The thing that got holes is your Reading. And here I was actually Expecting some Constructive Critics from you.
Or are you just trying to be a **** because I opposed your other Suggestion ? -.^
Well whatever.
Anyone else who got Toughts or Additions ?
(Pls someone actually bothering to Read the Suggestion and is not just trying to annoy me cause I didnt agree with him in another Topic)
You are doing that yourself on Kitt post aswell, but hey not here to start a fist fight :p
I prefer the feudal system suggestion from Kitt with personal claim idea i suggested if you plan to make some kind of city like created by players. It is way more realistic and require more player interactions with each other aswell as politic and economic ones.
I dont think it is a bad idea but it is not really realistic, and is kind of apart from other guilds. How are you suppose to be defending it realisticly ? ( if you cant destroy it is a problem ) The only city allowed in the game is in server 25 but i dont even think it is really a good concept, maybe your concept should replace it. The server 25 city is suppose to be the royal city i guess that is why it is protected, i dont know ( not really clear game lore ).
Right now i see your idea like a big personal claim, i mean why not but i dont really see the point.
I would definitively see your free city gestion idea implemented for the city in the server 25, to make it more new player friendly ( i guess it is what the city was suppose to be in the first place if they took the time to actually work on it ). That would be a real good thing for new players if the lvl 25 city was the game spawn point when you start and if it actually was made to help new players.
One thing to note however, if you plan to make safezone in a sandbox game, ressource should not be able to be 100% safe or only a really small quantity ( enough to restart something small in case you loose everything ). Otherwise people stock pile ressource in safe zone and it hurt the game in all its aspect ( mainly economy and warfare ).
Players should be driven to live outside with other players and not inside the safe zone, the safezone should only be a backup if you lost everything and give time for new players ( without having to worry about anything ) to assess where they should try to implement themselves.
Everyone should have its role / place outside of the server 25, which is not really the case atm. Hence Kitt economy system and feudal system suggestion.
Kitts Idea is Aimed at large Groups and unfortunately doesnt work for smaller Groups.
Which is exactly the Problem. Because this Game cannot Survive if we dont stop forcing People into Large Guilds if they want to play.
Khroma wrote:Kitts Idea is Aimed at large Groups and unfortunately doesnt work for smaller Groups.
Which is exactly the Problem. Because this Game cannot Survive if we dont stop forcing People into Large Guilds if they want to play.
Right and wrong, i suggested the personnal claim idea ( in the feudal system post ) because you were right that it didnt really considered solo player / newplayer in the first place. For the economy however, if big guilds dont need to use trading this is hurting mostly small grp and solo player, like you said on another post, they are the ones that need money to buy stuff they cant create. But big guild dont need money. So they dont need trading etc ... vicious circle.
Maybe i m reaching here, but from what i gather from you, you are criticising Kitt 2 post on the implementation of his ideas mainly.
The examples / implementation IG of his ideas doesnt really matters, the idea itself matter if it is interesting or not.
Once the idea is good enough you can try to implement it, and it should be even if it is not perfect. Players will test it, will grief over it and devs will be able to balance it to make it work.
You need to make system where everyone got a place in it, not just big guild, not just small / solo player; everyone working together.
Feudal system with personal claim give a purpose of it for everyone, economy if doing correctly will make money the primary ressource that everyone is reaching for.
Trading will require caravans, which will create works for mercenaries and bandits etc ...
I dont think your idea is bad, i think it should be limited to city 25 maybe, but it doesnt really fix the game as a whole. It can be a good system to implement later or to create more interesting personal claim gestion when packed together. But i think right now the game need to fix its core problem before adding even more complexity layers to unfinished system.
This is just my opinion, i m probably more fixating on an overall view of what the game should aim than just specific, mainly because i think this game could be a really good sandbox one, but there is core / general systems that need to be fixed / implemented first. And then the game can build upon to give even more different ways for everyone to have its place in it.
Problem is as I said that there is no way to make this work
If Guilds get the Right to just Throw Out People in such an Large Area this would be the Death of the Game.
Kitts System is far too harsh on the Ressource thing.
It wont get larger Guilds to Trade but will just end up with them creating an base there and getting the ressources there.
Meanwhile smaller groups which cant do this will be ****** because they need to trade and dont get any to buy thus being cut off.
This Suggestion was Inspired by an Discussion inside an Trade Suggestion in the Forum.
But the Idea was really Good. And might Improve the Game as well as Encourage Players to Trade.
So I want to bring it up here.
The Suggestion is to Set Effects on Crafting and Gathering depending on the Region you do it in. Thus Encourage these Regions to Trade with other Regions or Specialize in something their Region is good at.
SonofKitt wrote:Problem is as I said that there is no way to make this work
Your opinion is not scientific proof.If Guilds get the Right to just Throw Out People in such an Large Area this would be the Death of the Game.
Half of my guild quit after they removed bark boxing. That was approximately 75 people in a few weeks. That's the same amount as the current prime-time population on Buyan. It used to be 3000. Thats 40x the population. Think about that, just one guild. If they were still here the population would be doubled.
That has been the death of the game. The latest change has all but killed off any remaining members of a 150+ man guild. These were not 150+ new players, they were 150+ players who had played LiF:YO over the years and loved it and had put 1000s of hours into the game. I try convince them to come back, and most say "have they fixed barkboxing" and I say "No" and they go "Naaaaa"
These guys were not picking on the small guys, they were taking on other guilds as both attackers during raids and defenders when our guild was under attack. There was a sense of "I could be killed at any time which gave a lot of meaning to working together.
You are absolutely delusional or naive if you think otherwise or that any change from now on could possible hurt the playerbase more. The only players left are the ones that will tolerate anything. I bet even you would stick arround regardless of what changes they make.Kitts System is far too harsh on the Ressource thing.
Its really not. You are just not capable of comprehending the whole picture. Like you would not even need to trade if you didn't want to. And IF you wanted to trade with others, you could get them to do all the travelling. The developers have already said they plan to implement Buy Orders in the next patch. Boom you have Buy and Sell Orders. Again, these are useless without scarcity of resources, a proper transport network and accessible Trader -posts.It wont get larger Guilds to Trade but will just end up with them creating an base there and getting the ressources there.
Meanwhile smaller groups which cant do this will be ****** because they need to trade and dont get any to buy thus being cut off.
Again, that's your opinion is not scientific proof.
I am also really confused because not long ago you basically just tried to copy my post and put it in the suggestions area under your own idea.
Like these are your words;This Suggestion was Inspired by an Discussion inside an Trade Suggestion in the Forum.
But the Idea was really Good. And might Improve the Game as well as Encourage Players to Trade.
So I want to bring it up here.
The Suggestion is to Set Effects on Crafting and Gathering depending on the Region you do it in. Thus Encourage these Regions to Trade with other Regions or Specialize in something their Region is good at.
https://lifeisfeudal.com/Discussions/question/suggestion-for-regional-crafting-effects-to-make-the-game-more-interesting-and-encourage-trading
I'm cool with you posting it as it promotes the concept but i'm just confused why you are hell bent on slamming the post, then go and make your own one praising it?????
Or just like taking credit for others ideas? Or just to stubborn to back down, even when deep down you know your wrong. Ha must be a tough life.
Its Basic Logic.
If you cant see that my condolences.
Your Guild by barkboxing into places where they should not have been has Killed the Game.
Such People leaving will be a great thing in the long term.
Such People leaving will be a great thing in the long term.
Entirely without that System of yours that would kill all smaller Groups in the Game.
For this there would be 3 Different Effects that Regions can Apply to Crafting/Gathering Actions.
1. Bonus Effects on Materials and Items Gathered/Crafted in a Region. And which add a Permanent Advantage to these Items.
Bonus Yields and Gathering Speed for different Regions.
Quality Bonus requiring Players to have less or more Skill to Achieve a Good Quality of Items or Produce.
The Central Plains thanks to the Crown advising Farmers might get Exceptional High Quality Crops which are by Default get a 20 Quality Bonus.
But the Farming is not good for the Soil. Causing Herbs to have a 20 Quality Malus.
The Deserts are such Experts at producing Glas so all their Glass is 20 Quality higher by Default.
But their Trees are Brittle and Dry. Causing all of their Wood Items having a Quality of 10 Points less.
It had nothing to do with Scarcity
SonofKitt wrote:Its Basic Logic.
If you cant see that my condolences.
Its not logic, its opinion.Your Guild by barkboxing into places where they should not have been has Killed the Game.
Such People leaving will be a great thing in the long term.
Again, these people where not griefers. We let people in our lands. We only fought other guilds and they fought us back. Like the game was original intended to be played.Such People leaving will be a great thing in the long term.
Again, that's your opinion. Ultimately the game has nosedived since they left so the evidence would suggest otherwise.Entirely without that System of yours that would kill all smaller Groups in the Game.
I disagree. Currently, big guilds can do everything themselves. They don't need small guilds. They can gather all the best resources within 5-10mins of there claim. They can gather 100 wood, they can farm 100 quality crops, they can breed 100 animals. Small guilds have nothing to offer them.
But if you implement scarcity, all of a sudden a small group can gather resources that big guilds in other areas of the map actually want. I don't know how you fail to see this.
And relating to "your suggestion". Here are a few quote from your post.For this there would be 3 Different Effects that Regions can Apply to Crafting/Gathering Actions.
1. Bonus Effects on Materials and Items Gathered/Crafted in a Region. And which add a Permanent Advantage to these Items.Bonus Yields and Gathering Speed for different Regions.
Looks a little similar to below. I.e. Crafting/Gathering Actions and Materials and Items Gathered/CraftedBonus Yields and Gathering Speed for different Regions.
……… I don't really need to add anything else, your words and my pictures speak a 1000 words.
And also from your thread;Quality Bonus requiring Players to have less or more Skill to Achieve a Good Quality of Items or Produce.
The Central Plains thanks to the Crown advising Farmers might get Exceptional High Quality Crops which are by Default get a 20 Quality Bonus.
But the Farming is not good for the Soil. Causing Herbs to have a 20 Quality Malus.
The Deserts are such Experts at producing Glas so all their Glass is 20 Quality higher by Default.
But their Trees are Brittle and Dry. Causing all of their Wood Items having a Quality of 10 Points less.
This is literally the same concept as what I had suggested about scarcity. Where regions have a few resources that they can produce in high quality and some resources that they can only produce in low quality. Its literally the same concept but less specific.
I.e. farms in the central are 20 quality better than everywhere else, while herbs are worst by 20.
Its starting to look like something we have seen before.....It had nothing to do with Scarcity
You sure? because the above would suggest otherwise.. I thought you were a man of logic.
In regards to new players. I agree something needs to be done to retain players. And as you say, they need to re-think how new players can integrate into the worlds. I am sure the personal claims v exploits has given Bobik many a headache trying to figure out the best balance.
However, currently the majority of new players are not leaving because of griefing. ALOT of potential players don't even play because of the effort required to even log in. Dispatcher issues, download issues, account issues. Those issues have turn away 1000s of players compared to griefing. I know 5 -10 people from LiF:YO who when I tried to get to join the MMO said, they tried to 2-3 days to get in and couldn't because of the above issues. Its still happening, look in launcher issues on the discord, its a busy channel.
Once they have fixed these issues, hopefully with NixOS, I also think they need to implement a LFG guild/group/land system. One similar to World of Warcraft's guild recruitment could work.
A new player can tick which boxes they want. I.e. "Crafter" "Roleplayer" "PvP" "I want to setup a private claim" "I want to do IBs" and guild could setup there settings "RP only" "Lancers/Archers only".
That way its easier for new people to intergrate into the community. I think an ingame "Looking For guild/group/land" would help retain way more players than anything else they could do.
Ultimately players don't want to join established guilds, and I agree that they shouldn't. The gameplay is much more enjoyable in a 5-20 man group. New players should be trying to group up with other new players so that they can enjoy the building/skilling/gathering phase of the game.
SonofKitt wrote:I don't think there is a place or need for these independent "City States" in Life is feudal MMO. Maybe we will one day have the ability to recreate the proposed "city state" BUT only in using the current claim system with specific permissions.