Rule-set TransitionsIn “Godenland” and probably “Godenland 2” we have Green Zones (protectorates) and Red Zones.
These two zones are meant to work for everyone.
The Play-Style Spectrum I think most people are not Sheep or Wolves, but a combination of both at some point along the spectrum of playstyle. I have simplified the spectrum to eight types just for simplicity.
Some people have a lot of time to play the game and defend their lands and some have limited time to play and defend their lands. Some people like to only craft, some like to only PvP. The majority like to do both in varying amounts.
And I think guilds, as a whole, also lay somewhere on this spectrum.
Generally, where you are on the play-style spectrum as a player or as a guild will often determine whether you get along with another player of guild.
Positive interactions don’t necessarily mean “friendly” behaviour. The interactions could be of a friendly trading nature or socialising. They could also be positive war/fights interactions where both parties come out enjoying the interaction/fight.
The Current Zones Currently, we are trying to cram all these playstyles into two rulesets.
Those on the PvE end of the spectrum are happy. But for a lot of people the two rulesets are not enough. The two rule sets are really only suiting 3/8 of the playstyles. Those who only want a bit of PvP can’t escape those that want a lot. Those on the red end of the spectrum want more PvP.
And eventually, you get a lot of players heading to the green zone to play the game in a way they don’t really want to just to avoid the more PvP focused players.
So, what could be done?
Proposal - Four Zones Instead of just two zones, there should be at least four.
And a possible ruleset layout just for an example.
But then, what would be the differences between the zones?
But then if you add these rulesets, where would the different player types go? Most would go into the first two zones because there is no incentive to be in the orange and red zone. Why make there lives harder for themselves?
So, what can you do to stop this and encourage player-styles to spread out? Reward and incentives.
Proposal – Risk : Reward Risk and reward is what drives peoples decisions. Some people are happy with playing it safe, some people want more. If you want players to head to the orange/red servers, you need to create an incentive for them to go there. The incentive needs to be proportional to the risk. The risk cant outweigh the reward, and the reward cant outweigh the risk.
Below are some of the things you could do to incentivise players to risk going into the red zones.
There are other things like increased skill point gain speed, decreased crafting time, decreased building cost and a number of other things you could do. This is an example; developer balance would be needed.
And hopefully you would achieve something like the below.
And why would you want this?
Mainly, player retention. Players are less likely to quit the game if they have more positive interactions and less interactions where they get killed 10 times in a row. If players are around other players with similar player-styles they are going to have a better time than those with quite different play styles.
Happy players = better reviews = more players.
InteractionsDue to the vast distances between
RED and
GREEN, people from
RED servers would be unlikely to interact directly with
GREEN players and vice versa.
They would indirectly interact through trade. Players in
Yellow servers would interact mostly with players from
green and
orange server nodes, and players living in
orange servers will interact mostly with
Red and
Yellow servers.
LayoutsI think its important for
Red servers to be in the middle, and the
Green worlds on the edge. Players that want to PvP should not have to travel great distances to wage there wars. Solo players that just want to relax, build a small claim and trade can just head out to the far corners of the world and enjoy there lif in relative peace.
Here are there layouts options I quickly thought of. There could be a whole lot of better layouts, especially if combined with a new map with different terrain (mountains/rivers etc).
What is everyone's thoughts on this suggestion?
Note* I originally made this post over a year ago and most of the above has been changed slightly to be more appropriate to Godenland. *
Please leave a comment with your thoughts and vote using the link below if you agree or disagree.
Let me know if you guys think it would be good or bad.
Voting Page Link:
https://lifeisfeudal.com/Discussions/qu ... ransitionsCheers,
Kitt.